Purpose: The aim of this study was to investigate the effectiveness of virtual reality training on balance and functionality in children with Cerebral Palsy.Methods: Children with spastic Cerebral Palsy were randomly divided into the virtual reality training group (27 children, mean age: 9.2 years) and control group (25 children, mean age: 9.4 years). The virtual reality training group received virtual reality training using the XBox One Kinect gaming system and the control group received conventional physiotherapy training for eight weeks. The Pediatric Balance Scale, The Gross Motor Function Measurement-88, The Quality of Upper Extremity Skills Test, The Functional Reach Test, The Sit to Stand Test and The Pediatric Disability Evaluation ...
Virtual reality (VR) is a computer technology that artificially generates sensory information in a f...
Abstract Introduction: Recently virtual reality has been aggregated to the therapeutic possibilitie...
Purpose: To evaluate the effects of a short-term intensive virtual reality intervention in adolescen...
The aim of the study was to investigate the effect of virtual reality in rehabilitation for children...
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...
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 ...
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 ...
AbstractOBJECTIVETo verify the effect of an intervention protocol using virtual reality (VR) on the ...
Impaired balance is disabling for children with cerebral palsy (CPc), especially for CPc who recentl...
PURPOSE: Cerebral palsy (CP) is the commonest motor disability affecting children. This study review...
PURPOSE: Cerebral palsy (CP) is the commonest motor disability affecting children. This study review...
Introduction: Recently virtual reality has been aggregated to the therapeutic possibilities for pati...
Virtual reality (VR) is a computer technology that artificially generates sensory information in a f...
Abstract Introduction: Recently virtual reality has been aggregated to the therapeutic possibilitie...
Purpose: To evaluate the effects of a short-term intensive virtual reality intervention in adolescen...
The aim of the study was to investigate the effect of virtual reality in rehabilitation for children...
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...
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 ...
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 ...
AbstractOBJECTIVETo verify the effect of an intervention protocol using virtual reality (VR) on the ...
Impaired balance is disabling for children with cerebral palsy (CPc), especially for CPc who recentl...
PURPOSE: Cerebral palsy (CP) is the commonest motor disability affecting children. This study review...
PURPOSE: Cerebral palsy (CP) is the commonest motor disability affecting children. This study review...
Introduction: Recently virtual reality has been aggregated to the therapeutic possibilities for pati...
Virtual reality (VR) is a computer technology that artificially generates sensory information in a f...
Abstract Introduction: Recently virtual reality has been aggregated to the therapeutic possibilitie...
Purpose: To evaluate the effects of a short-term intensive virtual reality intervention in adolescen...