AbstractOBJECTIVETo verify the effect of an intervention protocol using virtual reality (VR) on the motor performance and balance of a child with cerebral palsy (CP).CASE DESCRIPTIONTo comply with the proposed objectives, a 7-year old child with spastic hemiplegic cerebral palsy (CP), GMFCS level I, was submitted to a physiotherapy intervention protocol of 12 45-minute sessions, twice a week, using virtual reality-based therapy. The protocol used a commercially-available console (XBOX®360 Kinect®) able to track and reproduce body movements on a screen. Prior to the intervention protocol, the child was evaluated using the Motor Development Scale (MDS) and the Pediatric Balance Scale (PBS) in order to assess motor development and balance, res...
This study examined the effect of an intensive virtual reality (VR) intervention on balance and func...
Background The use of virtual reality systems in the motor rehabilitation of children with cerebral...
Background: Recently, virtual reality-based training (VR-based training) is receiving attention as g...
OBJECTIVE: To verify the effect of an intervention protocol using virtual reality (VR) on the motor ...
OBJECTIVE: To verify the effect of an intervention protocol using virtual reality (VR) on the motor ...
Objectives: It was aimed to analyze effect of virtual reality (VR) games on gross motor function of ...
ABSTRACT Children with cerebral palsy (CP) commonly perceive themselves different from their typical...
Purpose: The aim of this study was to investigate the effectiveness of virtual reality training on b...
Objectives: Virtual reality is a new technology that has been recently used for different purposes i...
The aim of the study was to investigate the effect of virtual reality in rehabilitation for children...
Introduction: Cerebral palsy is a group of permanent disorders of movement and posture c...
The aim of the study was to investigate the effect of virtual reality in rehabilitation for children...
Abstract Introduction: Recently virtual reality has been aggregated to the therapeutic possibilitie...
Introduction: Recently virtual reality has been aggregated to the therapeutic possibilities for pati...
Objective. The purpose of this pilot study was to determine whether Super Pop VR, a low-cost virtual...
This study examined the effect of an intensive virtual reality (VR) intervention on balance and func...
Background The use of virtual reality systems in the motor rehabilitation of children with cerebral...
Background: Recently, virtual reality-based training (VR-based training) is receiving attention as g...
OBJECTIVE: To verify the effect of an intervention protocol using virtual reality (VR) on the motor ...
OBJECTIVE: To verify the effect of an intervention protocol using virtual reality (VR) on the motor ...
Objectives: It was aimed to analyze effect of virtual reality (VR) games on gross motor function of ...
ABSTRACT Children with cerebral palsy (CP) commonly perceive themselves different from their typical...
Purpose: The aim of this study was to investigate the effectiveness of virtual reality training on b...
Objectives: Virtual reality is a new technology that has been recently used for different purposes i...
The aim of the study was to investigate the effect of virtual reality in rehabilitation for children...
Introduction: Cerebral palsy is a group of permanent disorders of movement and posture c...
The aim of the study was to investigate the effect of virtual reality in rehabilitation for children...
Abstract Introduction: Recently virtual reality has been aggregated to the therapeutic possibilitie...
Introduction: Recently virtual reality has been aggregated to the therapeutic possibilities for pati...
Objective. The purpose of this pilot study was to determine whether Super Pop VR, a low-cost virtual...
This study examined the effect of an intensive virtual reality (VR) intervention on balance and func...
Background The use of virtual reality systems in the motor rehabilitation of children with cerebral...
Background: Recently, virtual reality-based training (VR-based training) is receiving attention as g...