Virtual Reality for Physical and Motor Rehabilitation


Book Description

While virtual reality (VR) has influenced fields as varied as gaming, archaeology and the visual arts, some of its most promising applications come from the health sector. Particularly encouraging are the many uses of VR in supporting the recovery of motor skills following accident or illness. Virtual Reality for Physical and Motor Rehabilitation reviews two decades of progress and anticipates advances to come. It offers current research on the capacity of VR to evaluate, address, and reduce motor skill limitations and the use of VR to support motor and sensorimotor function, from the most basic to the most sophisticated skill levels. Expert scientists and clinicians explain how the brain organizes motor behavior, relate therapeutic objectives to client goals and differentiate among VR platforms in engaging the production of movement and balance. On the practical side, contributors demonstrate that VR complements existing therapies across various conditions such as neurodegenerative diseases, traumatic brain injury and stroke. Included among the topics: Neuroplasticity and virtual reality. Vision and perception in virtual reality. Sensorimotor recalibration in virtual environments. Rehabilitative applications using VR for residual impairments following stroke. VR reveals mechanisms of balance and locomotor impairments. Applications of VR technologies for childhood disabilities. A resource of great immediate and future utility, Virtual Reality for Physical and Motor Rehabilitation distills a dynamic field to aid the work of neuropsychologists, rehabilitation specialists (including physical, speech, vocational and occupational therapists), and neurologists.




Serious Games in Physical Rehabilitation


Book Description

Marketing text: This innovative book explores how games can be serious, even though most people generally associate them with entertainment and fun. It demonstrates how videogames can be a valuable tool in clinics and demonstrates how clinicians can use them in physical rehabilitation for various pathologies. It also describes step by step their integration in rehabilitation, from the (gaming) technology used to its application in clinics. Further, drawing on an extensive literature review, it discusses the pros and cons of videogames and how they can help overcome certain obstacles to rehabilitation. The last part of the book examines the main challenges and barriers that still need to be addressed to increase and improve the use and efficacy of this new technology for patients. The book is intended for physiotherapists and clinicians alike, providing a useful tool for all those seeking a comprehensive overview of the field of serious games and considering adding it to conventional rehabilitation treatment.




Cybertherapy


Book Description

The goal of this book is to analyze the processes by which cybertherapy applications will contribute to the delivery of state-of-the-art health services. Particular attention is given to the clinical use of virtual reality technology.




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.




Occupational Therapy


Book Description

This new book presents the growing occupational therapy knowledge and clinical practice. Occupational therapy, as a health profession, is concerned with preserving well-being through occupations, and its main goal is to help people participate in the activities of daily living. This is achieved by working with people to improve their ability to engage in the occupations they want to engage in or by changing the occupation or the environment to better support their occupational engagement. The topic of the book has been structured on occupational therapy framework and reflects new research, techniques, and occupational therapy trends. This useful book will help students, occupational therapy educators, and professionals to connect occupational therapy theories and the evidence-based clinical practice.




Children with Developmental Coordination Disorder


Book Description

The term Developmental Coordination Disorder (DCD) is used to describe a group of children who have difficulty. with tasks involving movement such that it interferes with their daily living or academic progress. As with other developmental disorders such as autistic spectrum disorder, attention deficit disorder and dyslexia, DCD is now a prominent concern of both researchers and practitioners. This text is aimed at both researchers and professionals who work in a practical manner with the condition and includes professionals in health, occupational therapists, physiotherapists, health visitors, paediatricians, and - in the educational field - teachers and others who are in daily contact with the children - their parents. The essence of the text is that work with children should be guided by research evidence driving the clinical practice which in turn raisies more questions for research. The authors in this text have both experience in research and are engaged in the day-to-day clinical work with children and bring both of these to bear in the chapters they have written.




Computers Helping People with Special Needs


Book Description

The two-volume set LNCS 12376 and 12377 constitutes the refereed proceedings of the 17th International Conference on Computers Helping People with Special Needs, ICCHP 2020, held in Lecco, Italy, in September 2020. The conference was held virtually due to the COVID-19 pandemic. The 104 papers presented were carefully reviewed and selected from 206 submissions. Included also are 13 introductions. The papers are organized in the following topical sections: Part I: user centred design and user participation in inclusive R&D; artificial intelligence, accessible and assistive technologies; XR accessibility – learning from the past, addressing real user needs and the technical architecture for inclusive immersive environments; serious and fun games; large-scale web accessibility observatories; accessible and inclusive digital publishing; AT and accessibility for blind and low vision users; Art Karshmer lectures in access to mathematics, science and engineering; tactile graphics and models for blind people and recognition of shapes by touch; and environmental sensing technologies for visual impairment Part II: accessibility of non-verbal communication: making spatial information accessible to people with disabilities; cognitive disabilities and accessibility – pushing the boundaries of inclusion using digital technologies and accessible eLearning environments; ICT to support inclusive education – universal learning design (ULD); hearing systems and accessories for people with hearing loss; mobile health and mobile rehabilitation for people with disabilities: current state, challenges and opportunities; innovation and implementation in the area of independent mobility through digital technologies; how to improve interaction with a text input system; human movement analysis for the design and evaluation of interactive systems and assistive devices; and service and care provision in assistive environments 10 chapters are available open access under a Creative Commons Attribution 4.0 International License via link.springer.com.




Movement Therapy in Hemiplegia


Book Description




Physical Therapy for Children - E-Book


Book Description

Used as both a core textbook in PT programs and as a clinical reference, Physical Therapy for Children, 4th Edition, provides the essential information needed by PTs, both student and professional, when working with children. Like the previous bestselling editions, the 4th edition follows the practice pattern categories of the Guide to Physical Therapist Practice and uses the IFC model of the disabling process as it presents up-to-date evidence-based coverage of treatment. In this latest edition, Suzann Campbell DeLapp, Robert J. Palisano, and Margo N. Orlin have added more case studies and video clips, additional chapters and Medline-linked references online, and Evidence to Practice boxes to make it easy to find and remember important information. Provides comprehensive foundational knowledge in decision making, screening, development, motor control, and motor learning, the impairments of body function and structure, and the PT management of pediatric disorders. Reflects a family-centered care model throughout to help you understand how to involve children and their caregivers in developing and implementing intervention plans. Emphasizes an evidence-based approach that incorporates the latest research for the best outcomes. Follows the practice pattern guidelines of the Guide to Physical Therapist Practice, 2nd Edition which sets the standard for physical therapy practice. Features the International Classification of Function, Disability, and Health (ICF) of the World Health Organization (WHO) as the model for the disabling process, emphasizing activity rather than functional limitations and participation rather than disability in keeping with the book’s focus on prevention of disability. Provides extensive case studies that show the practical application of material covered in the text and are often accompanied by online video clips illustrating the condition and its management. Makes it easy to access key information with plenty of tables and boxes that organize and summarize important points. Clearly demonstrates important concepts and clinical conditions you’ll encounter in practice with over 800 illustrations. Takes learning to a deeper level with additional resources on the Evolve website featuring: Over 40 video clips that correspond to case studies and demonstrate conditions found in each chapter Helpful resources, including web links Questions and exercises you’ll find helpful when preparing for the pediatric specialist certification exam




Pain-Related Fear:Exposure-Based Treatment of Chronic Pain


Book Description

This book identifies fear of movement and injury as a primary issue in chronic pain management. It provides a detailed treatment manual on exposure-based techniques for the reduction of pain-related fear and disability in chronic pain.