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Bilateral movement training with computer games for stroke rehabilitation

Published: 21 July 2010 Publication History

Abstract

Stroke is the most common cause of complex disability and many patients do not achieve adequate motor recovery of the upper limb with current rehabilitation procedures. Evidence supporting the use of bilateral arm training and virtual reality during stroke rehabilitation has been published. This paper describes two devices developed to use computer games during bilateral arm training. A pilot study of one of the devices showed a mean improvement in the upper limb section of the Fugl Meyer assessment of 4.2 (range 0--10), following a 10 session intervention. Clinician and end-user focus groups determined that the systems were acceptable forms of arm rehabilitation therapies.

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Cited By

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  • (2015)SHRUGProceedings of the 6th Augmented Human International Conference10.1145/2735711.2735784(213-214)Online publication date: 9-Mar-2015
  • (2014)SHRUGProceedings of the 26th Australian Computer-Human Interaction Conference on Designing Futures: the Future of Design10.1145/2686612.2686669(380-383)Online publication date: 2-Dec-2014
  • (2011)A framework for adaptive training and games in virtual reality rehabilitation environmentsProceedings of the 10th International Conference on Virtual Reality Continuum and Its Applications in Industry10.1145/2087756.2087810(343-346)Online publication date: 11-Dec-2011

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  1. Bilateral movement training with computer games for stroke rehabilitation

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    Published In

    cover image DL Hosted proceedings
    iCREATe '10: Proceedings of the 4th International Convention on Rehabilitation Engineering & Assistive Technology
    July 2010
    281 pages
    ISBN:9789810861995
    • General Chairs:
    • Zhonghua Gao,
    • Pairash Thajchayapong

    Sponsors

    • AAC

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    Singapore Therapeutic, Assistive & Rehabilitative Technologies (START) Centre

    Midview City, Singapore

    Publication History

    Published: 21 July 2010

    Author Tags

    1. bilateral movement training
    2. computer games
    3. stroke rehabilitation

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    Cited By

    View all
    • (2015)SHRUGProceedings of the 6th Augmented Human International Conference10.1145/2735711.2735784(213-214)Online publication date: 9-Mar-2015
    • (2014)SHRUGProceedings of the 26th Australian Computer-Human Interaction Conference on Designing Futures: the Future of Design10.1145/2686612.2686669(380-383)Online publication date: 2-Dec-2014
    • (2011)A framework for adaptive training and games in virtual reality rehabilitation environmentsProceedings of the 10th International Conference on Virtual Reality Continuum and Its Applications in Industry10.1145/2087756.2087810(343-346)Online publication date: 11-Dec-2011

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