A stroke can lead to severe physical and cognitive impairments. As a result of these impairments, many people experience problems with walking after a stroke, such as when walking on irregular terrain or walking in a busy shopping area. Because of these problems with walking people are restricted in their social functioning, also referred to as participation. They can experience difficulties with work, hobby’s, household tasks, and doing the groceries, for example. The thesis of Ilona de Rooij gives insight in the problems that people experience with walking after a stroke and how these problems relate to restrictions in participation. More insight in the problems that people experience with walking and participation, and the association be...
BackgroundStroke is a neurological disorder and one of the leading causes of disability worldwide. T...
Background: The rehabilitation of gait disorders in patients with multiple sclerosis (MS) and stroke...
n the recent years, the use of virtual reality (VR) to enhance motor skills of persons with activity...
Abstract Background A stroke often results in gait impairments, activity limitations and restricted ...
ObjectivesIt is well known that physical activity levels for persons after stroke or acquired brain ...
OBJECTIVES:It is well known that physical activity levels for persons after stroke or acquired brain...
Introduction: Perception of self-motion through VR provides a unique avenue to improve gait adaptati...
Use of VR-games is considered a promising treatment approach in stroke rehabilitation. However, ther...
AbstractQuestion: In people after stroke, does virtual reality based rehabilitation (VRBR) improve w...
OBJECTIVE: To systematically review the available evidence on the efficacy of walking training assoc...
In relation to their posture limitations stroke patients have difficulties in maintaining balance an...
This study investigated the use of virtual reality (VR) technology in ambulatory training for post-a...
Gait and balance impairments contribute significantly to long-term disability after stroke. Modern c...
Aims: The purpose of this thesis was to investigate the effects of Virtual Reality technology and ha...
The increase in stroke survivors poses a global challenge for the current health care system. The wa...
BackgroundStroke is a neurological disorder and one of the leading causes of disability worldwide. T...
Background: The rehabilitation of gait disorders in patients with multiple sclerosis (MS) and stroke...
n the recent years, the use of virtual reality (VR) to enhance motor skills of persons with activity...
Abstract Background A stroke often results in gait impairments, activity limitations and restricted ...
ObjectivesIt is well known that physical activity levels for persons after stroke or acquired brain ...
OBJECTIVES:It is well known that physical activity levels for persons after stroke or acquired brain...
Introduction: Perception of self-motion through VR provides a unique avenue to improve gait adaptati...
Use of VR-games is considered a promising treatment approach in stroke rehabilitation. However, ther...
AbstractQuestion: In people after stroke, does virtual reality based rehabilitation (VRBR) improve w...
OBJECTIVE: To systematically review the available evidence on the efficacy of walking training assoc...
In relation to their posture limitations stroke patients have difficulties in maintaining balance an...
This study investigated the use of virtual reality (VR) technology in ambulatory training for post-a...
Gait and balance impairments contribute significantly to long-term disability after stroke. Modern c...
Aims: The purpose of this thesis was to investigate the effects of Virtual Reality technology and ha...
The increase in stroke survivors poses a global challenge for the current health care system. The wa...
BackgroundStroke is a neurological disorder and one of the leading causes of disability worldwide. T...
Background: The rehabilitation of gait disorders in patients with multiple sclerosis (MS) and stroke...
n the recent years, the use of virtual reality (VR) to enhance motor skills of persons with activity...