Showing posts with label posture. Show all posts
Showing posts with label posture. Show all posts

Thursday, 20 September 2012

Validity of the Nintendo Wii(R) balance board for the assessment of standing balance in Parkinson's disease.

Clinical Rehabilitation 2012 Sept 7 (Epub ahead of print)

 Holmes JD, Jenkins ME, Johnson AM, Hunt MA, Clark RA.

School of Occupational Therapy, The University of Western Ontario, Canada.

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Abstract 
Background:Impaired postural stability places individuals with Parkinson's at an increased risk for falls. Given the high incidence of fall-related injuries within this population, ongoing assessment of postural stability is important.

Objective:To evaluate the validity of the Nintendo Wii(®) balance board as a measurement tool for the assessment of postural stability in individuals with Parkinson's.

Subjects:Twenty individuals with Parkinson's participated.

Intervention:Subjects completed testing on two balance tasks with eyes open and closed on a Wii(®) balance board and biomechanical force platform.Main

Measures:Bland-Altman plots and a two-way, random-effects, single measure intraclass correlation coefficient model were used to assess concurrent validity of centre-of-pressure data.

Results:Concurrent validity was demonstrated to be excellent across balance tasks (intraclass correlation coefficients = 0.96, 0.98, 0.92, 0.94).

Conclusions:This study suggests that the Wii(®) balance board is a valid tool for the quantification of postural stability among individuals with Parkinson's.

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Friday, 3 August 2012

Assessment of the postural control strategies used to play two Wii Fit™ videogames

Gait Posture. 2012 Jul;36(3):449-53.

A. Michalski, C.M. Glazebrook, A.J. Martin, W.W.N. Wong, A.J.W. Kim, K.D. Moody, N.M. Salbach, B. Steinnagel, J. Andrysek, R. Torres-Moreno, K.F. Zabjek


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Abstract
The Nintendo Wii Fit™ may provide an affordable alternative to traditional biofeedback or virtual reality systems for retraining or improving motor function in populations with impaired balance. The purpose of this study was to evaluate postural control strategies healthy individuals use to play Wii Fit™ videogames. Sixteen young adults played 10 trials of Ski Slalom and Soccer Heading respectively. Centre of pressure (COP) excursion and three-dimensional movement data were acquired to determine variability in medial–lateral COP sway and shoulder–pelvic movement. While there was no difference in medial–lateral COP variability between games during trial 1, there was a significant difference after 10 trials. COP sway increased (59–75mm) for Soccer Heading while it decreased (67–33mm) for Ski Slalom from trial 1 to trial 10. During Ski Slalom participants demonstrated decreased shoulder and pelvic movement combined with increased pelvic–shoulder coupling. Conversely, participants demonstrated greater initial shoulder tilt when playing Soccer Heading, with no reduction in pelvic rotation and tilt. Participants decreased pelvic and trunk movements when skiing, suggesting a greater contribution of lower extremity control while they primarily used a trunk strategy to play Soccer Heading.

Highlights 
► We evaluated the balance control strategies adopted when participants played the Wii Fit™.
► Distinct strategies emerged with increased experience playing the Soccer Heading and Ski Slalom games. ► With experience centre of pressure variability increased for Soccer Heading and decreased for Ski Slalom games.
► When playing Soccer Heading participants demonstrated greater shoulder tilt.
► When playing Ski Slalom participants demonstrated increased pelvic–shoulder coupling.

Keywords: Balance control, Balance training, Centre of pressure

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Wednesday, 29 February 2012

Motor Control Outcomes Following Nintendo Wii Use by a Child With Down Syndrome

Case Study

Pediatric Physical Therapy: Spring 2012 - Volume 24 - Issue 1 - p 78–84

Berg, Patti PT, MA, MPT, NCS; Becker, Tiffany PT, DPT; Martian, Andrew PT, DPT; Danielle, Primrose Kimberly PT, DPT; Wingen, Julie PT, DPT


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Abstract
Purpose: The purpose of this work was to examine motor outcomes following an 8-week intervention period of family-supported Nintendo Wii use by a child with a diagnosis of Down syndrome (DS).

Summary of Key Points: A 12-year-old child with a diagnosis of DS and with limited Wii exposure was asked to play Wii games in the home 4 times each week for 20 minutes each session for 8 weeks. Family members were encouraged to participate. The participant chose what games to play and selected 4 different games. Repeatedly practicing the skills involved in these games resulted in improvements in the child's postural stability, limits of stability, and Bruininks-Oseretsky Test of Motor Proficiency, 2nd edition balance, upper-limb coordination, manual dexterity, and running speed and agility standard scores.

Conclusions: Wii game use by a child with DS may elicit improvements in highly practiced motor skills and postural control.

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Thursday, 27 October 2011

Assisting people with multiple disabilities by actively keeping the head in an upright position with a Nintendo Wii Remote Controller through the control of an environmental stimulation

Research in Developmental Disabilities Volume 32, Issue 5, 
September-October 2011, Pages 2005-2010

Ching-Hsiang Shih, Chia-Ju Shih and Ching-Tien Shih

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The latest researches have adopted software technology by applying the Nintendo Wii Remote Controller to the correction of hyperactive limb behavior. This study extended Wii Remote Controller functionality for improper head position (posture) correction (i.e. actively adjusting abnormal head posture) to assess whether two people with multiple disabilities would be able to actively keep the upright head position by controlling their favorite stimulation using a Wii Remote Controller with a newly developed active head position correcting program (AHPCP). The study was performed according to an ABAB design, in which A represented the baseline and B represented intervention phases. Results showed that both participants significantly increased their time duration of maintaining upright head position (TDMUHP) to obtain the desired environmental stimulation during the intervention phases. Practical and developmental implications of the findings were discussed.
Highlights
Commercial high-technology products can be used as high-performance assistive devices. The Nintendo Wii Remote Controller can be used as a head posture detector. Two people with multiple disabilities can actively keep the upright head position through controlling their favorite stimuli by using a Wii Remote Controller.

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Tuesday, 16 August 2011

Active Video Gaming to Improve Balance in the Elderly

Studies in Health Technology and Informatics 2011;167:159-64.

Claudine J.C. Lamoth, Simone R. Caljouw, Klaas Postema


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ABSTRACT
The combination of active video gaming and exercise (exergaming) is suggested to improve elderly people's balance, thereby decreasing fall risk. Exergaming has been shown to increase motivation during exercise therapy, due to the enjoyable and challenging nature, which could support long-term adherence for exercising balance. However, scarce evidence is available of the direct effects of exergaming on postural control. Therefore, the aim of the study was to assess the effect of a six-week videogame-based exercise program aimed at improving balance in elderly people. Task performance and postural control were examined using an interrupted time series design. Results of multilevel analyses showed that performance on the dot task improved within the first two weeks of training. Postural control improved during the intervention. After the intervention period task performance and balance were better than before the intervention. Results of this study show that healthy elderly can benefit from a videogame-based exercise program to improve balance and that all subjects were highly motivated to exercise balance because they found gaming challenging and enjoyable.

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Monday, 6 June 2011

Assisting people with multiple disabilities by actively keeping the head in an upright position with a Nintendo Wii Remote Controller through the control of an environmental stimulation. May 2011

Res Dev Disabil.

2011 May 19.

Shih CH, Shih CJ, Shih CT.

Source: Department of Special Education, National Dong Hwa University, Hualien 970, Taiwan, ROC

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Abstract
The latest researches have adopted software technology by applying the Nintendo Wii Remote Controller to the correction of hyperactive limb behavior.
This study extended Wii Remote Controller functionality for improper head position (posture) correction (i.e. actively adjusting abnormal head posture) to assess whether two people with multiple disabilities would be able to actively keep the upright head position by controlling their favorite stimulation using a Wii Remote Controller with a newly developed active head position correcting program (AHPCP).
The study was performed according to an ABAB design, in which A represented the baseline and B represented intervention phases.
Results showed that both participants significantly increased their time duration of maintaining upright head position (TDMUHP) to obtain the desired environmental stimulation during the intervention phases.
Practical and developmental implications of the findings were discussed.

Copyright © 2011 Elsevier Ltd. All rights reserved.

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Thursday, 22 July 2010

Assisting people with multiple disabilities actively correct abnormal standing posture with a Nintendo Wii balance board through controlling environmental stimulation. (2010)


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Res Dev Disabil. 2010 Jul-Aug;31(4):936-42. Epub 2010 Apr 9.

Shih CH, Shih CT, Chu CL.

Abstract

The latest researches adopted software technology turning the Nintendo Wii Balance Board into a high performance change of standing posture (CSP) detector, and assessed whether two persons with multiple disabilities would be able to control environmental stimulation using body swing (changing standing posture). This study extends Wii Balance Board functionality for standing posture correction (i.e., actively adjust abnormal standing posture) to assessed whether two persons with multiple disabilities would be able to actively correct their standing posture by controlling their favourite stimulation on/off using a Wii Balance Board with a newly developed standing posture correcting program (SPCP). The study was performed according to an ABAB design, in which A represented baseline and B represented intervention phases. Data showed that both participants significantly increased time duration of maintaining correct standing posture (TDMCSP) to activate the control system to produce environmental stimulation during the intervention phases. Practical and developmental implications of the findings were discussed.
Link

Wednesday, 21 July 2010

A new standing posture detector to enable people with multiple disabilities to control environmental stimulation by changing their standing posture through a commercial Wii Balance Board (2010)

Weblink

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Research in Developmental Disabilities Volume 31, Issue 1, January-February 2010, Pages 281-286

Ching-Hsiang Shiha, Ching-Tien Shihb and Ming-Shan Chianga

Abstract

This study assessed whether two persons with multiple disabilities would be able to control environmental stimulation using body swing (changing standing posture) and a Wii Balance Board with a newly developed standing posture detection program (i.e. a new software program turns a WiiBalance Board into a precise standing posture detector). The study was performed according to an ABAB design, in which A represented baseline and B represented intervention phases. Both participants significantly increased their target response (body swing) to activate the control system to produce environmental stimulation during the intervention phases. Practical and developmental implications of the findings were discussed.

Keywords: Standing posture detector; Wii Balance Board; Multiple disabilities