Children with cerebral palsy (CP) have difficulty controlling and coordinating voluntary muscle, which results in poor selective control of muscle activity. Children with spastic CP completed ankle selective motor control exercises using a virtual reality (VR) exercise system and conventional (Conv) exercises. Ankle movements were recorded with an electrogo-niometer. Children and their parents were asked to comment on their interest in the exercise programs. Greater fun and enjoyment were expressed during the VR exercises. Children completed more repetitions of the Conv exercises, but the range of motion and hold time in the stretched position were greater during VR exercises. These data suggest that using VR to elicit or guide exercise may...
Impaired balance is disabling for children with cerebral palsy (CPc), especially for CPc who recentl...
Objectives: It was aimed to analyze effect of virtual reality (VR) games on gross motor function of ...
Aims: To determine the effects of a 5-day virtual reality (VR)-based intervention on anticipatory an...
Background and Purpose Virtual reality (VR) creates an exercise environment in which the intensity o...
Children with cerebral palsy suffer from primary abnormalities that affect their ability to control ...
ABSTRACT Children with cerebral palsy (CP) commonly perceive themselves different from their typical...
Cerebral Palsy (CP) refers to a motor disorder that affects approximately one in every 400 live birt...
Objectives: Virtual reality is a new technology that has been recently used for different purposes i...
Virtual reality (VR) is a computer technology that artificially generates sensory information in a f...
Cerebral Palsy (CP) refers to a motor disorder that affects approximately one in every 400 live birt...
Purpose: The aim of this study was to investigate the effectiveness of virtual reality training on b...
Background: Rehabilitation programs for children with cerebral palsy (CP) aim to improve their motor...
The horse riding simulator (HRS) reportedly has a beneficial effect on motor function and balance in...
We present a non-immersive virtual reality (VR) system for the rehabilitation of children with Cereb...
The aim of the study was to investigate the effect of virtual reality in rehabilitation for children...
Impaired balance is disabling for children with cerebral palsy (CPc), especially for CPc who recentl...
Objectives: It was aimed to analyze effect of virtual reality (VR) games on gross motor function of ...
Aims: To determine the effects of a 5-day virtual reality (VR)-based intervention on anticipatory an...
Background and Purpose Virtual reality (VR) creates an exercise environment in which the intensity o...
Children with cerebral palsy suffer from primary abnormalities that affect their ability to control ...
ABSTRACT Children with cerebral palsy (CP) commonly perceive themselves different from their typical...
Cerebral Palsy (CP) refers to a motor disorder that affects approximately one in every 400 live birt...
Objectives: Virtual reality is a new technology that has been recently used for different purposes i...
Virtual reality (VR) is a computer technology that artificially generates sensory information in a f...
Cerebral Palsy (CP) refers to a motor disorder that affects approximately one in every 400 live birt...
Purpose: The aim of this study was to investigate the effectiveness of virtual reality training on b...
Background: Rehabilitation programs for children with cerebral palsy (CP) aim to improve their motor...
The horse riding simulator (HRS) reportedly has a beneficial effect on motor function and balance in...
We present a non-immersive virtual reality (VR) system for the rehabilitation of children with Cereb...
The aim of the study was to investigate the effect of virtual reality in rehabilitation for children...
Impaired balance is disabling for children with cerebral palsy (CPc), especially for CPc who recentl...
Objectives: It was aimed to analyze effect of virtual reality (VR) games on gross motor function of ...
Aims: To determine the effects of a 5-day virtual reality (VR)-based intervention on anticipatory an...