2013 International Conference on Virtual Rehabilitation (ICVR) 2013
DOI: 10.1109/icvr.2013.6662101
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BrightArm™ therapy for patients with advanced dementia: A feasibility study

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Cited by 7 publications
(8 citation statements)
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“…Three participants showed a slight increase in depression of 1 to 3 points compared to their pre-intervention levels. The improvement in the participants' emotive state following the BrightBrainer therapy is in line with the earlier BrightArm studies [12,13] using integrative (motor + cognitive) training. Reduction in depressive symptoms by up to 50% in geriatric participants was previously induced by playing Wii games half an hour, three times/week [25].…”
Section: Discussionsupporting
confidence: 88%
See 1 more Smart Citation
“…Three participants showed a slight increase in depression of 1 to 3 points compared to their pre-intervention levels. The improvement in the participants' emotive state following the BrightBrainer therapy is in line with the earlier BrightArm studies [12,13] using integrative (motor + cognitive) training. Reduction in depressive symptoms by up to 50% in geriatric participants was previously induced by playing Wii games half an hour, three times/week [25].…”
Section: Discussionsupporting
confidence: 88%
“…By contrast, Burdea and his group performed a feasibility study of integrative VR (cognitive and motor rehabilitation) on patients with advance-stage AD who were residents of an SNF dementia ward [12]. Unlike other studies which utilized a keyboard or joystick as the patient's interface with the simulation, this feasibility study employed the novel BrightArm rehabilitation table [13].…”
Section: Introductionmentioning
confidence: 99%
“…For the sake of the present mini-review, they may be roughly summarized as follows: (1) attention (Kalová et al, 2005 ; Anguera et al, 2013 ); (2) executive functions (Yeh et al, 2012 ; Tarnanas et al, 2013 ); (3) memory, comprising: non-verbal episodic memory, allocentric and egocentric spatial memory, temporal order memory, prospective memory, short-term, and working memory, etc. (Kalová et al, 2005 ; Burgess et al, 2006 ; Optale et al, 2010 ; Weniger et al, 2011 ; Bellassen et al, 2012 ; Shamsuddin et al, 2012 ; Yeh et al, 2012 ; Burdea et al, 2013 ; Tarnanas et al, 2013 ; Jebara et al, 2014 ; Lee et al, 2014 ; Serino and Riva, 2015 ); (4) orientation, specifically: allothetic, visuospatial, wayfinding, spatial navigation, topographical disorientation, etc. (Kalová et al, 2005 ; Burgess et al, 2006 ; Hort et al, 2007 ; Lange et al, 2007 ; Cushman et al, 2008 ; Zakzanis et al, 2009 ; Nedelska et al, 2012 ); and also (5) executive functions and IADL (Hofmann et al, 2003 ; Van Schaik et al, 2008 ; Buss, 2009 ; Yeh et al, 2012 ; Tarnanas et al, 2013 , 2014 ; Allain et al, 2014 ; Jekel et al, 2015 ).…”
Section: Categorization Of Vr Applications Used In Admentioning
confidence: 99%
“…Since the time of this traditional definition of VR, rapid progress in technology means that it is increasingly possible to 'convince users that they are immersed' through various modalities such as head mounted displays, three dimensional (3D) displays, joysticks, gloves, and haptic feedback from robotic arms. Currently there is increasing evidence for the use of VR in cognitive rehabilitation in schizophrenia 9 , depression 10 , neurodegenerative disorders 11 , and dementia 12 . Essentially, VR technology is proving to be a discernible tool in the assessment, diagnosis, and treatment of chronic neurological and psychiatric disorders.…”
Section: Introductionmentioning
confidence: 99%