Novel Virtual Environment for Alternative Treatment of Children with Cerebral Palsy (original) (raw)
Related papers
Virtual Reality Exergames in Rehabilitation Program for Cerebral Palsy Children
International Journal of Computer Applications, 2021
Virtual reality is a technology that provides a sense of presence in a real environment with the help of 3D pictures and animations formed in a computer environment and enable the person to interact with the objects in that environment. In other words, VR described as an improved form of humancomputer interaction that allows the user to be part of and interact with a computer-generated environment. This research will study on the usage of technology into rehabilitation process for Cerebral Palsy children. Objectives of this research is to develop a computer games for Cerebral Palsy children. Testing and commissioning have been conducted in order to ensure the game is properly developed for the target group.
Movement-Based VR Gameplay Therapy For A Child With Cerebral Palsy
This paper presents a single-subject feasibility study of a motion-based VR game designed to provide benefits similar to constraint-induced movement therapy for children with cerebral palsy, while providing a more enjoyable experience. The game was designed to encourage the child to perform the desired therapeutic movements by allowing him to interact with the game using only his more-affected arm. The study used an AB design: Performance across baseline and intervention phases was assessed to determine whether the intervention resulted in changes to repeated measures. Results of the study showed that compared with baseline measurements done prior to his game experience, the participant’s post-intervention performance showed improvement in speed of reach, dissociated movement, and bilateral integration of upper extremities in functional tasks. The child’s mother, as well as one of his therapists, reported better performance outside of the study environment as well.
Neural Computing and Applications, 2019
Cerebral palsy is a childhood condition in which there is a motor disability (palsy) caused by a static, non-progressive lesion in the brain (cerebral), produced by decreased brain oxygenation during pregnancy at birth or soon after birth. The rehabilitation of patients with disabilities such as cerebral palsy is usually accomplished through exercises performed by a team of several specialists so that the patient can act independently or minimize the need for third parties. The virtual reality environment called REHAB FUN was developed as a purpose to aid in the treatment of patients with cerebral palsy from 3 to 8 years. The REHAB FUN is composed of 10 phases (activities) and a web area for analysis of the specialists to follow the evolution of the patients. Seven patients were participated using the virtual environment twice a week for 3 months (20 sessions). We measured attention levels, errors, and time. The REHAB FUN has been shown to be a motivating tool for patients, and through the data acquired, the specialists can direct the treatment in an individualized way so that there are greater effectiveness and efficiency in the treatment of motor rehabilitation.
Journal of Modern Rehabilitation, 2017
Virtual reality is a novel technology which creates attractive environment using computer hardware and software. In these virtual realities people can actively participate and use their motor and cognitive abilities. Current study aimed at investigating effect of virtual reality on the balance of children with cerebral palsy. Materials and Methods: This research is a single subject study with ABA design conducted on three children with cerebral palsy (GMFCSΙ level). Basic phase and intervention phase of investigation lasted for 2 and 4 weeks, respectively. Intervention sessions were repeated 3 times per week like base line phase. In each intervention session, children performed different computer games for 21 minutes. These games require center of pressure displacement in the frontal and sagittal planes. Follow-up phase was implemented 2 to 3 months after completion of intervention phase. Changes were measured using following measurement tools: pediatric reach test (PRT), Timed Up and Go (TUG), 10-meter walking (10MW) and subtest of balance and lower limb strength test, including Bruininks-Oseretsky of Motor Proficiency (BOMP). Finally results were investigated using visual analysis and C Statistics. Results: Comparison of PRT tests and subtest of balance and lower limb strength test, including BOMP suggested significant improvement in static balance (P=0.000), jumping ability, and dynamic balance of children participating in the research and durability of this improvement in follow-up phase, though investigation of TUG and 10MW test results showed no significant improvement. Conclusion: Results in this research showed that using virtual reality can improve balance in children with cerebral palsy.
Virtual reality technology for rehabilitation of cerebral palsy: A literature review
Temas em Psicologia, 2014
Cerebral palsy (CP) is a non-progressive encephalopathy that causes changes in muscle tone, posture and movement. The importance of early rehabilitation intervention is widely recognized, and new treatment tools such as computational technologies have been added for rehabilitation. The use of computational virtual reality games raises the possibility to control the training intensity as well as to observe the progress and direct monitoring control over patients' activities. Additionally, some studies have shown the effectiveness of these systems in improving the management of tasks for patients with various levels of encephalopathy. Based on the assumptions above, the objective of this review was to discuss the literature on the use of such technologies in the rehabilitation of CP patients. The potential use of VR in rehabilitation of CP patients is clear. There is, however, a reduced number of randomized trials to sustain whether these methods may effectively act as a complement for physical and/or neuro-cognitive rehabilitation or work as a replacement for the traditional rehabilitation methods.
International Journal of Emerging Technologies in Learning (iJET)
Cerebral Palsy (CP)is a collection of permanent, non-progressive disorders that impact the individual’s motor ability. The rehabilitation of patients with CP is very important to improve their motor abilities and to minimize the need for third parties. In this paper, a low-cost hand rehabilitation glove based on finger bend/pressure analysis is presented. The data glove is used to improve hand functioning for pre-school children with cerebral palsy through virtual reality games. The system consists of two parts: the data glove and several virtual games. The data glove consists of a microcontrol-ler, flex sensors, force sensors and radiofrequency transmission units. The use of the newly developed system will assist psychotherapist to follow the CP child daily, weekly or monthly. The rehabilitation model and the predicted physiotherapy results can be extracted from the patient’s record after using the data. Experimental results have shown that the regular usage for the data glove impr...
A Tangible Tabletop Game Supporting Therapy of Children with Cerebral Palsy
Lecture Notes in Computer Science, 2008
This paper presents the design of a table-top game supporting the treatment of children with Cerebral Palsy. The game was developed through a participatory design process involving therapists and children from the target user group. The game is implemented on top of a platform that supports the implementation of tangible user interfaces using sensing technology. We argue that physical interaction, motivated and constrained by the design of tangible interfaces, offers enormous potential for occupational and physical therapy where patients need to practice specific and repetitive movements.
GAME-ABLING: Platform of Games for People with Cerebral Palsy
European Project Space on Computer Vision, Graphics, Optics and Photonics, 2015
We present the FP7 European Project GAME-ABLING developed from December 2012 to January 2015. This project aimed at the development of a platform for the creation of games for patients with Cerebral Palsy (CP). A key point of the platform is that the framework can be used by personal with no specific skill in game creation, permitting caregivers and parents its utilization. The system is composed of (i) a framework that encompasses the several tools developed to run and control the games, (ii) the authoring tool to easily allows the creation of new games, and (iii) the analyzing tool that generate statistics on the impact of the games in CP patients. Due to motor and cognitive constraints of CP patients, specific sets of games were developed. Also an extensive group of peripherals can be employed beyond the usual game controllers, including color and depth cameras, Nintendo Wiimote and balance boards. This article describes the system elements and the results obtained during the evaluation of the games with real patients. Special detail is given to the analysis of the movements of the user's head and hands that is employed to control the games.