Please use this identifier to cite or link to this item:
|dc.title||Upper extremity rehabilitation after stroke: Biofeedback gaming for attention and muscle use|
|dc.description.abstract||One of the most important objectives of therapy is the biomechanically correct use of muscles during various rehabilitation exercises, particularly functional tasks practice. Due to the lack of quantifiable real-time measures during therapy, wrong muscles can repeatedly be activated. Another important objective is that the patients maintain a highly attentive state during therapy sessions. This paper outlines a biofeedback g a m i n g system which will enable the user to interact with an 8-channel arm glove while self-administering basic therapy for hand, wrist and forearm. This graphic user interface is driven by muscle and brain signals. The game design keeps in mind specific challenges of patients with right side hemiplegia, i.e. those with left brain lesions. This category of patients has a high probability of difficulties with language, cognition, number and word recognition, visual resolution and the like. Results are described as feedback from healthy subjects in various age groups who used the system, as a precursor to trying the games on stroke patients.|
|dc.description.sourcetitle||i-CREATe 2012 - 6th International Convention on Rehabilitation Engineering and Assistive Technology|
|Appears in Collections:||Staff Publications|
Show simple item record
Files in This Item:
There are no files associated with this item.
checked on Aug 18, 2022
Items in DSpace are protected by copyright, with all rights reserved, unless otherwise indicated.