This thesis evaluated energy levels, muscle activity, and upper limb kinematics during AVG play in children with cerebral palsy (CP). For context, a systematic review was conducted, which found that AVGs elicited light to moderate physical activity in typically developing children. In children with CP, moderate levels of physical activity were achieved for Dance Dance Revolution and Wii Boxing, while light levels of physical activity were achieved for Wii Bowling and Wii Tennis. Muscle activity was highest during Wii Boxing, but remained below the maximum voluntary effort for all games and muscles. Angular velocities and accelerations were significantly larger in the dominant limb compared to the hemiplegic limb. When children played agains...
The purpose was to examine differences in physical activity levels of children (N = 24) with develop...
AimThis study compared daily activity energy expenditure (AEE) in children with cerebral palsy with ...
Objectives: It was aimed to analyze effect of virtual reality (VR) games on gross motor function of ...
This thesis evaluated energy levels, muscle activity, and upper limb kinematics during AVG play in c...
Abstract. [Purpose] Motor control and muscle strength impairments are the prime reasons for motor be...
Objective: To explore the feasibility of using low-cost motion interactive games as a home-based int...
Objective: In this study, it was analyzed the use of the videogame console Nintendo Wii™ as a motor ...
OBJECTIVE: The objective of this selective EBM review is to determine whether or not video game-base...
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...
BACKGROUND:The ROBiGAME project aims to implement serious games on robots to rehabilitate upper limb...
Hurkmans HL, van den Berg-Emons RJ, Stam HJ. Energy expenditure in adults with cerebral palsy playin...
PURPOSE: To determine whether 6 weeks home-based video game-based balance training (VGBT) is effecti...
Habitual physical activity (HPA) has many benefits for general health. Motor capacity in children wi...
ObjectivesStanding and gait balance problems are common in children with cerebral palsy (CP), result...
The purpose was to examine differences in physical activity levels of children (N = 24) with develop...
AimThis study compared daily activity energy expenditure (AEE) in children with cerebral palsy with ...
Objectives: It was aimed to analyze effect of virtual reality (VR) games on gross motor function of ...
This thesis evaluated energy levels, muscle activity, and upper limb kinematics during AVG play in c...
Abstract. [Purpose] Motor control and muscle strength impairments are the prime reasons for motor be...
Objective: To explore the feasibility of using low-cost motion interactive games as a home-based int...
Objective: In this study, it was analyzed the use of the videogame console Nintendo Wii™ as a motor ...
OBJECTIVE: The objective of this selective EBM review is to determine whether or not video game-base...
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...
BACKGROUND:The ROBiGAME project aims to implement serious games on robots to rehabilitate upper limb...
Hurkmans HL, van den Berg-Emons RJ, Stam HJ. Energy expenditure in adults with cerebral palsy playin...
PURPOSE: To determine whether 6 weeks home-based video game-based balance training (VGBT) is effecti...
Habitual physical activity (HPA) has many benefits for general health. Motor capacity in children wi...
ObjectivesStanding and gait balance problems are common in children with cerebral palsy (CP), result...
The purpose was to examine differences in physical activity levels of children (N = 24) with develop...
AimThis study compared daily activity energy expenditure (AEE) in children with cerebral palsy with ...
Objectives: It was aimed to analyze effect of virtual reality (VR) games on gross motor function of ...