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.

Thursday, July 10, 2025

Goal-Oriented Balance Rehabilitation System For Balance Disorder

 I don't see a written protocol from this; SO USELESS!

Goal-Oriented Balance Rehabilitation System For Balance Disorder


https://doi.org/10.1016/j.medengphy.2025.104386Get rights and content

Highlights

  • Developed a cost-effective balance rehab system using sensors and interactive games.
  • Conducted a clinical trial with 36 patients with orthopedic and neurological balance issues.
  • Used Intrinsic Motivation Inventory to find 91% enjoyed the system, 98% saw benefits.
  • Adjusted exercise difficulty for each patient, showing potential for personalized treatment.

Abstract

Balance is a critical component of daily activities and overall quality of life. This study aims to develop a cost-effective exercise system for the rehabilitation of balance disorders by combining a sensor module with target-oriented video games. The system, designed using a microcontroller-controlled sensor module and Unity game engine, features a game component that provides visual feedback and is synchronized with the platform movements. The system detects the patient's movements on the platform and translates them into simultaneous movements of the game character, enhancing both therapy participation and patient motivation. A clinical trial was conducted with 36 patients suffering from orthopedic and neurological balance disorders. The Intrinsic Motivation Inventory (IMI) was used to analyze the scores obtained during the clinical evaluation. The results indicate that 91.96% of participants found the system engaging, and 97.70% believed it would contribute positively to their treatment process. The results indicate that game-based balance exercises contribute to rehabilitation by increasing patient motivation. This study highlights the potential of target-oriented games in balance therapy and suggests that future improvements, such as incorporating patient monitoring features and advanced hardware, along with 3D game designs, could further enhance the system's effectiveness.

Introduction

Maintaining balance is essential for executing everyday tasks such as standing, climbing stairs, or walking on uneven surfaces. This is especially important for older adults, as impaired balance significantly elevates the risk of falls and related injuries. Studies have demonstrated that regular, balance-focused exercise can effectively enhance postural stability and reduce fall risk [1].
Balance refers to the body's ability to maintain its center of gravity over its base of support and is a key determinant of quality of life. It is generally classified into two types: static balance (maintaining a position) and dynamic balance (controlling the body during movement) [2]. Recent research has emphasized the advantages of interactive game-based rehabilitation approaches in improving balance. These methods, particularly those involving visual video games, not only increase patient engagement but also improve motivation and potentially accelerate recovery [3], [4].
Currently, alongside traditional physical therapy and rehabilitation techniques, visual feedback technologies are employed in the treatment of balance disorders. However, their application is constrained by the high cost of such systems. This study aims to develop a balance exercise system(WHERE THE FUCK IS THE PROTOCOL LOCATED?) that integrates a pre-existing platform featuring a visually interactive video game. This system is specifically designed for the lower extremities to support physical therapy and rehabilitation in patients experiencing orthopedic and neurological balance disorders due to factors such as accidents, injuries, or aging. The primary objective of this system is to improve the healing process by increasing patient engagement and motivation, thus improving participation in treatment and accelerating recovery for individuals with balance impairments.

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