Changing stroke rehab and research worldwide now.Time is Brain! trillions and trillions of neurons that DIE each day because there are NO effective hyperacute therapies besides tPA(only 12% effective). I have 523 posts on hyperacute therapy, enough for researchers to spend decades proving them out. These are my personal ideas and blog on stroke rehabilitation and stroke research. Do not attempt any of these without checking with your medical provider. Unless you join me in agitating, when you need these therapies they won't be there.

What this blog is for:

My blog is not to help survivors recover, it is to have the 10 million yearly stroke survivors light fires underneath their doctors, stroke hospitals and stroke researchers to get stroke solved. 100% recovery. The stroke medical world is completely failing at that goal, they don't even have it as a goal. Shortly after getting out of the hospital and getting NO information on the process or protocols of stroke rehabilitation and recovery I started searching on the internet and found that no other survivor received useful information. This is an attempt to cover all stroke rehabilitation information that should be readily available to survivors so they can talk with informed knowledge to their medical staff. It lays out what needs to be done to get stroke survivors closer to 100% recovery. It's quite disgusting that this information is not available from every stroke association and doctors group.

Tuesday, October 27, 2015

Developing a Digital Game for Stroke Patients’ Upper Extremity Rehabilitation – Design, Usability and Effectiveness Assessment

Well did you evaluate any of these previous 39 other video games to see if yours is any better?
Our stroke associations should have an efficacy listing of all video games used in stroke rehabilitation.  That we we could decide which ones to spend our time on. Failure on a massive scale once again.
http://www.sciencedirect.com/science/article/pii/S235197891500102X
Under a Creative Commons license

Abstract

The purpose of this study was to develop a digital game system for rehabilitation and to assess their feasibility, usability and effectiveness. A questionnaire was designed to evaluate the usability and feasibility associated with using this game. The results of this study can be summarized as follows: 1) the upper extremity rehabilitation gardening game (UERG game) is special designed for domestic stroke patients. 2) This UERG game uses Kinect's skeletal tracking features and motion sensor to interaction with patients. 3) design features are as following: game contents include three difficult levels according to different upper limb motor function recovery stages; to record user's motor performance; to provide feedback information (for example: to record the completed the task time and to detect whether the user has compensatory action, etc.). 4) A total of 10 patients to assess this set of games. The results showed that 90% of patients reported that using UERG game in treatment increased their treatment motivation.; 70% of them reported that this games is very interactive; 80% patients considered this game is conducive to recovery their upper extremity functions; 80% patients considered the feedback information provided help them to understand their performance in each session after training; 60% patients indicated the game interfaces were easy to operate and learning; 90% of patients reported that this game is enjoyment and satisfied with this game for rehabilitation. Overall, the UERG game is feasibility to use in rehabilitation.

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