The theme of this thesis is using stabilometric platform Nintendo Wii Balance Board to home therapy of balance. The therapy utilizes visual biofeedback. Visual biofeedback is important for maintaining balance. All the studies which were used in this work and deal with this issue, are demonstrating the positive impact of visual feedback for stability. Authors of numerous studies indicate the possibility of using commercial gaming system for this type of therapy. They often mention Kinect, Nintendo and PlayStation. These gaming systems are based on virtual reality which allows to expose the patient to situations that are difficult for them. It enables the training of these situations. Nowadays, the difficulty of created situations is the subj...
7 Name: Leona Roubková Supervizor: MUDr. Markéta Janatová Opponent: Title of the bachelor thesis: Ba...
This paper presents initial concepts from the REHAB@HOME project investigating the patient-centered ...
The recent availability of advanced video game interfaces (such as the Microsoft Kinect, the Nintend...
Authorˊs first name and surname: Monika Lidová Bachelor thesis supervizor: MUDr. Marie Tichá Oponent...
The thesis evaluates the effect of four-week home therapy using stabilometric platform Nintendo Wii ...
Author: Anetta Prokopenková Tutor: MUDr. Markéta Janatová Abstract: This bachelor's thesis is focuse...
It has been reported that 53,000 stroke events annually with ongoing costs are nearly $500 million p...
Currently, most systems for virtual rehabilitation and motor training require quite complex and expe...
This thesis concentrates an objective evaluation of therapy based on the principle of sensorimotor s...
It has been reported that 53,000 stroke events annually with ongoing costs are nearly $500 million p...
This thesis studies the use of off-the-shelf motion sensing technology in physical therapy rehabilit...
Visual biofeedback and force plate systems are often used for treatment of balance and mobility diso...
This paper presents initial concepts and formative evaluation results from a research (REHAB@HOME) i...
The bachelor thesis deals with virtual reality balance therapy. The therapy focuses on chronic patie...
Cílem mé diplomové práce je vytvoření PC aplikace pro trénink a rehabilitaci pacientůThe aim of my t...
7 Name: Leona Roubková Supervizor: MUDr. Markéta Janatová Opponent: Title of the bachelor thesis: Ba...
This paper presents initial concepts from the REHAB@HOME project investigating the patient-centered ...
The recent availability of advanced video game interfaces (such as the Microsoft Kinect, the Nintend...
Authorˊs first name and surname: Monika Lidová Bachelor thesis supervizor: MUDr. Marie Tichá Oponent...
The thesis evaluates the effect of four-week home therapy using stabilometric platform Nintendo Wii ...
Author: Anetta Prokopenková Tutor: MUDr. Markéta Janatová Abstract: This bachelor's thesis is focuse...
It has been reported that 53,000 stroke events annually with ongoing costs are nearly $500 million p...
Currently, most systems for virtual rehabilitation and motor training require quite complex and expe...
This thesis concentrates an objective evaluation of therapy based on the principle of sensorimotor s...
It has been reported that 53,000 stroke events annually with ongoing costs are nearly $500 million p...
This thesis studies the use of off-the-shelf motion sensing technology in physical therapy rehabilit...
Visual biofeedback and force plate systems are often used for treatment of balance and mobility diso...
This paper presents initial concepts and formative evaluation results from a research (REHAB@HOME) i...
The bachelor thesis deals with virtual reality balance therapy. The therapy focuses on chronic patie...
Cílem mé diplomové práce je vytvoření PC aplikace pro trénink a rehabilitaci pacientůThe aim of my t...
7 Name: Leona Roubková Supervizor: MUDr. Markéta Janatová Opponent: Title of the bachelor thesis: Ba...
This paper presents initial concepts from the REHAB@HOME project investigating the patient-centered ...
The recent availability of advanced video game interfaces (such as the Microsoft Kinect, the Nintend...