2,865 research outputs found

    Cognitive neurorehabilitation based on interactive video technology

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    Cognitive impairment is the main cause of disability in developed societies. New interactive technologies help therapists in neurorehabilitation in order to increase patients’ autonomy and quality of life. This work proposes Interactive Video (IV) as a technology to develop cognitive rehabilitation tasks based on Activities of Daily Living (ADL). ADL cognitive task has been developed and integrated with eye-tracking technology for task interaction and patients’ performance monitoring

    Monitoring visual attention on a neurorehabilitation environment based on interactive video

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    The use of new technologies in neurorehabilitation has led to higher intensity rehabilitation processes, extending therapies in an economically sustainable way. Interactive Video (IV) technology allows therapists to work with virtual environments that reproduce real situations. In this way, patients deal with Activities of the Daily Living (ADL) immersed within enhanced environments [1]. These rehabilitation exercises, which focus in re-learning lost functions, will try to modulate the neural plasticity processes [2]. This research presents a system where a neurorehabilitation IV-based environment has been integrated with an eye-tracker device in order to monitor and to interact using visual attention. While patients are interacting with the neurorehabilitation environment, their visual behavior is closely related with their cognitive state, which in turn mirrors the brain damage condition suffered by them [3] [4]. Patients’ gaze data can provide knowledge on their attention focus and their cognitive state, as well as on the validity of the rehabilitation tasks proposed [5]

    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

    Editorial: Positive Technology: Designing E-experiences for Positive Change

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    While there is little doubt that our lives are becoming increasingly digital, whether this change is for the better or for the worse is far from being settled. Rather, over the past years concerns about the personal and social impacts of technologies have been growing, fueled by dystopian Orwellian scenarios that almost on daily basis are generously dispensed by major Western media outlets. According to a recent poll involving some 1,150 experts, 47% of respondents predict that individuals’ well-being will bemore helped than harmed by digital life in the next decade, while 32% say people’s well-being will bemore harmed than helped. Only 21% of those surveyed indicated that the impact of technologies on people well-being will be negligible compared to now (Pew Research Center, 2018)

    A graphical tool for designing interactive video cognitive rehabilitation therapies

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    Acquired Brain Injury (ABI) has become one of the most common causes of neurological disability in developed countries. Cognitive disorders result in a loss of independence and therefore patients? quality of life. Cognitive rehabilitation aims to promote patients? skills to achieve their highest degree of personal autonomy. New technologies such as interactive video, whereby real situations of daily living are reproduced within a controlled virtual environment, enable the design of personalized therapies with a high level of generalization and a great ecological validity. This paper presents a graphical tool that allows neuropsychologists to design, modify, and configure interactive video therapeutic activities, through the combination of graphic and natural language. The tool has been validated creating several Activities of Daily Living and a preliminary usability evaluation has been performed showing a good clinical acceptance in the definition of complex interactive video therapies for cognitive rehabilitation

    AMELIE: Authoring Multimedia-Enhanced Learning Interactive Environment for e-Health Contents

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    This paper presents the AMELIE Authoring Tool for e-health applications. AMELIE provides the means for creating video-based contents with a focus on e-learning and telerehabilitation processes. The main core of AMELIE lies in the efficient exploitation of raw multimedia resources, which may be already available at clinical centers or recorded ad hoc for learning purposes by health professionals. Three real use cases scenarios involving different target users are presented: (1) cognitive skills? training of surgeons in minimally invasive surgery (medical professionals), (2) training of informal carers for elderly home assistance and (3) cognitive rehabilitation of patients with acquired brain injury. Preliminary validation in the field of surgery hints at the potential of AMELIE; and its versatility in different medical applications is patent from the use cases described. Regardless, new validation studies are planned in the three main application areas identified in this work

    Interactive motion-controlled games in the neurorehabilitation of adult post-stroke patients

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    MikoƂajewska Emilia, MikoƂajewski Dariusz. Interactive motion-controlled games in the neurorehabilitation of adult post-stroke patients. Journal of Education, Health and Sport. 2015;5(8):311-317. ISSN 2391-8306. DOI 10.5281/zenodo.28856http://dx.doi.org/10.5281/zenodo.28856http://ojs.ukw.edu.pl/index.php/johs/article/view/2015%3B5%288%29%3A311-317https://pbn.nauka.gov.pl/works/611577POL-index https://pbn.nauka.gov.pl/polindex/browse/article/article-8153ebff-7978-415b-bb64-bd4f39919506Formerly Journal of Health Sciences. ISSN 1429-9623 / 2300-665X. Archives 2011–2014 http://journal.rsw.edu.pl/index.php/JHS/issue/archive Deklaracja.Specyfika i zawartoƛć merytoryczna czasopisma nie ulega zmianie.Zgodnie z informacją MNiSW z dnia 2 czerwca 2014 r., ĆŒe w roku 2014 nie będzie przeprowadzana ocena czasopism naukowych; czasopismo o zmienionym tytule otrzymuje tyle samo punktĂłw co na wykazie czasopism naukowych z dnia 31 grudnia 2014 r.The journal has had 5 points in Ministry of Science and Higher Education of Poland parametric evaluation. Part B item 1089. (31.12.2014).© The Author (s) 2015;This article is published with open access at Licensee Open Journal Systems of Kazimierz Wielki University in Bydgoszcz, Poland and Radom University in Radom, PolandOpen Access. This article is distributed under the terms of the Creative Commons Attribution Noncommercial License which permits any noncommercial use, distribution, and reproduction in any medium, provided the original author(s) and source are credited. This is an open access article licensed under the terms of the Creative Commons Attribution Non Commercial License (http://creativecommons.org/licenses/by-nc/3.0/) which permits unrestricted, non commercial use, distribution and reproduction in any medium, provided the work is properly cited.This is an open access article licensed under the terms of the Creative Commons Attribution Non Commercial License (http://creativecommons.org/licenses/by-nc/3.0/) which permits unrestricted, non commercialuse, distribution and reproduction in any medium, provided the work is properly cited.The authors declare that there is no conflict of interests regarding the publication of this paper.Received: 15.07.2015. Revised 21.08.2015. Accepted: 21.08.2015. Interactive motion-controlled games in the neurorehabilitationof adult post-stroke patients Emilia MikoƂajewska1,2,3, Dariusz MikoƂajewski3,4,5 1 Department of Physiotherapy, Ludwik Rydygier Collegium Medium in Bydgoszcz, Nicolaus Copernicus University in ToruƄ, Poland2 Rehabilitation Clinic, The 10th Clinical Military Hospital with Policlinic, Bydgoszcz, Poland3 Neurocognitive Laboratory, Interdisciplinary Center for Modern Technologies, Nicolaus Copernicus University in ToruƄ, Poland4 Institute of Mechanics and Applied Computer Sciences, Kazimierz Wielki University, Bydgoszcz, Poland5 Department of Informatics, Nicolaus Copernicus University, ToruƄ, Poland  Corresponding author:Emilia MikoƂajewskaRehabilitation ClinicMilitary Clinical Hospital No. 10 and PolyclinicBydgoszcz, Polande-mail: [email protected], [email protected]: http://emikolajewska.netstrefa.eu Keywords: neurorehabilitation; physiotherapy; stroke; neurological deficit; therapeutic game. Abstract Despite efforts of scientists and clinicians stroke still constitutes one of the major causes of disability worldwide. Motion-controlled video games become increasingly common adjunct to the traditional physical therapy. Such games are usually available, low-cost, fun, and functional ways to increase everyday treatment possibilities, both in hospital, ambulatory and home settings. Research and scientific publications concerning this issue are still rare. Assessment how interactive motion-controlled games can be incorporated into current guidelines of the eclectic approach within neurorehabilitation of adult post-stroke survivors is key issue within contemporary neurorehabilitation of adults. Complementary use of such games may constitute another breakthrough both in in-patient and out-patient rehabilitation and care. This review aims at potential of aforementioned solutions and modalities for the rehabilitation of function in cases of stroke

    Analysis of research methodologies for neurorehabilitation

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    Telemedicine and Virtual Reality for Cognitive Rehabilitation: A Roadmap for the COVID-19 Pandemic

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    The current COVID-19 pandemic presents unprecedented new challenges to public health and medical care delivery. To control viral transmission, social distancing measures have been implemented all over the world, interrupting the access to routine medical care for many individuals with neurological diseases. Cognitive disorders are common in many neurological conditions, e.g., stroke, traumatic brain injury, Alzheimer's disease, and other types of dementia, Parkinson's disease and parkinsonian syndromes, and multiple sclerosis, and should be addressed by cognitive rehabilitation interventions. To be effective, cognitive rehabilitation programs must be intensive and prolonged over time; however, the current virus containment measures are hampering their implementation. Moreover, the reduced access to cognitive rehabilitation might worsen the relationship between the patient and the healthcare professional. Urgent measures to address issues connected to COVID-19 pandemic are, therefore, needed. Remote communication technologies are increasingly regarded as potential effective options to support health care interventions, including neurorehabilitation and cognitive rehabilitation. Among them, telemedicine, virtual reality, augmented reality, and serious games could be in the forefront of these efforts. We will briefly review current evidence-based recommendations on the efficacy of cognitive rehabilitation and offer a perspective on the role of tele- and virtual rehabilitation to achieve adequate cognitive stimulation in the era of social distancing related to COVID-19 pandemic. In particular, we will discuss issues related to their diffusion and propose a roadmap to address them. Methodological and technological improvements might lead to a paradigm shift to promote the delivery of cognitive rehabilitation to people with reduced mobility and in remote regions
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