Abstract:The view that brain damage in children is less impairing than equivalent damage in adults is no longer acceptable. However, it is acknowledged that recovery following brain damage, when it does occur, owes much to the plasticity of the brain and that the young brain displays greater plasticity than the mature brain. To maximize brain damage recovery in children we need to focus both on what is known about brain plasticity and how to influence it. Research on environmental enrichment in rats has told us that en… Show more
“…The potential value of virtual environments within neurological rehabilitation has been discussed by several authors in recent years (Rizzo & Buckwalter, 1997;Rose, Attree, & Johnson, 1996;Rose, Johnson, & Attree, 1997). The two most popular ways in which virtual environments are currently being used are described as "immersive" and "non-immersive".…”
“…The potential value of virtual environments within neurological rehabilitation has been discussed by several authors in recent years (Rizzo & Buckwalter, 1997;Rose, Attree, & Johnson, 1996;Rose, Johnson, & Attree, 1997). The two most popular ways in which virtual environments are currently being used are described as "immersive" and "non-immersive".…”
“…Individuals living with post-traumatic effects of brain injury are oftentimes faced with symptoms such as weak visual scanning skills, or deficits in complex attention, prospective memory or sequential processing [47]. These symptoms cause problems of interaction with and perception of the surrounding environment even several years post-injury [16,72]. It has also been argued that deficits in topographical orientation can lead to spatial anxiety or wandering behaviours [11,77,87].…”
Indoor localization technologies hold promise for many ambient intelligence applications, including in-situ navigational assistance for individuals with wayfinding difficulties. Given that the literature on indoor localization is vast and spans many different disciplines, we conducted a comprehensive review of the dominant technologies. We propose a taxonomy of localization technologies on the basis of the measured physical quantity. In particular, we identified, radio frequency, photonic, sonic and inertial localization technologies as leading solutions in the field. For each selected technology, the fundamental scientific mechanisms for localization are explained, key recent literature appraised and the merits and limitations are discussed. Recommendations are made regarding the creation of context-aware systems that can be used to enhance a user's topographical orientation skills.
“…It typically works by creating motivating exercise environments with systematic manipulation of intensity of practice and positive feedback. Attractive enriched environments, such as those that can be provided using VR technologies, may ameliorate some consequences of brain damage by stimulating motor learning and neuronal plasticity [1], [2]. It has been postulated that training and treatment of motor functions using VR can improve brain structure and function [3].…”
Section: Introductionmentioning
confidence: 99%
“…The available results include treatment of upper limbs in children with cerebral palsy [6], [7] and brain injury [2], [8], [9], training of cognitive skills and attention [10] and investigation of neuropsychological disorders [11]. The motor therapy results found improvements in reaching quality, force and muscle activation and understanding of compensation strategies [12].…”
A paediatric interactive therapy system for arm and hand rehabilitation Abstract-Paediatric rehabilitation using virtual reality systems pose unique usability challenges distinct from those in adult rehabilitation. These challenges relate to the different epidemiology and aetiology of children's disorders requiring rehabilitation and the physical design of interactive virtual reality hardware for children of varying sizes. Just as importantly, children need highly entertaining interactive scenarios that suit their differing levels of cognitive development and thus their differing abilities to comprehend gaming scenarios. In this paper we present our virtual realitybased Paediatric Interactive Therapy System (PITS) designed specifically for upper arm rehabilitation in children aged from five years of age upwards. It incorporates a range of interchangeable position sensing devices (compass, bend sensor, pressure sensor and camera tracking) that can be adjusted to a large range of different hand sizes, and interactive gaming scenarios specifically designed for maximum entertainment value for children. We describe the neuroscientific principles behind our system, the technical details of the hardware components and the design of the interactive scenarios. An initial usability and patient acceptance pilot study has been conducted at the Rehabilitation Centre Affoltern of the University Children's Hospital Zurich. To date all patients have accepted the system, and trained in reaching and grasping tasks at a far higher rate than in conventional occupational therapy. The system thus promises to be a valuable complement to conventional therapeutic programs offered in rehabilitation clinics.
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