keyword
https://read.qxmd.com/read/34563120/effect-of-virtual-reality-exercises-on-balance-and-fall-in-elderly-people-with-fall-risk-a-randomized-controlled-trial
#41
RANDOMIZED CONTROLLED TRIAL
Noorolla Zahedian-Nasab, Azita Jaberi, Fatemeh Shirazi, Somayyeh Kavousipor
BACKGROUND: Deficient balance and fear of falling in elderly people can lead to disturbed daily activities, falling, and finally reduced quality of life. Therefore, evaluation of low-risk methods that might partially improve balance in this group of people is of utmost importance. The present study aimed to investigate the impact of Virtual Reality (VR) exercises based on Xbox Kinect on balance and fear of falling among elderly people. METHODS: This clinical trial was performed on 60 elderly individuals living in nursing homes divided into two groups of control and Xbox...
September 25, 2021: BMC Geriatrics
https://read.qxmd.com/read/34509470/exergame-training-induced-neuroplasticity-and-cognitive-improvement-in-institutionalized-older-adults-a-preliminary-investigation
#42
JOURNAL ARTICLE
M Monteblanco Cavalcante, I Fraga, B Dalbosco, P De Marchi, L Iraci, M Eduarda Baechtold da Silva, C Dani, A Dal Bosco, V Elsner
BACKGROUND: Prior research has reported cognitive improvements in elderly individuals when mental and physical exercise are practiced simultaneously, as in exergaming. However, the molecular mechanisms driving this beneficial response remain unclear. Moreover, there is robust evidence that regular exercise increases neurotrophic factors and promotes neuroplasticity, contributing to cognitive improvement. This research aimed to assess the impact of a 6-week Xbox 360 Kinect exergame protocol on cognitive function and brain-derived neurotrophic factor (BDNF) levels in institutionalized older individuals...
September 9, 2021: Physiology & Behavior
https://read.qxmd.com/read/34503381/implementing-technology-enhanced-real-time-action-observation-therapy-in-persons-with-chronic-stroke-a-pilot-study
#43
JOURNAL ARTICLE
Mary Roberts, Ncs Hendrika Lietz, Ncs Alyssa Portelli, Min Hui Huang
This pilot study examined a novel technology-enhanced real-time action observation therapy (TERTAOT) of symmetrical bilateral movements in survivors of chronic stroke regardless of their ability to move their paretic limb(s). The TERTAOT used a Kinect XBox One to project mirror images of non-paretic limbs as participants performed symmetrical bilateral motor tasks involving whole-body movements in sitting or standing. The participants received eight weeks of treatment consisting of 30-minutes of conventional physical therapy (balance training, gait training, neuromuscular reeducation, and generalized strength training) and 30-minutes of the TERTAOT protocol per session (three sessions per week for a total of 24 sessions)...
September 9, 2021: Physiotherapy Theory and Practice
https://read.qxmd.com/read/34502057/cereulide-exposure-caused-cytopathogenic-damages-of-liver-and-kidney-in-mice
#44
JOURNAL ARTICLE
Danyang Li, Ruqin Lin, Yangyang Xu, Qingmei Chen, Fengru Deng, Yiqun Deng, Jikai Wen
Cereulide is one of the main food-borne toxins for vomiting synthesized by Bacillus cereus , and it widely contaminates meat, eggs, milk, and starchy foods. However, the toxicological effects and mechanisms of the long-time exposure of cereulide in vivo remain unknown. In this study, oral administration of 50 and 200 μg/kg body weight cereulide in the mice for 28 days caused oxidative stress in liver and kidney tissues and induce abnormal expression of inflammatory factors. In pathogenesis, cereulide exposure activated endoplasmic reticulum stress (ER stress) via the pathways of inositol-requiring enzyme 1α (IRE1α)/Xbox binding protein (XBP1) and PRKR-like ER kinase (PERK)/eukaryotic translation initiation factor 2α (eIF2α), and consequently led to the apoptosis and tissue damages in mouse liver and kidney...
August 24, 2021: International Journal of Molecular Sciences
https://read.qxmd.com/read/34453015/hybrid-program-based-on-virtual-and-real-games-increases-fundamental-movement-skills-in-children-with-intellectual-disability-a-quasi-experimental-study
#45
JOURNAL ARTICLE
Ghada Regaieg, Sonia Sahli, Gilles Kermarrec
The purpose of this study was to examine the effects of two pedagogical strategies in adapted physical education (hybrid virtual/real vs. conventional) on fundamental movement skills (FMS) in children with intellectual disability age 7-10 years. Children with intellectual disability (N = 24) were randomly assigned to either the hybrid (experimental group) or the conventional (control group) group and were evaluated across 10 weeks. The hybrid program was based on virtual and real game situations, while the conventional program was based on adapted sports...
August 27, 2021: Adapted Physical Activity Quarterly: APAQ
https://read.qxmd.com/read/34421056/what-hath-allah-wrought-the-global-invention-of-prescriptive-machines-for-the-islamic-consumer-1975-2010
#46
JOURNAL ARTICLE
Leor Halevi
Unlike histories emphasizing conflicts between religion and technology, this article brings to light a series of religio-technological innovations. It analyzes a dataset of international patents inspired by the practice of Islam, from the first electronic Islamic wristwatch to "The Muslim Xbox." Starting in the 1970s with a few Euro-Muslim inventions, incremental innovations addressing the "needs" of devout Muslims grew exponentially over the course of three decades as inventors from the United States to China aimed to profit from an Islamic revival and emerging "Islamic market...
2021: Technology and Culture
https://read.qxmd.com/read/34379996/does-physical-dance-training-with-virtual-games-change-muscle-quality-of-community-dwelling-older-women
#47
JOURNAL ARTICLE
Audrin Said Vojciechowski, Carla Tissiane De Souza Silva, Elisângela Valevein Rodrigues, Luiza Hermínia Gallo, Jarbas Melo Filho, Anna Raquel Silveira Gomes
Objective: The aim of the study is to analyze the effects of physical dance training with a virtual game on muscle quality (MQ) of community-dwelling older women. Materials and Methods: In total, 46 older women participated in the study and were assigned to either a control group (CG, n  = 25, 71 ± 5 years) or training group (TG, n  = 21, 69 ± 4 years). The following assessments were performed at baseline and after 12 weeks: quadriceps, ankle plantar flexor, and dorsiflexor isokinetic peak torque (PT) (Biodex System 4 Dynamometer); quadriceps cross-sectional area (CSA) measured using magnetic resonance imaging; intramuscular noncontractile tissue (IMNCT) ( Image-Pro Plus 4...
August 10, 2021: Games for Health
https://read.qxmd.com/read/34367274/the-effect-of-virtual-reality-training-on-anticipatory-postural-adjustments-in-patients-with-chronic-nonspecific-low-back-pain-a-preliminary-study
#48
JOURNAL ARTICLE
Zhicheng Li, Qiuhua Yu, Haizhen Luo, Wenzhao Liang, Xin Li, Le Ge, Siyun Zhang, Le Li, Chuhuai Wang
Objectives: This study is aimed at exploring the effects of virtual reality (VR) training on postural control, measured by anticipatory and compensatory postural adjustments (APAs and CPAs, respectively), in patients with chronic nonspecific low back pain (CNLBP) and the potential neuromuscular mechanism of VR training. Methods: Thirty-four patients were recruited and randomly assigned to the VR group ( n = 11), the motor control exercise group (MCE, n = 12) and the control group (CG, n = 11)...
2021: Neural Plasticity
https://read.qxmd.com/read/34293715/comparison-of-exergames-versus-conventional-exercises-on-the-cognitive-skills-of-older-adults-a-systematic-review-with-meta-analysis
#49
REVIEW
Vinícius Nagy Soares, Hélio Mamoru Yoshida, Thaís Sporkens Magna, Ricardo Aurélio Carvalho Sampaio, Paula Teixeira Fernandes
PURPOSE: To compare the effects of exergames versus conventional physical training on the cognitive skills of older adults. MATERIALS AND METHODS: Scientific studies published in PubMed, Web of Science, and Cochrane Library databases were searched. Individual studies were assessed using the Cochrane Risk-of-bias tool for randomized trials (RoB 2). The quality of evidence was evaluated using the Grading of Recommendations, Assessment, Development and Evaluations (GRADE Pro)...
November 2021: Archives of Gerontology and Geriatrics
https://read.qxmd.com/read/34287215/the-effects-of-exergaming-on-sensory-reweighting-and-mediolateral-stability-of-women-aged-over-60-usability-study
#50
JOURNAL ARTICLE
Mariann Sápi, Anna Fehér-Kiss, Krisztina Csernák, Andrea Domján, Sándor Pintér
BACKGROUND: Older adults tend to experience difficulties in switching quickly between various reliable sensory inputs, which ultimately may contribute to an increased risk of falls and injuries. Sideward falls are the most frequent cause of hip fractures among older adults. Recently, exergame programs have been confirmed as beneficial tools for enhancing postural control, which can reduce the risk of falls. However, studies to explore more precisely which mechanism of exergaming directly influences older women's ability to balance are still needed...
July 21, 2021: JMIR Serious Games
https://read.qxmd.com/read/34193074/the-association-between-visual-attention-and-body-movement-controlled-video-games-balance-and-mobility-in-older-adults
#51
JOURNAL ARTICLE
Mansour Alghamdi, Lori Ann Vallis, Susan Jennifer Leat
BACKGROUND: Body movement-controlled video games involving physical motion and visual attention may have the potential to train both abilities simultaneously. Our purpose was to determine the associations between performance in these games and visual attention, balance and mobility in a group of older adults. The long-term goal is to identify the optimal type of interactive games with regards to training potential. METHODS: Fifty healthy adults aged 65+ years participated in this cross-sectional study...
June 30, 2021: BMC Geriatrics
https://read.qxmd.com/read/34070705/modern-technologies-in-the-rehabilitation-of-patients-with-multiple-sclerosis-and-their-potential-application-in-times-of-covid-19
#52
REVIEW
Ewa Zasadzka, Tomasz Trzmiel, Anna Pieczyńska, Katarzyna Hojan
Background and Objectives: The COVID-19 pandemic required the adoption of new technologies to improve access to healthcare at an unprecedented speed, as social distancing became mandatory. The aim of this systematic review was to analyze the effectiveness of using new technologies in the rehabilitation of multiple sclerosis (MS) patients and discuss their potential role during the COVID-19 pandemic. Material and Methods: The studies were identified by searching two online databases-PUBMED and Web of Science...
May 30, 2021: Medicina
https://read.qxmd.com/read/34055181/physiological-responses-to-active-video-games-compared-to-treadmill-walking-and-tv-watching-in-obese-children-and-adolescents
#53
JOURNAL ARTICLE
Ramzi Majaj, Trent Scott, Ryan Moran, Dana Kimberly, Tamekia Jones, Webb Smith
The purpose of this study was to examine the physiological responses to playing different active video games (AVG), as well as document the activity level exerted during AVG in relation to treadmill walking (TM) and watching television (TV). 20 youth (age 11-17 yr) with obesity were recruited from the Healthy Lifestyle Clinic and underwent testing under six randomized conditions: 1) TM, 2) TV, 3) Fitnexx, 4) river rush (RRH), 5) reflex ridge (RFR), and 6) space pop (SP). RRH, RFR, and SP are active video games for the Xbox 360...
2021: International Journal of Exercise Science
https://read.qxmd.com/read/33988508/the-adaptive-gamesquad-xbox-based-physical-activity-and-health-coaching-intervention-for-youth-with-neurodevelopmental-and-psychiatric-diagnoses-pilot-feasibility-study
#54
JOURNAL ARTICLE
April B Bowling, James Slavet, Chelsea Hendrick, Robbie Beyl, Phillip Nauta, Marilyn Augustyn, Mediatrix Mbamalu, Carol Curtin, Linda Bandini, Aviva Must, Amanda E Staiano
BACKGROUND: The prevalence of neurodevelopmental and psychiatric diagnoses (NPDs) in youth is increasing, and unhealthy physical activity (PA), diet, screen time, and sleep habits contribute to the chronic disease disparities and behavioral challenges this population experiences. OBJECTIVE: This pilot study aims to adapt a proven exergaming and telehealth PA coaching intervention for typically developing youth with overweight or obesity; expand it to address diet, screen, and sleep behaviors; and then test its feasibility and acceptability, including PA engagement, among youth with NPDs...
May 14, 2021: JMIR Formative Research
https://read.qxmd.com/read/33727518/virtual-rehabilitation-in-parkinson-disease-a-dopamine-transporter-imaging-study
#55
JOURNAL ARTICLE
Juliana M P Toldo, Michelly Arjona, Guilherme C Campos Neto, Taise Vitor, Solange Amorim Nogueira, Edson Amaro, Roberta A Saba, Sonia M C A Silva, Henrique B Ferraz, André C Felício
OBJECTIVE: The aim of the study was to verify the effect of a virtual rehabilitation protocol for patients with Parkinson disease, primarily assessing striatal dopamine transporters and secondarily motor symptoms and quality of life. DESIGN: Nineteen patients with Parkinson disease underwent an 8-wk virtual rehabilitation protocol using XBOX 360S. Evaluation of dopamine transporters was performed by single-photon emission computed tomography using TRODAT-1 as the radioligand...
April 1, 2021: American Journal of Physical Medicine & Rehabilitation
https://read.qxmd.com/read/33714511/is-motor-learning-of-stroke-patients-in-non-immersive-virtual-environment-influenced-by-laterality-of-injury-a-preliminary-study
#56
JOURNAL ARTICLE
Aline Braga Galvão Silveira Fernandes, Julio César Paulino de Melo, Débora Carvalho de Oliveira, Fabricia Azevedo da Costa Cavalcanti, Octavian Adrian Postolache, Pedro José Madaleno Passos, Tania Fernandes Campos
BACKGROUND: Stroke is the leading cause of long-term disability in adults, causing residual sensorimotor deficits in many survivors. Patients may have different impairments according to laterality of injury, as well as different responses to some therapies. OBJECTIVE: This preliminary study sought to investigate motor learning in rehabilitation of stroke patients with non-immersive virtual environment by process (electroencephalography) and product (performance) measures in stroke patients with left and right cerebral hemispheres damage...
January 2021: Journal of Bodywork and Movement Therapies
https://read.qxmd.com/read/33689452/the-effect-of-virtual-reality-exercises-on-pain-functionality-cardiopulmonary-capacity-and-quality-of-life-in-fibromyalgia-syndrome-a-randomized-controlled-study
#57
JOURNAL ARTICLE
Musa Polat, Abdulvahap Kahveci, Birsen Muci, Zafer Günendi, Gülçin Kaymak Karataş
Objective: To investigate the effect of motion-controlled videogames on pain, functionality, cardiopulmonary capacity, and quality of life in women with fibromyalgia. Materials and Methods: Forty women with fibromyalgia were randomized into virtual reality group (VRG) and conventional training group (CTG). The CTG performed aerobic exercise (cycling, 3 days per week, 20 minutes per day) and conventional exercises (muscle strengthening, balance, and flexibility, 3 days per week, 15 minutes per day) for 4 weeks...
March 9, 2021: Games for Health
https://read.qxmd.com/read/33668355/additional-effects-of-xbox-kinect-training-on-upper-limb-function-in-chronic-stroke-patients-a-randomized-control-trial
#58
JOURNAL ARTICLE
Qurat Ul Ain, Sara Khan, Saad Ilyas, Amna Yaseen, Iqbal Tariq, Tian Liu, Jue Wang
BACKGROUND: Xbox Kinect-based virtual reality, being a novel approach, has therapeutic benefits in rehabilitation and its use is encouraged in stroke rehabilitation of upper extremities. OBJECTIVE: Primary aim of the current study is to investigate the additional effects of Xbox Kinect training in combination with routine physiotherapy exercises based on each component of Fugl-Meyer Assessment Scale for Upper Extremity (FMA-UE). Moreover, effect of upper limb rehabilitation on cognitive functions was also assessed...
February 24, 2021: Healthcare (Basel, Switzerland)
https://read.qxmd.com/read/33645384/usability-of-affordable-feedback-based-technologies-to-improve-mobility-and-physical-activity-in-rehabilitation-a-mixed-methods-study
#59
JOURNAL ARTICLE
Caitlin Hamilton, Meryl Lovarini, Maayken van den Berg, Annie McCluskey, Leanne Hassett
PURPOSE: To explore physiotherapists' views on the usability of feedback-based technologies used in physical rehabilitation. MATERIALS AND METHODS: A mixed methods study which was nested within a randomised controlled trial to investigate the effectiveness of affordable feedback-based technologies to improve mobility and physical activity within aged care and neurological rehabilitation. Technologies included virtual reality systems, handheld device apps and wearable devices...
February 28, 2021: Disability and Rehabilitation
https://read.qxmd.com/read/33634633/-virtual-reality-rehabilitation-in-paediatric-patients-with-hemophilia-retrospective-study
#60
JOURNAL ARTICLE
I D Castillo-Martínez, A L Bremer-Aztudillo, L Velázquez-Marmolejo, A M Moreno-González, J Belmont-Sánchez
INTRODUCTION: Joint affection is a frequent complication of hemophilia. Virtual reality programs offer the patient a dynamic plan with maximum functional benefit. The objective of this work is to evaluate the effect of a rehabilitation program combined with conventional therapy and virtual reality on joint function, in patients with hemophilic arthropathy and the impact on the gait. MATERIAL AND METHODS: Eleven pediatric patients with hemophilia and history of hemophilic arthropathy grade I or II were evaluated...
September 2020: Acta Ortopédica Mexicana
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