http://www.prnewswire.com/news-releases/saebo-announces-fda-clearance-of-saebovr---worlds-first-virtual-adl-rehabilitation-system-300486524.html?tc=eml_cleartime
Saebo, Inc.
Jul 12, 2017, 08:11 ET
CHARLOTTE, N.C., July 12, 2017 /PRNewswire/ -- Saebo, Inc. announced on Wednesday that the U.S. Food and Drug Administration (FDA) has cleared SaeboVR,
a virtual ADL (activities of daily living) rehabilitation system
designed to engage neurological clients in both physical and cognitive
challenges involving simulated functional tasks. This first-of-its-kind
software system is grounded in National Institutes of Health
(NIH)-sponsored research demonstrating the efficacy of virtual ADL
practice for upper extremity rehabilitation.
"As an occupational therapist working with individuals with neurological diagnoses, I want to provide realistic and meaningful activities that also offer many repetitions of movements to promote neuroplasticity," stated Allison Ellington, OTD, OTR/L. "SaeboVR is a motivating, engaging, and occupation-based product that allows for customizable and safe practice of activities that are meaningful to clients. Individuals who have used this system tell me they notice improvements in how they are able to use their impaired arm more functionally, which is so important."
This great excitement for SaeboVR is fueled by years of clinical research, as well. "Barron Associates, Inc. is excited to partner with Saebo in making virtual ADL practice a reality for patients and therapists," said Richard Adams, Ph.D. "The release of SaeboVR culminates five years of NIH-sponsored R&D and successful clinical trials that have provided a solid body of evidence for the efficacy of simulated ADLs in improving upper extremity motor function in individuals with acquired brain injury."
Saebo's Co-Founder, Henry Hoffman, notes that the SaeboVR is opening new opportunities for clinicians and patients alike. "As the world's only provider of a virtual reality system solely focused on simulated self-care tasks, SaeboVR opens new possibilities for clinicians and patients," he noted. "Prior to this break-through technology, motion capture programs were primarily focused on games rather than real-life functional tasks. Although computer-based exercises can be beneficial, often times, therapists report that games are not always appropriate for a certain patient population or lack significance to maintain a client's motivation and engagement. Thankfully, SaeboVR fills the void by not only being meaningful and relevant, but truly functional and appropriate for all ages."
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