ObjectivesStanding and gait balance problems are common in children with cerebral palsy (CP), resulting in falls and injuries. Task-oriented exercises to strengthen and stretch muscles that shift the center of mass and change the base of support are effective in improving balance. Gaming environments can be challenging and fun, encouraging children to engage in exercises at home. The aims of this project were to demonstrate the technical feasibility, ease of use, appeal, and safety of a computer-based videogame program designed to improve balance in children with CP.Materials and methodsThis study represents a close collaboration between computer design and clinical team members. The first two phases were performed in the laboratory, and th...
ABSTRACT Children with cerebral palsy (CP) commonly perceive themselves different from their typical...
Abstract. This research explores the potential of tangible tabletop technology for motor skills trai...
Introduction: The theoretical part of the thesis summarizes findings from foreign literature on virt...
Objective: To explore the feasibility of using low-cost motion interactive games as a home-based int...
Abstract. [Purpose] Cerebral palsy is a sensorimotor disorder that affects the control of posture an...
The objective of this exploratory randomized controlled trial (RCT) was to provide evidence for the ...
Movement therapy is one type of upper extremity intervention for children with cerebral palsy (CP) t...
How to motivate children (patients) to perform their exercises during rehabilitation or at home? Thi...
<p><i>Purpose</i>: Cerebral palsy (CP) leads to various clinical signs mainly induced by muscle spas...
Serious computer games developed for motor rehabilitation produce a more engaging and enjoyable meth...
Importance/backgroundMovement-controlled video games have potential to promote home-based practice o...
Children with cerebral palsy (CP) often have limited opportunities to engage in physical exercise an...
Objective: To study the impact of training using the Nintendo Wii Fit in 14 children with spastic he...
Cerebral palsy (CP) is the most common cause of permanent neurological disabilities in children. Man...
International audienceImportance/BackgroundMovement-controlled video games have potential to promote...
ABSTRACT Children with cerebral palsy (CP) commonly perceive themselves different from their typical...
Abstract. This research explores the potential of tangible tabletop technology for motor skills trai...
Introduction: The theoretical part of the thesis summarizes findings from foreign literature on virt...
Objective: To explore the feasibility of using low-cost motion interactive games as a home-based int...
Abstract. [Purpose] Cerebral palsy is a sensorimotor disorder that affects the control of posture an...
The objective of this exploratory randomized controlled trial (RCT) was to provide evidence for the ...
Movement therapy is one type of upper extremity intervention for children with cerebral palsy (CP) t...
How to motivate children (patients) to perform their exercises during rehabilitation or at home? Thi...
<p><i>Purpose</i>: Cerebral palsy (CP) leads to various clinical signs mainly induced by muscle spas...
Serious computer games developed for motor rehabilitation produce a more engaging and enjoyable meth...
Importance/backgroundMovement-controlled video games have potential to promote home-based practice o...
Children with cerebral palsy (CP) often have limited opportunities to engage in physical exercise an...
Objective: To study the impact of training using the Nintendo Wii Fit in 14 children with spastic he...
Cerebral palsy (CP) is the most common cause of permanent neurological disabilities in children. Man...
International audienceImportance/BackgroundMovement-controlled video games have potential to promote...
ABSTRACT Children with cerebral palsy (CP) commonly perceive themselves different from their typical...
Abstract. This research explores the potential of tangible tabletop technology for motor skills trai...
Introduction: The theoretical part of the thesis summarizes findings from foreign literature on virt...