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Melzer, I., Liebermann, D. G., Krasovsky, T., & Oddsson, L. I. E. (2010). Cognitive load affects lower limb force-time relations during voluntary rapid stepping in healthy old and young adults. J Gerontol A Biol Sci Med Sci, 65(4), 400–406.
Abstract: BACKGROUND: Quick step execution may prevent falls when balance is lost; adding a concurrent task delays this function. We investigate whether push-off force-time relations during the execution of rapid voluntary stepping is affected by a secondary task in older and young adults. METHODS: Nineteen healthy older adults and 12 young adults performed rapid voluntary stepping under single- and dual-task conditions. Peak power, peak force, and time to peak force during preparatory and swing phases of stepping were extracted from center of pressure and ground reaction force data. RESULTS: For dual-task condition compared with single-task condition, older adults show a longer time to reach peak force during the preparation and swing phases compared with young adults (approximately 25% vs approximately 10%, respectively). Peak power and peak force were not affected by a concurrent attention-demanding task. CONCLUSION: Older adults have difficulty allocating sufficient attention for fast muscle recruitment when concurrently challenged by an attention-demanding task.
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Liebermann, D. G., Berman, S., Weiss, P. L. T., & Levin, M. F. (2012). Kinematics of reaching movements in a 2-d virtual environment in adults with and without stroke. IEEE Trans Neural Syst Rehabil Eng, 20(6), 778–787.
Abstract: Virtual reality environments are increasingly being used for upper limb rehabilitation in poststroke patients. Our goal was to determine if arm reaching movements made in a 2-D video-capture virtual reality environment are similar to those made in a comparable physical environment. We compared arm and trunk kinematics for reaches made with the right, dominant arm to three targets (14 trials per target) in both environments by 16 adults with right poststroke hemiparesis and by eight healthy age-matched controls. Movement kinematics were recorded with a three-camera optoelectronic system at 100 samples/s. Reaching movements made by both control and stroke subjects were affected by viewing the targets in the video-capture 2-D virtual environment. Movements were slower, shorter, less straight, less accurate and involved smaller ranges of shoulder and elbow joint excursions for target reaches in the virtual environment compared to the physical environment in all subjects. Thus, there was a decrease in the overall movement quality for movements made in the 2-D virtual environment. This suggests that 2-D video-capture virtual reality environments should be used with caution when the goal of the rehabilitation program is to improve the quality of movement patterns of the upper limb.
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Liebermann, D. G., & Franks, I. M. (2004). The use of feedback-based technologies in skill acquisition. In M. Hughes, & I.M. Franks (Eds.), Notational analysis of Sport and Coaching Science. E & FN Spon Pub.
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Carmeli E., & Liebermann, D. G. (2007). The Function of the Aging Hand. In T. L. Kauffman, M. Moran, & J. Barr (Eds.), The Geriatric Rehabilitation Manual. NY: Elsevier.
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Liebermann, D. G., & Franks I.M. (2008). Video-feedback and information technologies. In I.M. Franks, & M. Hughes (Eds.), Essentials of notational analysis. E & FN Spon Pub.
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