Combining a virtual reality system with treadmill training for children with cerebral palsy

Karen Kott, Katrina Lesher, Gianluca De Leo

Research output: Contribution to journalArticle

10 Citations (Scopus)

Abstract

This pilot study is a report of the combination of a virtual reality (VR) system with treadmill training for children with cerebral palsy. The VR system includes an element of gaming to serve as a playful context to motivate the children to walk for longer periods of time in treatment sessions. The children all expressed pleasure in reaching the goal of saving the princess after walking for 9 hours. The intensive treadmill practice helped the children make significant changes in walking performances (p=.02) and capabilities (p=.05) as measured by the Standardized Walking Obstacle Course and Gross Motor Function Measure- 88, respectively. This virtual reality system, in the form of DVDs, provides additional support for the feasibility and use of a virtual reality system in locomotion rehabilitation.

Original languageEnglish (US)
Pages (from-to)35-42
Number of pages8
JournalJournal of Cyber Therapy and Rehabilitation
Volume2
Issue number1
StatePublished - Dec 1 2009

Fingerprint

User-Computer Interface
Exercise equipment
Cerebral Palsy
Virtual reality
Walking
Pleasure
Videodisks
Locomotion
Patient rehabilitation
Rehabilitation

ASJC Scopus subject areas

  • Computer Science (miscellaneous)
  • Rehabilitation
  • Psychology (miscellaneous)

Cite this

Combining a virtual reality system with treadmill training for children with cerebral palsy. / Kott, Karen; Lesher, Katrina; De Leo, Gianluca.

In: Journal of Cyber Therapy and Rehabilitation, Vol. 2, No. 1, 01.12.2009, p. 35-42.

Research output: Contribution to journalArticle

@article{9ae1230897a14db8b217247ae28492af,
title = "Combining a virtual reality system with treadmill training for children with cerebral palsy",
abstract = "This pilot study is a report of the combination of a virtual reality (VR) system with treadmill training for children with cerebral palsy. The VR system includes an element of gaming to serve as a playful context to motivate the children to walk for longer periods of time in treatment sessions. The children all expressed pleasure in reaching the goal of saving the princess after walking for 9 hours. The intensive treadmill practice helped the children make significant changes in walking performances (p=.02) and capabilities (p=.05) as measured by the Standardized Walking Obstacle Course and Gross Motor Function Measure- 88, respectively. This virtual reality system, in the form of DVDs, provides additional support for the feasibility and use of a virtual reality system in locomotion rehabilitation.",
author = "Karen Kott and Katrina Lesher and {De Leo}, Gianluca",
year = "2009",
month = "12",
day = "1",
language = "English (US)",
volume = "2",
pages = "35--42",
journal = "Journal of Cyber Therapy and Rehabilitation",
issn = "1784-9934",
publisher = "Virtual Reality Medical Institute",
number = "1",

}

TY - JOUR

T1 - Combining a virtual reality system with treadmill training for children with cerebral palsy

AU - Kott, Karen

AU - Lesher, Katrina

AU - De Leo, Gianluca

PY - 2009/12/1

Y1 - 2009/12/1

N2 - This pilot study is a report of the combination of a virtual reality (VR) system with treadmill training for children with cerebral palsy. The VR system includes an element of gaming to serve as a playful context to motivate the children to walk for longer periods of time in treatment sessions. The children all expressed pleasure in reaching the goal of saving the princess after walking for 9 hours. The intensive treadmill practice helped the children make significant changes in walking performances (p=.02) and capabilities (p=.05) as measured by the Standardized Walking Obstacle Course and Gross Motor Function Measure- 88, respectively. This virtual reality system, in the form of DVDs, provides additional support for the feasibility and use of a virtual reality system in locomotion rehabilitation.

AB - This pilot study is a report of the combination of a virtual reality (VR) system with treadmill training for children with cerebral palsy. The VR system includes an element of gaming to serve as a playful context to motivate the children to walk for longer periods of time in treatment sessions. The children all expressed pleasure in reaching the goal of saving the princess after walking for 9 hours. The intensive treadmill practice helped the children make significant changes in walking performances (p=.02) and capabilities (p=.05) as measured by the Standardized Walking Obstacle Course and Gross Motor Function Measure- 88, respectively. This virtual reality system, in the form of DVDs, provides additional support for the feasibility and use of a virtual reality system in locomotion rehabilitation.

UR - http://www.scopus.com/inward/record.url?scp=79551682223&partnerID=8YFLogxK

UR - http://www.scopus.com/inward/citedby.url?scp=79551682223&partnerID=8YFLogxK

M3 - Article

AN - SCOPUS:79551682223

VL - 2

SP - 35

EP - 42

JO - Journal of Cyber Therapy and Rehabilitation

JF - Journal of Cyber Therapy and Rehabilitation

SN - 1784-9934

IS - 1

ER -