Abstract Many clinical measurement tools for balance have ceiling effects. Technology-based assessments using virtual reality systems such as the Computer-Assisted Rehabilitation Environment (CAREN) may provide a way to develop objective, quantitative measures that scale from low to high levels of difficulty. Our objective was to: (1) develop a performance assessment tool (PAT) for the CAREN; (2) quantify the reliability of the tool; (3) validate the scores against clinical balance measures; and (4) compare the scores from a population with balance impairments to those from able-bodied individuals in a cross-sectional validation study. Three games were developed on the CAREN and tested on 49 participants (36 able-bodied and 13 with impaired...
Includes bibliographical references (pages 30-32).Impaired standing balance and stroke incidences oc...
OBJECTIVE: To evaluate whether virtual reality interventions, including interactive gaming systems,...
OBJECTIVE: To evaluate whether virtual reality interventions, including interactive gaming syste...
Rehabilitation programs play an important role in improving the quality of life of patients with bal...
Balance is evaluated within the concept of coordination and is defi ned as the ability to maintain t...
Background: Balance and posture can be affected in various conditions or become decreased with aging...
Objective To improve the assessment of physical function by enhancing precision of physical function...
J. Westhafer, S. Henry, S. Phillips, N. Schibig, H. Tolstedt and C. Papadopoulos Pacific Lutheran Un...
Balance is a common term that is usually represented as the center of pressure (COP) for standing ba...
Providing quantitative measures of balance and posture is a valuable aid in clinical assessment and ...
International audiencePoststroke hemiplegic patients often show altered weight distribution with bal...
Context: Recent changes to postconcussion guidelines indicate that postural-stability assessment may...
Accurate quantification of the impact of visual, somatosensory, and vestibular systems on postural c...
Health games are increasingly seen as a means to address issues from therapy and rehabilitation. Yet...
Background: Weight bearing asymmetry is common in patients with neurological conditions, and recent ...
Includes bibliographical references (pages 30-32).Impaired standing balance and stroke incidences oc...
OBJECTIVE: To evaluate whether virtual reality interventions, including interactive gaming systems,...
OBJECTIVE: To evaluate whether virtual reality interventions, including interactive gaming syste...
Rehabilitation programs play an important role in improving the quality of life of patients with bal...
Balance is evaluated within the concept of coordination and is defi ned as the ability to maintain t...
Background: Balance and posture can be affected in various conditions or become decreased with aging...
Objective To improve the assessment of physical function by enhancing precision of physical function...
J. Westhafer, S. Henry, S. Phillips, N. Schibig, H. Tolstedt and C. Papadopoulos Pacific Lutheran Un...
Balance is a common term that is usually represented as the center of pressure (COP) for standing ba...
Providing quantitative measures of balance and posture is a valuable aid in clinical assessment and ...
International audiencePoststroke hemiplegic patients often show altered weight distribution with bal...
Context: Recent changes to postconcussion guidelines indicate that postural-stability assessment may...
Accurate quantification of the impact of visual, somatosensory, and vestibular systems on postural c...
Health games are increasingly seen as a means to address issues from therapy and rehabilitation. Yet...
Background: Weight bearing asymmetry is common in patients with neurological conditions, and recent ...
Includes bibliographical references (pages 30-32).Impaired standing balance and stroke incidences oc...
OBJECTIVE: To evaluate whether virtual reality interventions, including interactive gaming systems,...
OBJECTIVE: To evaluate whether virtual reality interventions, including interactive gaming syste...