50,056 research outputs found

    Rehabilitative devices for a top-down approach

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    In recent years, neurorehabilitation has moved from a "bottom-up" to a "top down" approach. This change has also involved the technological devices developed for motor and cognitive rehabilitation. It implies that during a task or during therapeutic exercises, new "top-down" approaches are being used to stimulate the brain in a more direct way to elicit plasticity-mediated motor re-learning. This is opposed to "Bottom up" approaches, which act at the physical level and attempt to bring about changes at the level of the central neural system. Areas covered: In the present unsystematic review, we present the most promising innovative technological devices that can effectively support rehabilitation based on a top-down approach, according to the most recent neuroscientific and neurocognitive findings. In particular, we explore if and how the use of new technological devices comprising serious exergames, virtual reality, robots, brain computer interfaces, rhythmic music and biofeedback devices might provide a top-down based approach. Expert commentary: Motor and cognitive systems are strongly harnessed in humans and thus cannot be separated in neurorehabilitation. Recently developed technologies in motor-cognitive rehabilitation might have a greater positive effect than conventional therapies

    Their memory:exploring veterans’ voices, virtual reality and collective memory

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    This paper focuses on the virtual reality (VR) project Their Memory and details the development and evaluation of virtual reality environments and experiences with respect to its impact on young people (14-35 demographic) with the narratives of veterans in Scotland. As part of the AHRC Immersive Experiences program, Their Memory was created to explore how game design techniques and immersive technology could be used to enhance existing historical research and enrich narratives to bring expansive experiences to hard-to-reach audiences. The project worked directly with the veterans’ charity, Poppyscotland, to create an environment and experience that would resonate with new audiences, and explore documentary and storytelling techniques for the commemoration of war and conflict. The design of the project evolved through co-design sessions with veterans and young people and culminated in the creation of a short, thought-provoking, narrative-driven experience. The VR experience enabled players to connect with the memories of veterans in Scotland and exploring the different conflicts or situations they experienced and how they make sense of them. The project brought together cross-sector expertise to research how immersive experiences can help memory-based organizations in engaging with wider audiences, raise awareness, and diversify current learning outputs. The paper details the design and development of the Virtual Reality project, through co-design, and how this engaged the audience and evolved the experience created. The paper includes a summative evaluation of events conducted with schoolchildren to assess the project and concludes with how the project evidences impact upon audiences and the potential for both technology and the experience

    Development of a paradigm for studying the effects of brief Goal Management Training with Implementation Intentions

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    Cognitive rehabilitation interventions such as Goal Management Training (GMT) and the Implementation Intentions strategy have been developed with the aim of improving prospective memory (PM) in everyday life. The aim of this study was to provide “proof of concept” for an experimental paradigm that could be used to evaluate the effects of Goal Management Implementation Intentions training (GMTii) derived from the principles of GMT and Implementation Intentions. Thirty adults were randomised to either GMTii or a control training condition. A computerised PM task that involved an ongoing task into which a PM task was embedded was completed pre-training and post-training. In addition, a novel yet similar PM task was completed post-training to assess generalisability of any effect. The two groups had similar overall performance pre-training. Post-training, the GMTii group demonstrated significantly better performance on the familiar computerised PM task showing less performance decay over time compared to the control group. The GMTii group also showed better performance on the novel task. The results demonstrated that brief GMTii significantly improved PM performance compared to control training and that computerised PM tasks were sensitive to this effect. The results suggest that this paradigm could be used to study the effects of metacognitive rehabilitation interventions

    Borgs in the Org? Organizational Decision Making and Technology

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    Data warehousing and the development of the World Wide Web both augment information gathering (search) processes in individual decision making by increasing the availability of required information. Imagine, for example, that one wanted to buy new golf clubs. Thirty years ago, the cost of information gathering would likely have limited an individual\u27s search process to geographically proximal vendors and the golf clubs they stocked. Today, a prospective purchaser can log onto the World Wide Web to find out what types of golf clubs are available anywhere; consult databases, chat rooms, and bulletin boards (e.g., epinions.com) to gather product information and user opinions; and compare prices across vendors around the world

    Being in the Past and Perform the Future in a Virtual World: VR Applications to Assess and Enhance Episodic and Prospective Memory in Normal and Pathological Aging

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    The process of aging commonly features a gradual deterioration in cognitive performance and, in particular, the decline of memory. Despite the increased longevity of the world's population, the prevalence of neurodegenerative conditions, such as dementia, continues to be a major burden on public health, and consequently, the latest research has been focused on memory and aging. Currently, the failure of episodic and Prospective memory (PM) is one of the main complaints in the elderly, considered among the early symptoms of dementia. It is therefore increasingly important to define more clearly the boundaries between normal and pathological aging. Recently, researchers have begun to build and apply Virtual Environments (VE) to the explicit purpose of better understanding the performance of episodic and PM in complex and realistic contexts, with the perspective of further developing effective training procedures that depend on reliable cognitive assessment methods. Virtual technology offers higher levels of realism than "pen and paper" testing and at the same time more experimental control than naturalistic settings. In this mini-review article, we examine the outcomes of recently available studies on virtual reality technology applications developed for the assessment and improvement of episodic and/or PM. To consider the latest technology, we selected 29 articles that have been published in the last 10 years. These documents show that VR-based technologies can provide a valid basis for screening and treatment and, through increased sensory stimulation and enriched environments reproducing the scenarios of everyday life, could represent effective stimulating experiences even in pathological aging

    Common Issues of Virtual Reality in Neuro-Rehabilitation

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    2010-2011 > Academic research: not refereed > Chapter in an edited book (author)201803 bcwhVersion of RecordPublishe

    Efficacy of Multisensory Technology in Post-Stroke Cognitive Rehabilitation: A Systematic Review

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    Post-stroke, in addition to sensorimotor signs and symptoms, could lead to cognitive deficits. Theories of embodiment stress the role of sensorimotor system and multisensory integration in sustaining high-order cognitive domains. Despite conventional post-stroke cognitive rehabilitation being effective, innovative technologies could overcome some limitations of standard interventions and exploit bodily information during cognitive rehabilitation. This systematic review aims to investigate whether ‘multisensory technologies’ compared to usual care treatment can be a viable alternative for cognitive rehabilitation. By applying PRISMA guidelines, we extracted data and assessed the bias of 10 studies that met the required criteria. We found that multisensory technologies were at least comparable to standard treatment but particularly effective for attention, spatial cognition, global cognition, and memory. Multisensory technologies consisted principally of virtual reality alone or combined with a motion tracking system. Multisensory technologies without motion tracking were more effective than standard procedures, whereas those with motion tracking showed balanced results for the two treatments. Limitations of the included studies regarded the population (e.g., no study on acute stroke), assessment (e.g., lack of multimodal/multisensory pre-post evaluation), and methodology (e.g., sample size, blinding bias). Recent advancements in technological development and metaverse open new opportunities to design embodied rehabilitative programs
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