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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
21

Modern Technology and an Aging Population: Can the Use of Wii Fit Gaming System Improve Functional Balance in Community Dwelling Seniors?

Phillips, Curtis N. 01 May 2013 (has links)
Seniors are a growing segment of the population of the United States. By 2030 they will make up nearly 20% of the general population. Senior citizens face many health challenges as they age. Injury due to falling is a major concern for many in this age group. Research shows that approximately one third of seniors will fall each year. Injuries that result from falls have been identified as the number one cause of accidental death in this age group each year. While falls have been studied by researchers for a number of years, and some progress has been made in finding ways to improve balance in seniors, the high incidence of falls continues to plague this demographic. Many of the current treatments to improve balance are too expensive, not accessible, or not motivating for seniors. This research project explored the effect of using a readily available video-game system to address these barriers. The Wii Fit gaming system was used with participants three times each week for 30 minutes and the resulting changes were documented. The Berg Balance Scale and Timed Up and Go test, both frequently used by professionals to assess balance in seniors, were used to document balance change. Every participant showed improvement. The Activities-specific Balance Confidence scale, which is used to measure a person's fear of falling, was also used to assess the participant's confidence in their balance as well as the level of fear associated with falling. The results of this test were positive but not to the extent of the balance tests. Finally, each participant was interviewed to assess how easy to use the participants felt the Wii Fit was as well as the motivational qualities of the Wii Fit as a balance tool. Answers given by the participants in the interview were generally positive. These results indicate that the Wii Fit gaming system may be beneficial for improving balance in seniors.
22

Efeitos de um treinamento com o Nintendo® Wii sobre o equilíbrio postural e funções executivas de idosos saudáveis, um estudo clínico longitudinal, controlado e aleatorizado / Effects of training with the Nintendo® Wii on postural balance and executive function in healthy elderly - a longitudinal, controlled clinical study

Silva, Keyte Guedes da 08 May 2013 (has links)
O objetivo do presente estudo foi comparar os efeitos obtidos por meio de um treinamento fisioterapêutico associado a jogos do Nintendo® Wii Fit, com um treinamento fisioterapêutico convencional sobre o equilíbrio e a cognição de idosos saudáveis. Trata-se de um ensaio clínico controlado, aleatorizado e cego realizado no Departamento de Fonoaudiologia, Fisioterapia e Terapia Ocupacional da Universidade de São Paulo. Participaram do estudo 32 idosos saudáveis da comunidade que foram aleatorizados em grupos controle e experimental, 16 em cada grupo. Todos os sujeitos foram submetidos a 14 sessões individuais de treinamento, duas vezes por semana, por sete semanas. Cada sessão foi composta de 30 minutos de exercícios globais, incluindo alongamento e fortalecimento muscular e mobilidade axial. Após os exercícios globais, os grupos realizaram mais 30 minutos de exercícios de equilíbrio, sendo que o grupo experimental realizou o treinamento associados aos jogos do Nintendo® Wii Fit, e o grupo controle exercícios de equilíbrio convencional. As principais medidas do estudo foram: (1) Mini-Balance Evaluation System (Mini-BEST) Test e (2) Unipedal Stance Test para avaliação do equilíbrio; (3) Escala Internacional de Eficácia de Quedas (FES-I) para avaliação da autoconfiança no equilíbrio; (4) Escala de Atividade de Vida Diária (EAVD) para avaliar a autonomia nas atividades de vida diária; e (5) Avaliação Cognitiva Montreal (MoCA) para avaliação cognitiva. A análise estatística foi realizada por meio da ANOVA one-way e para os efeitos que alcançaram nível de significância, foi realizado o Pós-hoc teste de Tukey-Kramer para a verificação de possíveis diferenças entre os grupos e avaliações realizadas antes, depois e após 60 dias do final do treinamento. Os resultados mostraram que houve uma interação estatisticamente significativa entre os fatores avaliação e grupo confirmados pelo Pós-hoc teste de Tukey, mostrando que o treinamento com o videogame proporcionou melhora significativa nas medidas avaliadas depois treinamento, sem perdas significativas na avaliação após 60 dias. Assim, o treinamento fisioterapêutico associados aos jogos do Nintendo® Wii Fit mostrou-se mais eficiente para melhorar o equilíbrio, cognição e funcionalidade de idosos saudáveis em comparação ao treinamento convencional atualmente preconizado, o que indica que o 9 videogame pode ser uma ferramenta complementar útil ao tratamento fisioterapêutico voltado para a prevenção precoce das alterações cognitivas e motoras em idosos / The aim of this study was to compare the effects obtained through a physical therapy training associated with games Nintendo® Wii Fit with physical therapy training alone on balance and cognition in older adults. It was a prospective, controlled, single blinded randomized clinical trial performed at Speech Therapy, Physiotherapy and Occupational Department of São Paulo University. 32 healthy older adults in the community participated of this study and were randomized in control and experimental groups, 16 each one. All subjects performed 14 individual training sessions, twice a week, for seven weeks. Each session was composed of a 30 minutes global exercises series including stretching, muscles strengthen and axial mobility exercises. After the exercises global, both groups performed more 30 minutes of balance training: the experimental group performed the balance training associated with games of Nintendo® Wii Fit, and the control group standard balance exercises. The main outcome measures were: (1) Mini-Balance Evaluation System (Mini-BEST); (2) Unipedal Stance Test; (3) Efficacy Scale International Falls (FES-I); (4) Scale of Activities of Daily Living (EAVD) and (5) Montreal Cognitive Assessment (MoCA). Statistical analysis was done by one-way ANOVA in order to assess possible differences among the analyzed variables. Results showed statistically significant improvement in the measures evaluated in the experimental group, without any significant changes after 60 days. Wii Fit training appears to improve balance, cognition and functionality of healthy elderly compared to conventional training preconized, which indicates that videogame mat be a useful additional tool to physical therapy toward the early prevention of cognitive and motor changes in the elderly
23

Effekter på balansförmågan av träning med Nintendo Wii Fit : En experimentell single-casestudie

Svangren, Sandra, Karlsson, Andreas January 2013 (has links)
Bakgrund: Fall hos äldre är vanligt förekommande. Regelbunden balansträning krävs för att bibehålla och förbättra balansförmågan. En persons self-efficacy och utfallsförväntningar spelar roll för om träningen blir av eller inte då många äldre inte tränar på grund av att de inte tror sig få ut något av det. Nintendo Wii Fit är ett modernt sätt att träna balansförmågan på. Syfte: Syftet var att undersöka om Nintendo Wii Fit har effekt på balansförmågan, self-efficacy till balansförmågan i hemmet, utfallsförväntningar på balansförmågan av balansträningen samt fallrelaterad self-efficacy hos tre hemmaboende personer över 70 år under och efter tre veckor interventionsperiod. Metod: Experimentell single-case design A-B-A2 användes. Interventionen bestod av balansträning med Nintendo Wii Fit tre gånger i veckan under tre veckor. Kontinuerliga skattningar av personernas self-efficacy till balansförmågan och utfallsförväntningar för balansträning pågick genom A-B-A2. Andra variabler som utvärderades var balansförmåga (Bergs balansskala) och fallrelaterad self-efficacy (FES(S)). Resultat: Resultatet visade tendenser på att balansträning med Nintendo Wii Fit hade en positiv påverkan balansförmågan, fallrelaterad self-efficacy, self-efficacy för balansförmågan i hemmet samt utfallsförväntningar på balansförmågan av balansträningen. Slutsats: Mer forskning inom området behövs innan några säkra slutsatser om effekten på balansförmågan av Nintendo Wii Fit på individnivå kan göras. / Background: Elderly people relatively often fall. Regular balance training is required to maintain and improve balance ability. A person's self-efficacy and outcome expectations may affect whether he or she perform the exercises or not. Many older persons do not exercise because of lack of confidence. Nintendo Wii Fit can be a modern way to increase confidence and balance ability. Objective: The objective was to investigate whether the Nintendo Wii Fit has an effect on the balance ability, the person's self-efficacy in their balance ability in a home environment, a person's outcome expectations of balance ability from balance training with the Nintendo Wii Fit and fall-related self-efficacy of three individuals ages over 70 years at their homes. The study was conducted during and after a three-week long intervention period. Method: An experimental single-case design A-B-A2 was used. The intervention included balance training with Nintendo Wii Fit three times a week over a three-week long period. Continuous monitoring of the participants self-efficacy in balance ability and outcome expectations of the balance training was performed at all phases. Other evaluated variables were balance (Berg balance scale) and fall-related self-efficacy (FES (S)). Results: The results shows tendencies that balance training with Nintendo Wii Fit has a positive effect for the three participants regarding balance ability, fall-related self-efficacy, self-efficacy for balance ability in the home and outcome expectations of balance ability by balance training. Conclusion: More research is needed in this area before any firm conclusions about the effect on individual level regarding balance ability by balance training with the Nintendo Wii Fit can be made.
24

Efeitos de um treinamento com o Nintendo® Wii sobre o equilíbrio postural e funções executivas de idosos saudáveis, um estudo clínico longitudinal, controlado e aleatorizado / Effects of training with the Nintendo® Wii on postural balance and executive function in healthy elderly - a longitudinal, controlled clinical study

Keyte Guedes da Silva 08 May 2013 (has links)
O objetivo do presente estudo foi comparar os efeitos obtidos por meio de um treinamento fisioterapêutico associado a jogos do Nintendo® Wii Fit, com um treinamento fisioterapêutico convencional sobre o equilíbrio e a cognição de idosos saudáveis. Trata-se de um ensaio clínico controlado, aleatorizado e cego realizado no Departamento de Fonoaudiologia, Fisioterapia e Terapia Ocupacional da Universidade de São Paulo. Participaram do estudo 32 idosos saudáveis da comunidade que foram aleatorizados em grupos controle e experimental, 16 em cada grupo. Todos os sujeitos foram submetidos a 14 sessões individuais de treinamento, duas vezes por semana, por sete semanas. Cada sessão foi composta de 30 minutos de exercícios globais, incluindo alongamento e fortalecimento muscular e mobilidade axial. Após os exercícios globais, os grupos realizaram mais 30 minutos de exercícios de equilíbrio, sendo que o grupo experimental realizou o treinamento associados aos jogos do Nintendo® Wii Fit, e o grupo controle exercícios de equilíbrio convencional. As principais medidas do estudo foram: (1) Mini-Balance Evaluation System (Mini-BEST) Test e (2) Unipedal Stance Test para avaliação do equilíbrio; (3) Escala Internacional de Eficácia de Quedas (FES-I) para avaliação da autoconfiança no equilíbrio; (4) Escala de Atividade de Vida Diária (EAVD) para avaliar a autonomia nas atividades de vida diária; e (5) Avaliação Cognitiva Montreal (MoCA) para avaliação cognitiva. A análise estatística foi realizada por meio da ANOVA one-way e para os efeitos que alcançaram nível de significância, foi realizado o Pós-hoc teste de Tukey-Kramer para a verificação de possíveis diferenças entre os grupos e avaliações realizadas antes, depois e após 60 dias do final do treinamento. Os resultados mostraram que houve uma interação estatisticamente significativa entre os fatores avaliação e grupo confirmados pelo Pós-hoc teste de Tukey, mostrando que o treinamento com o videogame proporcionou melhora significativa nas medidas avaliadas depois treinamento, sem perdas significativas na avaliação após 60 dias. Assim, o treinamento fisioterapêutico associados aos jogos do Nintendo® Wii Fit mostrou-se mais eficiente para melhorar o equilíbrio, cognição e funcionalidade de idosos saudáveis em comparação ao treinamento convencional atualmente preconizado, o que indica que o 9 videogame pode ser uma ferramenta complementar útil ao tratamento fisioterapêutico voltado para a prevenção precoce das alterações cognitivas e motoras em idosos / The aim of this study was to compare the effects obtained through a physical therapy training associated with games Nintendo® Wii Fit with physical therapy training alone on balance and cognition in older adults. It was a prospective, controlled, single blinded randomized clinical trial performed at Speech Therapy, Physiotherapy and Occupational Department of São Paulo University. 32 healthy older adults in the community participated of this study and were randomized in control and experimental groups, 16 each one. All subjects performed 14 individual training sessions, twice a week, for seven weeks. Each session was composed of a 30 minutes global exercises series including stretching, muscles strengthen and axial mobility exercises. After the exercises global, both groups performed more 30 minutes of balance training: the experimental group performed the balance training associated with games of Nintendo® Wii Fit, and the control group standard balance exercises. The main outcome measures were: (1) Mini-Balance Evaluation System (Mini-BEST); (2) Unipedal Stance Test; (3) Efficacy Scale International Falls (FES-I); (4) Scale of Activities of Daily Living (EAVD) and (5) Montreal Cognitive Assessment (MoCA). Statistical analysis was done by one-way ANOVA in order to assess possible differences among the analyzed variables. Results showed statistically significant improvement in the measures evaluated in the experimental group, without any significant changes after 60 days. Wii Fit training appears to improve balance, cognition and functionality of healthy elderly compared to conventional training preconized, which indicates that videogame mat be a useful additional tool to physical therapy toward the early prevention of cognitive and motor changes in the elderly
25

Alternative Steuerungen für das VR-Labor

Jobst, Christoph 12 October 2010 (has links)
Für das Virtual Reality-Labor des Instituts für Wirtschaftsinformatik der Universität Leipzig sollen Alternativen zu den bestehenden Steuerungsmöglichkeiten gefunden, an die Anlage angeschlossen und evaluiert werden. Es werden Vorgehensweisen dargelegt, die den Anschluss neuer Geräte ermöglichen sowie deren Anwendung am Beispiel der Nintendo Wii-Remote gezeigt.:1 Einleitung 1.1 Motivation 1.2 Zielstellung 1.3 Grundlagen der Steuerung und Interaktion 1.4 Vorhandenes Steuersystem 2 Alternative Steuergeräte 2.1 Überblick 2.2 Nintendo Wii-Remote 2.2.1 Hardware 2.2.2 Verbindungsherstellung 2.2.3 Anwendungsmöglichkeiten 3 Emulation 3.1 GlovePIE 3.2 PPJoy 3.3 IDO:ImmersiveWorkspace 3.4 Umsetzung der Desktopsteuerung 3.5 Umsetzung der Powerwall-Steuerung 3.6 Zwischenfazit 4 Virtual Reality Peripheral Network 4.1 Grundlagen 4.2 Nutzung von VRPN durch IC:IDO 4.3 Nutzung der Wii-Remote 5 Zusammenfassung und Ausblick
26

Ověření efektu terapie kognitivních a motorických funkcí s využitím technických prostředků / Evaluation of therapy cognitive and motor functions with technical equipment

Arimiyawu, Lenka January 2015 (has links)
The thesis evaluates the effect of four-week home therapy using stabilometric platform Nintendo Wii Balance Board and tablet with integrated software HomeBalance in patients with brain injury. Software HomeBalance has been developed for the treatment of balance disorders and cognitive function. Manipulating the platform and the tablet may also develop grip and handling abilities of hand, both will be evaluated in this work as well. The theoretical part describes new trends in rehabilitation of cognitive-motor interference, dual-task therapy and therapy using technological equipments. Methods: A total of 9 subjects underwent four weeks of therapy using a therapeutic set HomeBalance. The control group of 12 subjects received therapy without any technological equipment. Patients participated in the initial examination, home therapy and final examination. As an evaluation of the therapy Mini-BESTest, Timed Up and Go test, Montreal cognitive assessment, 9- hole peg test, and also two games from HomeBalance software and questionnaire assessing satisfaction with therapy have been used. Results: After treatment the whole group improved in only two tests evaluated: in Mini- BESTest and the time of diagnostic scene in HomeBalance software. The research group had statistically better results in both tests...
27

Spelupplevelse och ansträngningsgrad vid spel på TV-spelet Nintendo Wii Sports boxning : Jämförelse mellan en grupp pojkar och flickor i åldrarna 13-16 år

Kangedal, Sofia, Björndahl, Josefine January 2010 (has links)
<p><strong>Syfte: </strong>Att undersöka vilken ansträngningsgrad och spelupplevelse en grupp flickor respektive pojkar i åldrarna 13-16 år hade vid 15 minuters spelande på Nintendo Wii Sports boxning samt att göra en jämförelse mellan könen. Syftet var även att undersöka om det förekom ett samband mellan spelupplevelse och ansträngningsgrad.</p><p><strong>Metod:</strong> Ansträngningsgraden mättes med pulsklocka och skattning på Borg Ratings of Perceived Exertion (RPE). Spelupplevelsen mättes med en 1-5 skala. Tjugo friska försökspersoner (10 flickor och 10 pojkar) deltog i studien.</p><p><strong>Resultat:</strong> Den genomsnittliga pulsen för flickor var 117,2 slag/min (SD 17,7) och för pojkar 132,3 slag/min (SD 22,9). Flickorna skattade 13,9 på Borg’s RPE-skala (SD 1,1) och pojkarna skattade 13,4 (SD 2,4). Båda könen skattade i genomsnitt 4 på upplevelseskalan. Pulsen respektive skattningen på Borg’s RPE-skala hos båda könen ökade signifikant under spelets gång jämfört med i vila. Studien visade inte någon skillnad mellan könen gällande ansträngning eller spelupplevelse. Sambandet mellan spelupplevelse och ansträngningsgrad mätt med puls var mycket svagt (r = 0,33, p =.16). Sambandet mellan spelupplevelse och ansträngningsgrad mätt med Borg’s RPE-skala var svagt (r = 0,52, p =.018).</p><p><strong>Konklusion: </strong>Att spela TV-spelet Nintendo Wii Sports boxning medför en ökning av ansträngningsgraden och pulsen. Aktiva TV-spel kan vara en passande aktivitet för barn och ungdomar och skulle kunna vara ett alternativ till fysisk aktivitet hos svårmotiverade barn och ungdomar. Fler studier inom detta område krävs för att på bästa sätt kunna ordinera och utvärdera TV-spelet som en aktivitetsform.</p>
28

Spelupplevelse och ansträngningsgrad vid spel på TV-spelet Nintendo Wii Sports boxning : Jämförelse mellan en grupp pojkar och flickor i åldrarna 13-16 år

Kangedal, Sofia, Björndahl, Josefine January 2010 (has links)
Syfte: Att undersöka vilken ansträngningsgrad och spelupplevelse en grupp flickor respektive pojkar i åldrarna 13-16 år hade vid 15 minuters spelande på Nintendo Wii Sports boxning samt att göra en jämförelse mellan könen. Syftet var även att undersöka om det förekom ett samband mellan spelupplevelse och ansträngningsgrad. Metod: Ansträngningsgraden mättes med pulsklocka och skattning på Borg Ratings of Perceived Exertion (RPE). Spelupplevelsen mättes med en 1-5 skala. Tjugo friska försökspersoner (10 flickor och 10 pojkar) deltog i studien. Resultat: Den genomsnittliga pulsen för flickor var 117,2 slag/min (SD 17,7) och för pojkar 132,3 slag/min (SD 22,9). Flickorna skattade 13,9 på Borg’s RPE-skala (SD 1,1) och pojkarna skattade 13,4 (SD 2,4). Båda könen skattade i genomsnitt 4 på upplevelseskalan. Pulsen respektive skattningen på Borg’s RPE-skala hos båda könen ökade signifikant under spelets gång jämfört med i vila. Studien visade inte någon skillnad mellan könen gällande ansträngning eller spelupplevelse. Sambandet mellan spelupplevelse och ansträngningsgrad mätt med puls var mycket svagt (r = 0,33, p =.16). Sambandet mellan spelupplevelse och ansträngningsgrad mätt med Borg’s RPE-skala var svagt (r = 0,52, p =.018). Konklusion: Att spela TV-spelet Nintendo Wii Sports boxning medför en ökning av ansträngningsgraden och pulsen. Aktiva TV-spel kan vara en passande aktivitet för barn och ungdomar och skulle kunna vara ett alternativ till fysisk aktivitet hos svårmotiverade barn och ungdomar. Fler studier inom detta område krävs för att på bästa sätt kunna ordinera och utvärdera TV-spelet som en aktivitetsform.
29

Changes in Body Composition and Resting Blood Pressure Among Adults Using Wii Fit Plus

Pollock, Brandon Scott 10 May 2011 (has links)
No description available.
30

Development and Validation of an Assessment Model for Open Surgical Procedures

Rittenhouse, Neil 13 January 2011 (has links)
In surgical education, two of the current primary assessment tools for technical skills are the OSATS checklist and electromagnetic (EM) hand tracking. There are few bench models available for open procedures. The first two chapters of this thesis introduce these concepts further and provide detailed background knowledge. Chapter 3 explores interference that may from the concurrent use of EM tracking and cautery, finding that monopolar cautery interferes, while bipolar cautery does not. Chapter 4 discusses the validation of an assessment tool for open cholecystectomies (OCs) consisting of a porcine bench model and a Wii remote based infrared (IR) hand tracking system. The assessment tool is found to have construct validity and the face validity of the OC model is established. Chapter 5 concludes the thesis and presents several avenues of future research for the improvement of both the OC model and Wii remote based hand tracking system.

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