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Balance improvement after physical therapy training using specially developed serious games for cerebral palsy children: preliminary results

Disability and rehabilitation, v.39 no.4, 2017년, pp.403 - 406  

Bonnechère, Bruno (Laboratory of Anatomy, Biomechanics and Organogenesis, Université) ,  Omelina, Lubos (Libre de Bruxelles, Brussels, Belgium,) ,  Jansen, Bart (Department of Electronics and Informatics, Vrije Universiteit Brussel, Brussels, Belgium,) ,  Van Sint Jan, Serge (Department of Electronics and Informatics, Vrije Universiteit Brussel, Brussels, Belgium,)

초록이 없습니다.

참고문헌 (26)

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  3. Shumway‐Cook, Anne, Hutchinson, Susan, Kartin, Deborah, MSME, Robert Price, Woollacott, Marjorie. Effect of balance training on recovery of stability in children with cerebral palsy. Developmental medicine and child neurology, vol.45, no.9, 591-602.

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  12. Omelina L, Jansen B, Bonnechère B, et al. Serious games for physical rehabilitation: designing highly configurable and adaptable games. In: Proceedings of the 9th International Conference on Disability, Virtual Reality & Associated Technologies; 2012:195-201; Laval, France 

  13. Piirtola, Maarit, Era, Pertti. Force Platform Measurements as Predictors of Falls among Older People - A Review. Gerontology, vol.52, no.1, 1-16.

  14. Heyrman, L., Molenaers, G., Desloovere, K., Verheyden, G., De Cat, J., Monbaliu, E., Feys, H.. A clinical tool to measure trunk control in children with cerebral palsy: The Trunk Control Measurement Scale. Research in developmental disabilities, vol.32, no.6, 2624-2635.

  15. Franki, Inge, Van den Broeck, Christine, De Cat, Josse, Tijhuis, Wieke, Molenaers, Guy, Vanderstraeten, Guy, Desloovere, Kaat. A randomized, single-blind cross-over design evaluating the effectiveness of an individually defined, targeted physical therapy approach in treatment of children with cerebral palsy. Clinical rehabilitation, vol.28, no.10, 1039-1052.

  16. Hurkmans, Henri L., van den Berg-Emons, Rita J., Stam, Henk J.. Energy Expenditure in Adults With Cerebral Palsy Playing Wii Sports. Archives of physical medicine and rehabilitation, vol.91, no.10, 1577-1581.

  17. de Kloet, A.J., Berger, M.A.M., Verhoeven, I.M.A.J., van Stein Callenfels, K., Vlieland, T.P.M. Vliet. Gaming supports youth with acquired brain injury? A pilot study. Brain injury : BI, vol.26, no.7, 1021-1029.

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  19. Gordon, C., Roopchand-Martin, S., Gregg, A.. Potential of the Nintendo Wii™ as a rehabilitation tool for children with cerebral palsy in a developing country: a pilot study. Physiotherapy, vol.98, no.3, 238-242.

  20. Sharan, Deepak, Ajeesh, P.S., Rameshkumar, R, Mathankumar, M, Paulina, R Jospin, Manjula, M. Virtual reality based therapy for post operative rehabilitation of children with cerebral palsy. Work : a journal of prevention, assessment, and rehabilitation, vol.41, no.suppl1, 3612-3615.

  21. Robert, Maxime, Ballaz, Laurent, Hart, Raphael, Lemay, Martin. Exercise Intensity Levels in Children With Cerebral Palsy While Playing With an Active Video Game Console. Physical therapy, vol.93, no.8, 1084-1091.

  22. Tarakci, Devrim, Ozdincler, Arzu Razak, Tarakci, Ela, Tutuncuoglu, Fatih, Ozmen, Meral. Wii-based Balance Therapy to Improve Balance Function of Children with Cerebral Palsy: A Pilot Study. Journal of physical therapy science, vol.25, no.9, 1123-1127.

  23. Brien, Marie, Sveistrup, Heidi. An Intensive Virtual Reality Program Improves Functional Balance and Mobility of Adolescents With Cerebral Palsy. Pediatric physical therapy : the official publication of the Section on Pediatrics of the American Physical Therapy Association, vol.23, no.3, 258-266.

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  25. Bonnechere, B., Jansen, B., Omelina, L., Degelaen, M., Wermenbol, V., Rooze, M., Van Sint Jan, S.. Can serious games be incorporated with conventional treatment of children with cerebral palsy? A review. Research in developmental disabilities, vol.35, no.8, 1899-1913.

  26. Gil-Gómez JA, Manzano-Hernández P, Albiol-Pérez S, et al. SEQ: suitability evaluation questionnaire for virtual rehabilitation systems. Application in a virtual rehabilitation system for balance rehabilitation. Pervasive Computing Technologies for Healthcare (PervasiveHealth ‘13); Venice, Italy; 2013:335-8 

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