Exportar registro bibliográfico


Metrics:

Virtual reality software package for implementing motor learning and rehabilitation experiments (2017)

  • Authors:
  • USP affiliated authors: MONTEIRO, CARLOS BANDEIRA DE MELLO - EACH ; ARAÚJO, LUCIANO VIEIRA DE - EACH
  • Unidade: EACH
  • DOI: 10.1007/s10055-017-0323-2
  • Subjects: REALIDADE VIRTUAL; INTERFACE HOMEM-COMPUTADOR; DEFICIENTES
  • Language: Inglês
  • Imprenta:
  • Source:
  • Acesso à fonteDOI
    Informações sobre o DOI: 10.1007/s10055-017-0323-2 (Fonte: oaDOI API)
    • Este periódico é de assinatura
    • Este artigo NÃO é de acesso aberto
    • Cor do Acesso Aberto: closed

    How to cite
    A citação é gerada automaticamente e pode não estar totalmente de acordo com as normas

    • ABNT

      CROCETTA, Tânia Brusque ; ARAÚJO, Luciano Vieira de ; GUARNIERI , Regiani ; et al. Virtual reality software package for implementing motor learning and rehabilitation experiments. Virtual Reality, London, p. 1-11, 2017. Disponível em: < http://dx.doi.org/10.1007/s10055-017-0323-2 > DOI: 10.1007/s10055-017-0323-2.
    • APA

      Crocetta, T.  B.  , Araújo, L.  V.  de , Guarnieri , R.  , Massetti , T.  , Ferreira, F.  H.  I.  B.  , Abreu, L.  C.  de , & Monteiro, C. B. de M. (2017). Virtual reality software package for implementing motor learning and rehabilitation experiments. Virtual Reality, 1-11. doi:10.1007/s10055-017-0323-2
    • NLM

      Crocetta T B , Araújo L V de , Guarnieri R , Massetti T , Ferreira F H I B , Abreu L C de , Monteiro CB de M. Virtual reality software package for implementing motor learning and rehabilitation experiments [Internet]. Virtual Reality. 2017 ; 1-11.Available from: http://dx.doi.org/10.1007/s10055-017-0323-2
    • Vancouver

      Crocetta T B , Araújo L V de , Guarnieri R , Massetti T , Ferreira F H I B , Abreu L C de , Monteiro CB de M. Virtual reality software package for implementing motor learning and rehabilitation experiments [Internet]. Virtual Reality. 2017 ; 1-11.Available from: http://dx.doi.org/10.1007/s10055-017-0323-2

    Referências citadas na obra
    Anderson F, Annett M, Bischof WF (2010) Lean on Wii: physical rehabilitation with virtual reality Wii peripherals. Stud Health Technol Inform 154:229–234. doi: 10.3233/978-1-60750-561-7-229
    Anderson KR, Woodbury ML, Phillips K, Gauthier LV (2015) Virtual reality video games to promote movement recovery in stroke rehabilitation: a guide for clinicians. Arch Phys Med Rehabil 96(5):973–976. doi: 10.1016/j.apmr.2014.09.008
    Antunes TPC, de Oliveira ASB, Crocetta TB, Antao J, Barbosa RTD, Guarnieri R, Massetti T, Monteiro CBD, de Abreu LCs (2017) Computer classes and games in virtual reality environment to reduce loneliness among students of an elderly reference center Study protocol for a randomised cross-over design. Medicine 96(10):e5954. doi: 10.1016/j.apmr.2014.09.008  
    Bieryla KA (2016) Xbox Kinect training to improve clinical measures of balance in older adults: a pilot study. Aging Clin Exp Res 28:451–457. doi: 10.1007/s40520-015-0452-y
    Bonnechere B, Jansen B, Omelina L, Sholukha V, Jan SV (2017) Patients’ follow-up using biomechanical analysis of rehabilitation exercises. Int J Serious Games 4(1):3–13. doi: 10.17083/ijsg.v4i1.121
    Crabtree DA, Antrim LR (1988) Guidelines for measuring reaction-time. Percept Mot Skills 66(2):363–370
    Crocetta TB, Andrade A (2015) Retrasos en la medición del tiempo con el uso de computadoras en la investigación del Tiempo de Reacción: Una revisión sistemática. Revista de Psicología del Deporte 24:341–349
    Crocetta TB, Oliveira SRD, Liz CMD, Andrade A (2015) Virtual and augmented reality technologies in human performance: a review. Fisioterapia em Movimento 28(4):823–835. doi: 10.1590/0103-5150.028.004.ar01
    Da Gama A, Chaves T, Figueiredo L, Teichrieb V (2012) Guidance and movement correction based on therapeutics movements for motor rehabilitation support systems. 14th symposium on virtual and augmented reality (SVR), 2012. IEEE, pp 191–200
    da Silva TD, de Monteiro CBM, Corrêa AGD, Alonso AC, Greve JMDA (2015) Realidade Virtual na Paralisia Cerebral - Definição Tipos e Possibilidades de Intervenção. In: da Monteiro CBM, de Abreu LC, Valenti VE (eds) Paralisia Cerebral - Teoria e Prática. São Paulo, Plêiade, p 484
    Herrero D, Crocetta T, Massetti T, de Moraes I, Trevizan I, Guarnieri R (2015) Total reaction time performance of individuals with autism after a virtual reality task. IJN an open access journal 2(2376–0281):1000189. doi: 10.4172/2376-0281.1000189
    Hocine N, Gouaich A, Cerri SA, Mottet D, Froger J, Laffont I (2015) Adaptation in serious games for upper-limb rehabilitation: an approach to improve training outcomes. User Model User-Adap Inter 25(1):65–98. doi: 10.1007/s11257-015-9154-6
    Hondori HM, Khademi M (2014) A review on technical and clinical impact of microsoft kinect on physical therapy and rehabilitation. J Med Eng 2014:846514
    Hondori HM, Khademi M, Dodakian L, McKenzie A, Lopes CV, Cramer SC (2016) Choice of human–computer interaction mode in stroke rehabilitation. Neurorehabilitation Neural Repair 30(3):258–265. doi: 10.1177/1545968315593805
    Iwasaki Y, Kinoshita M, Ikeda K, Takamiya K, Shiojima T (1990) Cognitive impairment in amyotrophic lateral sclerosis and its relation to motor disabilities. Acta Neurol Scand 81(2):141–143
    Juanes JA, Gomez JJ, Peguero PD, Ruisoto P (2016) Digital environment for movement control in surgical skill training. J Med Syst 40(6):133. doi: 10.1007/s10916-016-0495-4
    Kim R, Nauhaus G, Glazek K, Young D, Lin S (2013) Development of coincidence-anticipation timing in a catching task. Percept Mot Skills 117(1):319–338. doi: 10.2466/10.23.PMS.117x17z9
    Levac D, Espy D, Fox E, Pradhan S, Deutsch JE (2015) “Kinect-ing” with clinicians: a knowledge translation resource to support decision making about video game use in rehabilitation. Phys Ther 95(3):426–440. doi: 10.2522/ptj.20130618
    Lohse K, Shirzad N, Verster A, Hodges N, Van der Loos HFM (2013) Video games and rehabilitation: using design principles to enhance engagement in physical therapy. J Neurol Phys Ther 37(4):166–175. doi: 10.1097/npt.0000000000000017
    Lv ZH, Penades V, Blasco S, Chirivella J, Gagliardo P (2016) Evaluation of Kinect2 based balance measurement. Neurocomputing 208:290–298. doi: 10.1016/j.neucom.2015.12.128
    Malheiros SR, da Silva TD, Favero FM, de Abreu LC, Fregni F, Ribeiro DC, de Mello Monteiro CB (2016) Computer task performance by subjects with Duchenne muscular dystrophy. Neuropsychiatr Dis Treat 12:41–48. doi: 10.2147/NDT.S87735
    Microsoft (2015) Timer class—.NET framework 4.6 and 4.5. In: Library, N. F. C., (ed) Microsoft Corporation. https://msdn.microsoft.com/en-us/library/system.threading.timer(v=vs.110).aspx . Accessed sept 2015
    Monteiro CBM, Massetti T, da Silva TD, van der Kamp J, de Abreu LC, Leone C, Savelsbergh GJ (2014) Transfer of motor learning from virtual to natural environments in individuals with cerebral palsy. Res Dev Disabil 35(10):2430–2437. doi: 10.1016/j.ridd.2014.06.006
    Monteiro CBD, da Silva TD, de Abreu LC, Fregni F, de Araujo LV, Ferreira F, Leone C (2017) Short-term motor learning through nonimmersive virtual reality task in individuals with down syndrome. BMC Neurol 17:71. doi: 10.1186/s12883-017-0852-z
    Nooijen CFJ, de Groot JF, Stam HJ, van den Berg-Emons RJG, Bussmann HBJ, Fit Future C (2015) Validation of an activity monitor for children who are partly or completely wheelchair-dependent. J Neuroeng Rehabil 12:11. doi: 10.1186/s12984-015-0004-x
    Pastor I, Hayes HA, Bamberg SJM, IEEE (2012) A feasibility study of an upper limb rehabilitation system using kinect and computer games. 34th annual international conference of the IEEE engineering-in-medicine-and-biology-society (EMBS). San Diego, pp 1286–1289
    Patrizia M, Claudio M, Leonardo G, Alessandro P, IEEE (2009) A robotic toy for children with special needs: from requirements to design 11th IEEE international conference on rehabilitation robotics. Kyoto, p 1070
    Rodrigues PC, Vasconcelos O, Barreiros J, Barbosa R, Trifilio F (2009) Functional asymmetry in a simple coincidence-anticipation task: effects of handedness. Eur J Sport Sci 9(2):115–123. doi: 10.1080/17461390802603903
    Stanmore E, Stubbs B, Vancampfort D, de Bruin ED, Firth J (2017) The effect of active video games on cognitive functioning in clinical and non-clinical populations: a meta-analysis of randomized controlled trials. Neurosci Biobehav Rev 78:34–43. doi: 10.1016/j.neubiorev.2017.04.011
    Thomson K, Pollock A, Bugge C, Brady M (2014) Commercial gaming devices for stroke upper limb rehabilitation: a systematic review. Int J Stroke 9(4):479–488. doi: 10.1111/ijs.12263

Digital Library of Intellectual Production of Universidade de São Paulo     2012 - 2020