Neurorehabilitation, a relatively new domain of clinical intervention has, from its outset, been a rapidly evolving practice, with ongoing advancements in neuroimaging and neuroscience leading to new insights into how the brain grows and recovers from insult. The field of neurorehabilitation is tasked with translating this research into maximally effective treatments. This document addresses how digitally augmented neurorehabilitation, has, and can help meet, these translational needs and clinical imperatives. The first chapter is a review of the literature on the use of avatars in neurorehabilitation and their potential to promote neurological repair and plasticity. The second explores the use of a wearable remote control device for the promotion of enjoyability and intensity in the pediatric neurorehabilitation context. The third chapter pilot tests a video-based assessment methodology and explores the telehealth potential of such an assessment methodology and the final chapter demonstrates how such an assessment methodology can be implemented in pediatric neurorehabilitation in a case study on the treatment of Kernicterus. Collectively these works provide an overview of a selection of digitally augmented neurorehabilitation techniques and tools and preliminary data on how these approaches might be implemented in the field of pediatric neurorehabilitation. / Doctor of Philosophy / Neurorehabilitation, is the clinical effort to repair brain injuries. Telehealth, or telemedicine, is the use of digital technologies to assist in the delivery of healthcare. Telehealth can take many forms- you can do a teleconference with your doctor, you can access your medical records online, you can use a fitbit to promote preventative healthcare. One form is telerehabilitation, examples include video conferencing with your physical therapist, using video game based rehabilitation systems, or the use of digital cameras and programs to capture and analyze your movements. This document explores some of the ways neurorehabilitation can use these digital technologies to help promote neurological repair and recovery. The first chapter is a review of the literature on the use of avatars, or digital placeholders such as animated characters or virtual representations of the patient, in neurorehabilitation and how their use has the potential to promote neurological repair. The second chapter explores the use of a wearable remote control device for the promotion of enjoyability and intensity (high repetitions of desired movements) in the pediatric neurorehabilitation context. The third chapter pilot tests a video-based assessment methodology and explores the telehealth potential of such an assessment methodology and the final chapter demonstrates how this assessment methodology can be used in pediatric neurorehabilitation in a case study on the treatment of Kernicterus, a pediatric disorder that results from bilirubin toxicity. Collectively these works provide a review of the potential for digitally augmented neurorehabilitation and preliminary data on how these approaches might be implemented in the field of pediatric neurorehabilitation.
Identifer | oai:union.ndltd.org:VTETD/oai:vtechworks.lib.vt.edu:10919/111690 |
Date | 10 March 2021 |
Creators | Mann, Jessie Elizabeth |
Contributors | Graduate School, DeLuca, Stephanie, Corbetta, Daniela M., Mukherjee, Konark, Bell, Martha Ann, Fox, Michael A. |
Publisher | Virginia Tech |
Source Sets | Virginia Tech Theses and Dissertation |
Detected Language | English |
Type | Dissertation |
Format | ETD, application/pdf |
Rights | In Copyright, http://rightsstatements.org/vocab/InC/1.0/ |
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