2012
DOI: 10.3109/09638288.2012.670036
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Virtual reality games for movement rehabilitation in neurological conditions: how do we meet the needs and expectations of the users?

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Cited by 169 publications
(149 citation statements)
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“…For example, Lewis and Rosie (2012) suggested that the physiotherapist's assistance is important during the initial period of technology use to ensure understanding and appropriate setting of parameters; our findings echo this conclusion. In addition, our study suggested a more critical role for the physiotherapist (e.g., supporting patients' acquisition of self-calibration skills as a part of their awareness of body movement, rather than performing the calibration for them).…”
Section: Body Awareness Self-calibration and Wearable Device Can Facsupporting
confidence: 79%
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“…For example, Lewis and Rosie (2012) suggested that the physiotherapist's assistance is important during the initial period of technology use to ensure understanding and appropriate setting of parameters; our findings echo this conclusion. In addition, our study suggested a more critical role for the physiotherapist (e.g., supporting patients' acquisition of self-calibration skills as a part of their awareness of body movement, rather than performing the calibration for them).…”
Section: Body Awareness Self-calibration and Wearable Device Can Facsupporting
confidence: 79%
“…Of the three anchor points, we found C (the comfortable anchor point) was the most critical in facilitating exercise in CP. In contrast to other rehabilitation studies, recalibrating C to the physical and psychological needs of the day rather than according to a schedule of continuous progress (Lewis & Rosie, 2012) was an important aspect of self-management (Pr7) to avoid strain in CP. Both people with CP and physiotherapists agreed that M (i.e., maximum stretch) was not always needed and that encouraging a minimum amount of movement was more important.…”
Section: Informative Personalized Sess Increase Self-efficacymentioning
confidence: 99%
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“…Exergames are already successfully used in rehabilitation [18] or to promote physical fitness [19,20].…”
Section: Serious Gamesmentioning
confidence: 99%
“…13 Further studies have revealed that enhanced motor learning occurs when patients practice a variety of functional tasks [14][15][16][17][18] (such as reaching movements) and receive feedback intermittently (e.g., visual and haptic feedback in virtual reality). 9,[15][16][17][18][20][21][22] Therefore, these key factors of therapy are to be integrated in rehabilitation paradigms, and this can be done through rehabilitation robotics.…”
Section: Introductionmentioning
confidence: 99%