This would make so much sense for our PTs to objectively analyze our walking. But I bet this won't get rolled out to stroke departments for decades because we have NO leadership to push this out to all stroke hospitals. You are screwed once again.
http://montreal.ctvnews.ca/video?clipId=940412
Use the labels in the right column to find what you want. Or you can go thru them one by one, there are only 33,020 posts. Searching is done in the search box in upper left corner. I blog on anything to do with stroke. DO NOT DO ANYTHING SUGGESTED HERE AS I AM NOT MEDICALLY TRAINED, YOUR DOCTOR IS, LISTEN TO THEM. BUT I BET THEY DON'T KNOW HOW TO GET YOU 100% RECOVERED. I DON'T EITHER BUT HAVE PLENTY OF QUESTIONS FOR YOUR DOCTOR TO ANSWER.
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.
Showing posts with label Xbox. Show all posts
Showing posts with label Xbox. Show all posts
Wednesday, August 31, 2016
Tuesday, June 9, 2015
Virtualware Launches Therapeutic Video Game for Neurorehabilitation
Does your therapy department have anything for hand recovery or are you going to have to travel to Europe?
http://www.prweb.com/releases/virtualrehab/therapeutic-video-game/prweb12773336.htm
Virtualware Health today announced the release of VirtualRehab 3.0, the first clinically validated therapeutic video game solution for Hand & Body therapy with CE approval. Designed for professional therapists who work with patients that suffer from severe neurological conditions, VirtualRehab 3.0 will help patients to improve balance and fine motor skills using clinically tested therapeutic games and motion capture technology powered by Microsoft’s® Kinect Xbox One and Leap Motion®. VirtualRehab 3.0 is available now and will be on demo at Rehab Week in Valencia, Spain from June 9 to 12 at the International Conference of Virtual Rehabilitation (ICVR).
“We developed VirtualRehab 3.0 in close collaboration with leading neurologists and physiotherapists in Europe who wanted to offer individualized treatment for their patients in a simple and cost effective way,” said Unai Extremo, CEO and founder of Virtualware Group. “By offering patients the flexibility to play in both a clinical setting or at home we can reach more people who need multiple therapy sessions a week but don’t have the time, resources or motivation to put in the exercise. Stroke patients for example are recommended to have up to 3 hours a day of therapy, a minimum of 5 days per week. As a result, the cost per hour of traditional treatment for extended rehabilitation can become restrictive and inaccessible. For more serious conditions, the need for rehabilitation is a lifetime requirement. We’ve already completed over 13,000 sessions and 1,300 hours of therapeutic game play and this is only the beginning.”
Designed for supervised use with clinical professionals and therapists, the VirtualRehab 3.0 platform was created for patients who suffer from temporary to long-term neurological conditions including stroke, traumatic brain injury, multiple sclerosis, spinal cord injury, peripheral neuropathies, cerebral palsy, Parkinson’s disease and to help improve mobility in the elderly.
According to Dr. Manuel Murie, director of the Centro Neurológico de Atención Integral (C.N.A.I.), a specialized neurorehabilitation center in Pamplona, “We recently started using VirtualRehab to re-teach stroke patients how to coordinate small muscle movements in their hands and fingers, tasks controlled by the nervous system that are essential to day-to-day life. In only a short time our patients were more engaged and confident, the motivation they have is critical to their progress, with therapeutic games we are able to transform how they feel about therapy and it makes our day to day work more engaging.”
Virtual Rehab 3.0 is a scalable solution designed for small clinics to large hospitals. It includes VirtualRehab BODY using the Kinect® Xbox One to work on balance and physical movement of the upper and lower extremities; and introduces the new VirtualRehab HANDS for games and exercises aimed at improving fine motor skills and dexterity of the hands. VirtualRehab HANDS comes complete with a Leap Motion® sensor to detect precision movements of the fingers and an ergonomic armrest for comfort. Virtual Rehab 3.0 includes a cloud-based software management tool to help health care providers keep track of patient progress. VirtualRehab is the first virtual reality rehabilitation platform to receive CE mark approval from the European Commission.
Demos of VirtualRehab 3.0 and Mind Play Games, an innovative solution that combines collaborative cognitive gaming applications on a 55” multitouch interactive table, by Virtualware’s hardware division, Activa Media will be available at RehabWeek Booth # 17-18 and they will also be hosting the following workshops.
Virtual Reality Game–Based Therapy with Motion Sensor Capture Devices on June 10 from 11:00 to 12:30 with notable speakers Dr. Nick Ward (UCL Queen Square) and Dr. Manuel Murie (CNAI).
VIDEO: http://www.virtualrehab.info/#video
ABOUT VIRTUALREHAB® | http://www.virtualrehab.info | @virtualrehab_en
VirtualRehab® is a tool designed by experts in neurorehabilitation that offers simulated physical rehabilitation training programs for patients with different degrees of physical disability. By using virtual environments in a videogame format combined with the Microsoft® Kinect®, the Microsoft® Azure® cloud platform and Leap Motion sensor, the patient can do physiotherapy exercises customized by their therapist both in the centre where they are being treated as well as do telerehabilitation in their own home. This technology allows the patient to be monitored remotely by their physiotherapist who evaluates their progress.
ABOUT VIRTUALWARE | http://www.virtualwaregroup.com | @virtualwareUK
Virtualware Group is a business group of technology companies that specialize in the development of hardware and software solutions based on immersive and interactive technologies. The company designs and creates high-tech value-added solutions, products and services for culture, education, training and health through offices in the United Kingdom, Spain, Latin America and the Middle East as well as through partners around the world. It is the only virtual rehabilitation manufacturer with CE Mark approval to develop both hardware and software for medical purposes.
http://www.prweb.com/releases/virtualrehab/therapeutic-video-game/prweb12773336.htm
Virtualware Health today announced the release of VirtualRehab 3.0, the first clinically validated therapeutic video game solution for Hand & Body therapy with CE approval. Designed for professional therapists who work with patients that suffer from severe neurological conditions, VirtualRehab 3.0 will help patients to improve balance and fine motor skills using clinically tested therapeutic games and motion capture technology powered by Microsoft’s® Kinect Xbox One and Leap Motion®. VirtualRehab 3.0 is available now and will be on demo at Rehab Week in Valencia, Spain from June 9 to 12 at the International Conference of Virtual Rehabilitation (ICVR).
“We developed VirtualRehab 3.0 in close collaboration with leading neurologists and physiotherapists in Europe who wanted to offer individualized treatment for their patients in a simple and cost effective way,” said Unai Extremo, CEO and founder of Virtualware Group. “By offering patients the flexibility to play in both a clinical setting or at home we can reach more people who need multiple therapy sessions a week but don’t have the time, resources or motivation to put in the exercise. Stroke patients for example are recommended to have up to 3 hours a day of therapy, a minimum of 5 days per week. As a result, the cost per hour of traditional treatment for extended rehabilitation can become restrictive and inaccessible. For more serious conditions, the need for rehabilitation is a lifetime requirement. We’ve already completed over 13,000 sessions and 1,300 hours of therapeutic game play and this is only the beginning.”
Designed for supervised use with clinical professionals and therapists, the VirtualRehab 3.0 platform was created for patients who suffer from temporary to long-term neurological conditions including stroke, traumatic brain injury, multiple sclerosis, spinal cord injury, peripheral neuropathies, cerebral palsy, Parkinson’s disease and to help improve mobility in the elderly.
According to Dr. Manuel Murie, director of the Centro Neurológico de Atención Integral (C.N.A.I.), a specialized neurorehabilitation center in Pamplona, “We recently started using VirtualRehab to re-teach stroke patients how to coordinate small muscle movements in their hands and fingers, tasks controlled by the nervous system that are essential to day-to-day life. In only a short time our patients were more engaged and confident, the motivation they have is critical to their progress, with therapeutic games we are able to transform how they feel about therapy and it makes our day to day work more engaging.”
Virtual Rehab 3.0 is a scalable solution designed for small clinics to large hospitals. It includes VirtualRehab BODY using the Kinect® Xbox One to work on balance and physical movement of the upper and lower extremities; and introduces the new VirtualRehab HANDS for games and exercises aimed at improving fine motor skills and dexterity of the hands. VirtualRehab HANDS comes complete with a Leap Motion® sensor to detect precision movements of the fingers and an ergonomic armrest for comfort. Virtual Rehab 3.0 includes a cloud-based software management tool to help health care providers keep track of patient progress. VirtualRehab is the first virtual reality rehabilitation platform to receive CE mark approval from the European Commission.
Demos of VirtualRehab 3.0 and Mind Play Games, an innovative solution that combines collaborative cognitive gaming applications on a 55” multitouch interactive table, by Virtualware’s hardware division, Activa Media will be available at RehabWeek Booth # 17-18 and they will also be hosting the following workshops.
Virtual Reality Game–Based Therapy with Motion Sensor Capture Devices on June 10 from 11:00 to 12:30 with notable speakers Dr. Nick Ward (UCL Queen Square) and Dr. Manuel Murie (CNAI).
VIDEO: http://www.virtualrehab.info/#video
ABOUT VIRTUALREHAB® | http://www.virtualrehab.info | @virtualrehab_en
VirtualRehab® is a tool designed by experts in neurorehabilitation that offers simulated physical rehabilitation training programs for patients with different degrees of physical disability. By using virtual environments in a videogame format combined with the Microsoft® Kinect®, the Microsoft® Azure® cloud platform and Leap Motion sensor, the patient can do physiotherapy exercises customized by their therapist both in the centre where they are being treated as well as do telerehabilitation in their own home. This technology allows the patient to be monitored remotely by their physiotherapist who evaluates their progress.
ABOUT VIRTUALWARE | http://www.virtualwaregroup.com | @virtualwareUK
Virtualware Group is a business group of technology companies that specialize in the development of hardware and software solutions based on immersive and interactive technologies. The company designs and creates high-tech value-added solutions, products and services for culture, education, training and health through offices in the United Kingdom, Spain, Latin America and the Middle East as well as through partners around the world. It is the only virtual rehabilitation manufacturer with CE Mark approval to develop both hardware and software for medical purposes.
Wednesday, July 3, 2013
Israeli Researchers: Video Games Are Effective For Stroke Rehabilitation
Which of these games are in your clinic?
Xbox 360 Kinect,
PlayStation 3
Nintendo Wii .
http://www.shalomlife.com/health/19732/israeli-researchers-video-games-are-effective-for-stroke-rehabilitation/
Xbox 360 Kinect,
PlayStation 3
Nintendo Wii .
http://www.shalomlife.com/health/19732/israeli-researchers-video-games-are-effective-for-stroke-rehabilitation/
Saturday, June 29, 2013
Creators of the Kinecthesia Haptic Belt for Blind People
If you have one-sided neglect this belt could inform you of what is on your neglected side. Much more easily than having to swivel your head all the time.
http://www.medgadget.com/2012/05/medgadget-interviews-eric-berdinis-and-jeff-kiske-creators-of-the-kinecthesia-haptic-belt-for-blind-people.html
the Kinecthesia, a haptic belt which allows the wearer to virtually sense objects ahead, and to the left and right thanks to three motors which vibrate in response to objects in their immediate vicinity. As the name would imply, at the heart of the Kinecthesia is an XBox Kinect 3D camera which is connected to a Beagle Board computing platform that processes the depth data from the device and drives the motors.
More at link.
http://www.medgadget.com/2012/05/medgadget-interviews-eric-berdinis-and-jeff-kiske-creators-of-the-kinecthesia-haptic-belt-for-blind-people.html
the Kinecthesia, a haptic belt which allows the wearer to virtually sense objects ahead, and to the left and right thanks to three motors which vibrate in response to objects in their immediate vicinity. As the name would imply, at the heart of the Kinecthesia is an XBox Kinect 3D camera which is connected to a Beagle Board computing platform that processes the depth data from the device and drives the motors.
More at link.
Friday, June 15, 2012
University of Southampton and Roke develop technology world first to support stroke patients
We need more of these hand recovery options, everyone else seems to think hand recovery is too hard to work on. Ask your therapist and doctor when this is available for your use.
http://www.alphagalileo.org/ViewItem.aspx?ItemId=121002&CultureCode=en
The University of Southampton, in collaboration with Roke Manor Research Ltd (Roke), a Chemring company, has pioneered the use of Xbox computer technology to develop the world's first process that measures hand joint movement to help stroke patients recover manual agility at home.
The Xbox Kinect works by monitoring whole limb movements allowing controller-free gaming; the gamer becomes the game. However, the University team has taken it a step further to create an algorithm that tracks and measures hand joint angles and the fine dexterity of individual finger movements. The ultimate aim is to capture the data while the patients follow exercises on a TV screen.
The project aims to help people recovering from a stroke to do more regular and precise exercises so that they recover faster. The data collected will be fed back to the therapists caring for the patient so they can continually monitor progress, reducing the need for frequent hospital visits.
This new system has been developed to complement the home-based physiotherapy care already offered to patients in the UK, and follows a recent Stroke Association report[1] which stated that stroke survivors are being denied the chance to make their best recovery because of a lack of post-hospital care.
Health Sciences academic Dr Cheryl Metcalf, at the University of Southampton, has been supervising the project. She comments: "Recovering from a stroke can be a daunting and distressing time for patients and their families. Through our research we know that many people recovering from a stroke find their at-home exercises repetitive and often demotivating. If they are already finding it difficult and frustrating to move their hands, they need something to encourage them to try harder. We wanted to create a more engaging way to help them recover faster. Using the Kinect we have been able to take a commercially available product and develop a highly novel tool that aims to be both cost effective and clinically applicable."
The Southampton and Roke team's next objective is to create a series of computer games to make the rehabilitation process more interesting for the patient. The games will adapt to each individual's ability and help motivate them to reach rehabilitation goals by feeding back higher scores if their joint movements improve.
Simon Wickes, Healthcare Business Sector Manager at Roke, says: "Strokes are the largest single cause of severe disability in the UK and it is estimated that every year half of the 100,000 stroke patients experience upper limb problems. This project could make a significant difference to the wellbeing of those affected.
"As Roke has a strong R&D pedigree in mobile and e-health devices, we were able to provide the technical guidance and support to help the students realise this exciting and valuable project. Not only is it a cost effective out-of-the-box solution, by reducing patient recovery times it could also have a positive impact on the £2.5 billion[2] which the care and rehabilitation of stroke patients cost the UK health and social care system each year."
http://www.alphagalileo.org/ViewItem.aspx?ItemId=121002&CultureCode=en
The University of Southampton, in collaboration with Roke Manor Research Ltd (Roke), a Chemring company, has pioneered the use of Xbox computer technology to develop the world's first process that measures hand joint movement to help stroke patients recover manual agility at home.
The Xbox Kinect works by monitoring whole limb movements allowing controller-free gaming; the gamer becomes the game. However, the University team has taken it a step further to create an algorithm that tracks and measures hand joint angles and the fine dexterity of individual finger movements. The ultimate aim is to capture the data while the patients follow exercises on a TV screen.
The project aims to help people recovering from a stroke to do more regular and precise exercises so that they recover faster. The data collected will be fed back to the therapists caring for the patient so they can continually monitor progress, reducing the need for frequent hospital visits.
This new system has been developed to complement the home-based physiotherapy care already offered to patients in the UK, and follows a recent Stroke Association report[1] which stated that stroke survivors are being denied the chance to make their best recovery because of a lack of post-hospital care.
Health Sciences academic Dr Cheryl Metcalf, at the University of Southampton, has been supervising the project. She comments: "Recovering from a stroke can be a daunting and distressing time for patients and their families. Through our research we know that many people recovering from a stroke find their at-home exercises repetitive and often demotivating. If they are already finding it difficult and frustrating to move their hands, they need something to encourage them to try harder. We wanted to create a more engaging way to help them recover faster. Using the Kinect we have been able to take a commercially available product and develop a highly novel tool that aims to be both cost effective and clinically applicable."
The Southampton and Roke team's next objective is to create a series of computer games to make the rehabilitation process more interesting for the patient. The games will adapt to each individual's ability and help motivate them to reach rehabilitation goals by feeding back higher scores if their joint movements improve.
Simon Wickes, Healthcare Business Sector Manager at Roke, says: "Strokes are the largest single cause of severe disability in the UK and it is estimated that every year half of the 100,000 stroke patients experience upper limb problems. This project could make a significant difference to the wellbeing of those affected.
"As Roke has a strong R&D pedigree in mobile and e-health devices, we were able to provide the technical guidance and support to help the students realise this exciting and valuable project. Not only is it a cost effective out-of-the-box solution, by reducing patient recovery times it could also have a positive impact on the £2.5 billion[2] which the care and rehabilitation of stroke patients cost the UK health and social care system each year."
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