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Author |
Liebermann, D.G |
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Title |
Biomechanical aspects of motor control in human landing |
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2008 |
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Routledge Handbook of Biomechanics and Human Movement Science |
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Routledge Ltd |
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R. Bartlett; Y. Hong |
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47 |
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Liebermann, D.G.; Franks I.M. |
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Video-feedback and information technologies |
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2008 |
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Essentials of notational analysis |
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E & FN Spon Pub |
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I.M. Franks; M. Hughes |
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48 |
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Mindy F. Levin; Osnat Snir; Dario G. Liebermann; Harold Weingarden; Patrice L. Weiss |
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Title |
Virtual Reality Versus Conventional Treatment of Reaching Ability in Chronic Stroke: Clinical Feasibility Study |
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Journal Article |
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2012 |
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Neurology and Therapy |
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1 |
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3 |
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1-15 |
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Introduction
The objective of this study was to evaluate the potential of exercises performed in a 2D video-capture virtual reality (VR) training environment to improve upper limb motor ability in stroke patients compared to those performed in conventional therapy.
Methods
A small sample randomized control trial, in an outpatient rehabilitation center with 12 patients with chronic stroke, aged 33–80 years, who were randomly allocated to video-capture VR therapy and conventional therapy groups. All patients participated in four clinical evaluation sessions (pre-test 1, pre-test 2, post-test, follow-up) and nine 45-minute intervention sessions over a 3-week period. Main outcomes assessed were Body Structure and Function (impairment: Fugl–Meyer Assessment [FMA]; Composite Spasticity Index [CSI]; Reaching Performance Scale for Stroke), Activity (Box and Blocks; Wolf Motor Function Test [WMFT]), and Participation (Motor Activity Log) levels of the International Classification of Functioning.
Results
Improvements occurred in both groups, but more patients in the VR group improved upper limb clinical impairment (FMA, CSI) and activity scores (WMFT) and improvements occurred earlier. Patients in the VR group also reported satisfaction with the novel treatment.
Conclusions
The modest advantage of VR over conventional training supports further investigation of the effect of video-capture VR or VR combined with conventional therapy in larger-scale randomized, more intense controlled studies. |
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42 |
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Author |
Goodman, D.; Liebermann, D.G. |
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Title |
Time-to-contact as a determiner of action: vision and motor control |
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1992 |
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Vision and Motor Control |
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335-349 |
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Elsevier Pub. Co |
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Amsterdam, Holland |
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D. Elliott; J. Proteau |
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43 |
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Liebermann, D.G.; Berman, S.; Weingarden H.; Levin, M.F.; Weiss, P.L. |
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Title |
Kinematic features of arm and trunk movements in stroke patients and age-matched healthy controls during reaching in virtual and physical environments |
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2009 |
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Virtual Rehabilitation International Conference |
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179-184 |
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Motor performance of stroke patients and healthy individuals was compared in terms of selected kinematic features of arm and trunk movements while subjects reached for visual targets in virtual (VR) and physical (PH) environments. In PH, the targets were placed at an extended arm distance, while in VR comparably placed virtual targets were presented via GestureTek's IREX system. Our goal was to obtain further insights into research methods related to VR-based rehabilitation. Eight right-hemiparetic stroke patients (age =46-87 years) and 8 healthy adults (age =51-73 years) completed 84 reaching movements in VR and PH environments while seated. The results showed that arm and trunk movements differed in the two environments in patients and to a lesser extent in healthy individuals. Arm motion of patients became jerkier in VR, with larger paths and longer movement durations, and presented greater arm torsion (i.e., larger elbow rotations around the hand-shoulder axis). Interestingly, patients also showed a significant reduction of compensatory trunk movements during VR reaching. The findings indicate that when targets were perceived to be beyond hand reach, stroke patients may be less able to estimate 3D virtual target locations obtained from the 2D TV planar displays. This was not the case for healthy participants. |
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