Effect of Wii Fit on Balance in Patients who Have Sustained a Lower Extremity Injury


Book Description

Abstract: The study was designed to determine if Wii Fittm' training had an effect on balance in participants who have sustained lower extremity injuries. Nineteen participants with a previous history of a lower extremity injury sustained in the last 6 months completed pre- and post- Star Excursion Balance Tests (SEBT), in the following directions: anterior (A), anteromedial (AM), medial (M), posteromedial (PM), posterior (P), posterolateral (PL), lateral (L), and anterolateral (AL). The participants then completed Wii FitTM rehabilitation 3 times a week for 6 weeks. The four Wii Fit games played were Table Tilt, Tightrope Walking, Penguin Slide, and Balance Bubble. Significant differences were seen in pre- and post- SEBT testing through the use of a dependent T-Test. Four-repeated measures ANOVAs were utilized to compare the 6 weeks of rehabilitation for each video game (Table Tilt, Tightrope Walking, Balance Bubble and Penguin Slide). The ANOVAs showed differences in performance on those games across the six weeks. The current video game rehabilitation program improved balance significantly after a 6-week rehabilitation program in college age participants and could be used as an additional rehabilitation tool.







Exploring the Role of ICTs in Healthy Aging


Book Description

Technological innovation continues to be present in all areas of our lives, offering seemingly endless possibilities. As technology is increasingly implemented in healthcare applications, it is necessary to understand whether users respond to a predefined organizational strategy of model of care or whether they will become wholly dependent on the healthcare technology. This understanding is especially crucial when dealing with the possibility of generating inequities, especially with individuals that are elderly. Exploring the Role of ICTs in Healthy Aging is a collection of innovative research that proposes the detailed study of a strategic framework for the development of technological innovation in healthcare and for its adoption by health organizations. While highlighting topics including emotional health, quality of life, and telemedicine, this book is ideally designed for physicians, nurses, hospital staff, medical professionals, home care providers, hospital administrators, academicians, students, and researchers. Moreover, the book will provide insights and support executives concerned with the management of expertise, knowledge, information, and organizational development in different types of healthcare units at various levels.




Serious Games for Healthcare: Applications and Implications


Book Description

With advances in technologies and revolutions in patient, trainee, and public expectations, the global healthcare sector is increasingly turning to serious games to solve problems. Serious games are applications with serious purposes, developed using computer game technologies more often associated with entertainment. Serious Games for Healthcare: Applications and Implications will introduce the development and application of game technologies for health-related serious games. Further, it provides cutting-edge academic research and industry updates which will inform readers about the current and future advances in the area. Encapsulating the knowledge of commercial and noncommercial researchers, developers, and practitioners in a single volume will benefit not only the research and development community within this field, but could also serve public health interests by improving awareness and outcomes.




Total Knee Arthroplasty


Book Description

This book focuses on the current clinical practice, outcome and the future development of Total Knee Arthroplasty (TKA) in surgical settings. A major objective of this work is to address “What is the optimal design and fixation of the implants we use for knee arthroplasty reconstruction? What are the gold standards? and, Can we do better?”. In an attempt to throw light on these questions, the authors evaluate data from clinical studies and assess various factors which may influence the long term outcome of TKA. Many variables such as age, severity, implant design and surgical techniques for appropriate component placement and soft tissue balancing are explored in great detail by expert surgeons in the field. Total Knee Arthroplasty: Long Term Outcomes will be a useful resource for recently qualified surgeons in search of an introduction to this topic and for more experienced surgeons seeking an in-depth critical review of current practices in TKA.




WHO Global Report on Falls Prevention in Older Age


Book Description

The WHO Falls Prevention for Active Ageing model provides an action plan for making progress in reducing the prevalence of falls in the older adult population. By building on the three pillars of falls prevention, the model proposes specific strategies for: 1. Building awareness of the importance of falls prevention and treatment; 2. Improving the assessment of individual, environmental, and societal factors that increase the likelihood of falls; and 3. For facilitating the design and implementation of culturally appropriate, evidence-based interventions that will significantly reduce the number of falls among older persons. The model provides strategies and solutions that will require the engagement of multiple sectors of society. It is dependent on and consistent with the vision articulated in the WHO Active Ageing Policy Framework. Although not all of the awareness, assessment, and intervention strategies identified in the model apply equally well in all regions of the world, there are significant evidence-based strategies that can be effectively implemented in all regions and cultures. The degree to which progress will be made depends on to the success in integrating falls prevention strategies into the overall health and social care agendas globally. In order to do this effectively, it is necessary to identify and implement culturally appropriate, evidence-based policies and procedures. This requires multi-sectoral, collaborations, strong commitment to public and professional education, interaction based on evidence drawn from a variety of traditional, complementary, and alternative sources. Although the understanding of the evidence-base is growing, there is much that is not yet understood. Thus, there is an urgent need for continued research in all areas of falls prevention and treatment in order to better understand the scope of the problem worldwide. In particular, more evidence of the cost-effectiveness of interconnections is needed to develop strategies that are most likely to be effective in specific setting and population sub-groups.




Multiple Sclerosis Rehabilitation


Book Description

"MS is always in the back of your mind. If there is something you want to do, you always wonder if the MS will allow you do to it." —Darlene, living with MS for 22 years Living with multiple sclerosis (MS) is challenging and multidimensional. MS pervades all aspects of life: one’s body becomes unpredictable and unreliable, one’s identity and sense of self are tested, and relationships with others often change. MS symptoms emerge and remit; limitations evolve and progress. MS rehabilitation is an active, person-centered, and goal-oriented process embedded within a respectful and collaborative partnership between the person with MS and the members of his or her rehabilitation treatment team. Using the International Classification of Functioning, Disability and Health (ICF) as a guiding framework, Multiple Sclerosis Rehabilitation: From Impairment to Participation provides a comprehensive and evidence-based resource to inform and guide clinical reasoning and decision making during each phase of the MS rehabilitation process, from initial referral to post-discharge follow-up. With an emphasis on the application of evidence throughout the entire MS rehabilitation process, the specific objectives of the book are to increase the understanding of: The nature and impact of specific impairments, activity limitations, and participation restrictions experienced by people with MS How to select and use valid, reliable, and relevant assessment tools to inform the development of rehabilitation goals and intervention plans, and to evaluate outcomes This book provides information about the nature and impact of MS on the daily lives of people living with the disease, describes evidence-based assessment processes and instruments, and summarizes current knowledge that can inform goal setting and intervention planning. Thoughtful application of the knowledge contained in this book will inform and guide rehabilitation providers to work collaboratively with people with MS and enable them to achieve their goals for participation in everyday life.




Virtual, Augmented Reality and Serious Games for Healthcare 1


Book Description

There is a tremendous interest among researchers for the development of virtual, augmented reality and games technologies due to their widespread applications in medicine and healthcare. To date the major applications of these technologies include medical simulation, telemedicine, medical and healthcare training, pain control, visualisation aid for surgery, rehabilitation in cases such as stroke, phobia and trauma therapies. Many recent studies have identified the benefits of using Virtual Reality, Augmented Reality or serious games in a variety of medical applications. This research volume on Virtual, Augmented Reality and Serious Games for Healthcare 1 offers an insightful introduction to the theories, development and applications of virtual, augmented reality and digital games technologies in medical and clinical settings and healthcare in general. It is divided into six sections: section one presents a selection of applications in medical education and healthcare management; Section two relates to the nursing training, health literacy and healthy behaviour; Section three presents the applications of Virtual Reality in neuropsychology; Section four includes a number of applications in motor rehabilitation; Section five aimed at therapeutic games for various diseases; and the final section presents the applications of Virtual Reality in healing and restoration. This book is directed to the healthcare professionals, scientists, researchers, professors and the students who wish to explore the applications of virtual, augmented reality and serious games in healthcare further.




Constraint-induced Movement Therapy


Book Description

Constraint-Induced Movement therapy (CI therapy) is a behavioral approach to neurorehabilitation based on a program of neuroscience experiments conducted with monkeys. Evidence has accumulated to support the efficacy of CI therapy for rehabilitating hemiparetic arm use in individuals with chronic stroke. This book addresses the related topics.




Orthopedic Sports Medicine


Book Description

Aim of this book is to give an update on the main issues in sports traumatology and orthopedics, involving different body sections. Exploring the most important aspects of sports medicine - from anatomy to normal movements description, from diagnosis to sports injuries treatment, from conservative to surgical treatments - it gives a global overview of the field, describing also diagnostic tools recently introduced in this field, such as hip arthroscopy, and taking into consideration related areas like nutrition, prevention, training and rehabilitation. The single chapters deal with relevant problems such as emergencies on the field, pathologies of the upper and lower extremity, spine problems in athletes. Each injury is approached on the basis of both the specific body area and of the different sports/activities. Written by a multidisciplinary team of experts, this volume will be a fundamental book for orthopedic surgeons, physiotherapists, general practitioners, personal and athletic trainers, offering them a useful tool for the management of most frequent injuries in sports medicine.