Summary Background Integrating behavioral intervention into motor rehabilitation is essential for improving paretic arm use in daily life. Demands on therapist time limit adoption of behavioral programs like Constraint-Induced Movement (CI) therapy, however. Self-managed motor practice could free therapist time for behavioral intervention, but there remains insufficient evidence of efficacy for a self-management approach. Methods This completed, parallel, five-site, pragmatic, single-blind trial established the comparative effectiveness of using in-home gaming self-management as a vehicle to redirect valuable therapist time towards behavioral intervention. Community-dwelling adults with post-stroke (>6 months) mild/moderate upper extremity hemiparesis were randomized to receive one of 4 different interventions over a 3-week period: 5 h of behaviorally-focused intervention plus gaming self-management (Self-Gaming), the same with additional behaviorally-focused telerehabilitation (Tele-Gaming), 5 h of Traditional motor-focused rehabilitation, or 35 h of CI therapy. Primary outcomes assessed everyday arm use (Motor Activity Log Quality of Movement, MAL) and motor speed/function (Wolf Motor Function Test, WMFT) immediately before treatment, immediately after treatment, and 6 months later. Intent-to-treat analyses were implemented with linear mixed-effects models on data gathered from March 15, 2016 to November 21, 2019. ClinicalTrials.gov, NCT02631850. Results Of 193 enrolled participants, 167 began treatment and were analyzed, 150 (90%) completed treatment, and 115 (69%) completed follow-up. Tele-Gaming and Self-Gaming produced clinically meaningful MAL gains that were 1·0 points (95% CI 0·8 to 1·3) and 0·8 points (95% CI 0·5 to 1·0) larger than Traditional care, respectively. Self-Gaming was less effective than CI therapy (-0·4 points, 95% CI -0·6 to -0·2), whereas Tele-Gaming was not (-0·2 points, 95% CI -0·4 to 0·1). Six-month retention of MAL gains across all groups was 57%. All had similar clinically-meaningful WMFT gains; six-month retention of WMFT gains was 92%. Interpretation Self-managed motor-gaming with behavioral telehealth visits has outcomes similar to in-clinic CI therapy. It addresses most access barriers, requiring just one-fifth as much therapist time that is redirected towards behavioral interventions that enhance the paretic arm's involvement in daily life. Funding , NIH
Abstractfiltered, sampled at the image raster, and composited in order into the final image [10]. Contour surface effects may be generated by density classification and gradient shading methods applied directly to the lattice data [8][9][10], without first generating contour polygons.We present an algorithm for compositing a combination of density clouds and contour surfaces used to represent a scalar function on a 3-D volume subdivided into convex polyhedra. The scalar function is interpolated between values defined at the vertices, and the polyhedra are sorted in depth before compositing.For n tetrahedra comprising a Delaunay triangulation, this sorting can always be done in O(n) time. Since a Delaunay triangulation can be efficiently computed for scattered data points, this provides a method for visualizing such data sets. The integrals for opacity and visible intensity along a ray through a convex polyhedron are computed analytically, and this computation is coherent across the polyhedron's projected area.There are also many problems where data is not available directly on a cubic lattice. In finite element analysis, more general rectangular, prismatic, or tetrahedral elements may arise. The geometry of a rectilinear lattice or finite element mesh may become distorted during a simulation of elastic or plastic deformation. A rectilinear lattice may be mapped by a non-linear transformation to a curvilinear lattice in order to represent a curved object. Finally, data values may be obtained at scattered 3-D points which have not yet been connected by a mesh of edges. Our algorithm is more general than the algorithms based on lattices, and can deal with these types of irregular data sets. Ray tracing can also be used to render densities in irregular volumes, but can be expensive, and does not take advantage of coherence within the volumes.CR Categories: I 1.4, I 3.3, I 3.4, I 3.5, I 3.7Additional Keywords: scalar function, scalar field, volume density, opacity, compositing, volume rendering, visibility sorting, density emitter.Our goal was a method of rendering contour surfaces and density clouds in the same image, which works on arbitrary arrangements of data vertices, and which exploits coherency when coarse data are interpolated. We achieved this by sorting the polyhedra in depth, and then compositing them in depth order, either back to front, or front to back. We have written a subroutine to scan convert and composite the density cloud inside a convex polyhedron, using analytic integration for the color and opacity along the ray projecting to each pixel. We have also written a surface shading, highlight, transparency, and compositing algorithm for polygons. Finally, we have written a procedure to slice a convex polyhedron into other convex polyhedra by the planes defining a contour surface. These are then in turn passed in the correct depth sorted order to the volume compositer. If surface effects are desired at the contour levels, the surface compositer can be called between succesive calls to the volume com...
We present an algorithm for constructing isosurfaces in any dimension. The input to the algorithm is a set of scalar values in a d-dimensional regular grid of (topological) hypercubes.The output is a set of (d-1)-dimensional simplices forming a piecewise linear approximation to the isosurface. The algorithm constructs the isosurface piecewise within each hypercube in the grid using the convex hull of an appropriate set of points. We prove that our algorithm correctly produces a triangulation of a (d-1)-manifold with boundary. In dimensions three and four, lookup tables with 2 8 and 2 16 entries, respectively, can be used to speed the algorithm's running time. In three dimensions this gives the popular Marching Cubes algorithm. We discuss applications of four dimensional isosurface construction to time varying isosurfaces, interval volumes and morphing.
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