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Virtual environments increase participation of children with cerebral palsy in robot-aided treadmill training


Brütsch, K; König, A; Zimmerli, L; Guidali, M; Duschau-Wicke, A; Meyer-Heim, A; Lünenburger, Lars; Koeneke, Susan; Jäncke, Lutz; Riener, R; Wellner, M (2008). Virtual environments increase participation of children with cerebral palsy in robot-aided treadmill training. In: IEEE. Virtual Rehabilitation 2008. Vancouver, Canada: IEEE, 121-126.

Abstract

Virtual environments can make repetitive motor rehabilitation exercises more motivating and thereby more effective. We hypothesize that participation-dependent multimodal stimuli increase the patientpsilas activity as expressed through force exertion during robot-aided treadmill training. In a single case study with one patient (12 years old), we were able to show that active participation increased in the presence of visual stimuli and decreased in their absence. For a feasibility study, we included four children with cerebral palsy in order to assess the user acceptance of four different virtual environment scenarios including a soccer scenario, a traffic situation, obstacle crossing and wading through deep snow. Using questionnaires, we found that only the soccer scenario provided sufficient interactive elements to engage the patients.

Abstract

Virtual environments can make repetitive motor rehabilitation exercises more motivating and thereby more effective. We hypothesize that participation-dependent multimodal stimuli increase the patientpsilas activity as expressed through force exertion during robot-aided treadmill training. In a single case study with one patient (12 years old), we were able to show that active participation increased in the presence of visual stimuli and decreased in their absence. For a feasibility study, we included four children with cerebral palsy in order to assess the user acceptance of four different virtual environment scenarios including a soccer scenario, a traffic situation, obstacle crossing and wading through deep snow. Using questionnaires, we found that only the soccer scenario provided sufficient interactive elements to engage the patients.

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Additional indexing

Item Type:Book Section, refereed, original work
Communities & Collections:06 Faculty of Arts > Institute of Psychology
Dewey Decimal Classification:150 Psychology
Language:English
Date:12 September 2008
Deposited On:23 Dec 2008 12:56
Last Modified:05 Apr 2016 12:39
Publisher:IEEE
ISBN:978-1-4244-2700-0
Additional Information:This Paper was presented at Virtual Rehabilitation 2008 (25. - 27. August 2008) in Vancouver, Canada, and was published in Proceedings of Virtual Rehabilitation 2008. © 2008 IEEE. Personal use of this material is permitted. However, permission to reprint/republish this material for advertising or promotional purposes or for creating new collective works for resale or redistribution to servers or lists, or to reuse any copyrighted component of this work in other works must be obtained from the IEEE.
Publisher DOI:https://doi.org/10.1109/ICVR.2008.4625147
Official URL:http://ieeexplore.ieee.org/xpls/abs_all.jsp?tp=&arnumber=4625147&isnumber=4625101
Related URLs:http://www.caip.rutgers.edu/vrlab/iwvr/2008/

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