Research in Developmental Disabilities. 2010 Nov 9. [Epub ahead of print]
Wuang YP, Chiang CS, Su CY, Wang CC.
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Showing posts with label ot. Show all posts
Showing posts with label ot. Show all posts
Thursday, 18 November 2010
Thursday, 5 August 2010
The Utility of a Video Game System in Rehabilitation of Burn and Nonburn Patients: A Survey Among Occupational Therapy and Physiotherapy Practitioners
Fung V, So K, Park E, Ho A, Shaffer J, Chan E, Gomez M.
From the St John's Rehab Hospital, Toronto, Ontario, Canada.
J Burn Care Res. 2010 Jul 12.
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Abstract
The objective of this study was to investigate perceptions of occupational therapists and physiotherapists on the use of Nintendo Wii in rehabilitation. Occupational therapists and physiotherapists in a rehabilitation hospital trialed four Wii games that addressed physical movement, balance, coordination, and cognitive performance. Then, they completed an opinion survey on the utility of Wii in rehabilitation. The results were compared between burn care therapists (BTs) and nonburn care therapists, using chi with a P < .05 considered significant. The participation rate was 79% (63/80), and they agreed that Wii was easy to set up (71%), operate (68%), and safe to use (76%). Participants agreed that Wii would be beneficial in outpatient (76%) and inpatient (65%) settings and that it could improve treatment compliance (73%). Participants recommended 15 to 30-minute Wii intervention (59%) daily (81%) and twice per week (43%). Participants believed that neurologic (71%), trauma (68%), burn (59%), and musculoskeletal (49%) patients would benefit from Wii intervention but not cardiac (43%) or organ transplant patients (18%). Participants believed that outcomes using Wii could be measured reliably (49%), and skills learned while playing could be transferable to daily function (60%). The significant differences between BTs and nonburn care therapists' perceptions are that BT-treated younger patients (21-40 years vs >60 years, P < .05) and BT favored the therapeutic benefit of Wii in rehabilitation (93% vs 58%, P = .02), specifically in burn rehabilitation (85% vs 39%, P = .001). Occupational therapists and physiotherapists favored the use of Wii in rehabilitation as an adjunct to traditional therapy because it is therapeutic, engaging, and may increase patient participation in rehabilitation. More
From the St John's Rehab Hospital, Toronto, Ontario, Canada.
J Burn Care Res. 2010 Jul 12.
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Abstract
The objective of this study was to investigate perceptions of occupational therapists and physiotherapists on the use of Nintendo Wii in rehabilitation. Occupational therapists and physiotherapists in a rehabilitation hospital trialed four Wii games that addressed physical movement, balance, coordination, and cognitive performance. Then, they completed an opinion survey on the utility of Wii in rehabilitation. The results were compared between burn care therapists (BTs) and nonburn care therapists, using chi with a P < .05 considered significant. The participation rate was 79% (63/80), and they agreed that Wii was easy to set up (71%), operate (68%), and safe to use (76%). Participants agreed that Wii would be beneficial in outpatient (76%) and inpatient (65%) settings and that it could improve treatment compliance (73%). Participants recommended 15 to 30-minute Wii intervention (59%) daily (81%) and twice per week (43%). Participants believed that neurologic (71%), trauma (68%), burn (59%), and musculoskeletal (49%) patients would benefit from Wii intervention but not cardiac (43%) or organ transplant patients (18%). Participants believed that outcomes using Wii could be measured reliably (49%), and skills learned while playing could be transferable to daily function (60%). The significant differences between BTs and nonburn care therapists' perceptions are that BT-treated younger patients (21-40 years vs >60 years, P < .05) and BT favored the therapeutic benefit of Wii in rehabilitation (93% vs 58%, P = .02), specifically in burn rehabilitation (85% vs 39%, P = .001). Occupational therapists and physiotherapists favored the use of Wii in rehabilitation as an adjunct to traditional therapy because it is therapeutic, engaging, and may increase patient participation in rehabilitation. More
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Lean on Wii: physical rehabilitation with virtual reality Wii peripherals.
Stud Health Technol Inform. 2010;154:229-34.
Anderson F, Annett M, Bischof WF.
Department of Computing Science, University of Alberta, Edmonton, Canada. frasera@cs.ualberta.ca
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Abstract
In recent years, a growing number of occupational therapists have integrated video game technologies, such as the Nintendo Wii, into rehabilitation programs. 'Wiihabilitation', or the use of the Wii in rehabilitation, has been successful in increasing patients' motivation and encouraging full body movement. The non-rehabilitative focus of Wii applications, however, presents a number of problems: games are too difficult for patients, they mainly target upper-body gross motor functions, and they lack support for task customization, grading, and quantitative measurements. To overcome these problems, we have designed a low-cost, virtual-reality based system. Our system, Virtual Wiihab, records performance and behavioral measurements, allows for activity customization, and uses auditory, visual, and haptic elements to provide extrinsic feedback and motivation to patients.
More
Anderson F, Annett M, Bischof WF.
Department of Computing Science, University of Alberta, Edmonton, Canada. frasera@cs.ualberta.ca
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Abstract
In recent years, a growing number of occupational therapists have integrated video game technologies, such as the Nintendo Wii, into rehabilitation programs. 'Wiihabilitation', or the use of the Wii in rehabilitation, has been successful in increasing patients' motivation and encouraging full body movement. The non-rehabilitative focus of Wii applications, however, presents a number of problems: games are too difficult for patients, they mainly target upper-body gross motor functions, and they lack support for task customization, grading, and quantitative measurements. To overcome these problems, we have designed a low-cost, virtual-reality based system. Our system, Virtual Wiihab, records performance and behavioral measurements, allows for activity customization, and uses auditory, visual, and haptic elements to provide extrinsic feedback and motivation to patients.
More
Wednesday, 21 July 2010
The Wii and Occupational Therapy (2009)
OT Practice Magazine
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"The Wii and Occupational Therapy" by Nathan B. Herz
OT Practice, April 20, 2009; pgs 19 - 25
Published by The American Occupational Therapy Association
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"The Wii and Occupational Therapy" by Nathan B. Herz
OT Practice, April 20, 2009; pgs 19 - 25
Published by The American Occupational Therapy Association
Potential of Wii-Rehabilitation for Persons Recovering From Acute Stroke (2009)
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The Potential of Wii-Rehabilitation for Persons Recovering From Acute Stroke by: Sinead Brosnan, OTR/L
Published in Special Interest Section Quarterly: Physical Disabilities
Vol 32, No 1, March 2009
Published by The American Occupational Therapy Association, Inc
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Abstract
This quasi-experimental study compared the effect of standard occupational therapy (SOT) and virtual reality using Wii gaming technology (VRWii) on children with Down syndrome (DS). Children (n=105) were randomly assigned to intervention with either SOT or VRWii, while another 50 served as controls. All children were assessed with measures of sensorimotor functions. At post-intervention, the treatment groups significantly outperformed the control group on all measures. Participants in the VRWii group had a greater pre-post change on motor proficiency, visual-integrative abilities, and sensory integrative functioning. Virtual reality using Wii gaming technology demonstrated benefit in improving sensorimotor functions among children with DS. It could be used as adjuvant therapy to other proven successful rehabilitative interventions in treating children with DS.
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