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. 2016:2016:8984379.
doi: 10.1155/2016/8984379. Epub 2016 Jun 14.

Novel Virtual Environment for Alternative Treatment of Children with Cerebral Palsy

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Novel Virtual Environment for Alternative Treatment of Children with Cerebral Palsy

Juliana M de Oliveira et al. Comput Intell Neurosci. 2016.

Abstract

Cerebral palsy is a severe condition usually caused by decreased brain oxygenation during pregnancy, at birth or soon after birth. Conventional treatments for cerebral palsy are often tiresome and expensive, leading patients to quit treatment. In this paper, we describe a virtual environment for patients to engage in a playful therapeutic game for neuropsychomotor rehabilitation, based on the experience of the occupational therapy program of the Nucleus for Integrated Medical Assistance (NAMI) at the University of Fortaleza, Brazil. Integration between patient and virtual environment occurs through the hand motion sensor "Leap Motion," plus the electroencephalographic sensor "MindWave," responsible for measuring attention levels during task execution. To evaluate the virtual environment, eight clinical experts on cerebral palsy were subjected to a questionnaire regarding the potential of the experimental virtual environment to promote cognitive and motor rehabilitation, as well as the potential of the treatment to enhance risks and/or negatively influence the patient's development. Based on the very positive appraisal of the experts, we propose that the experimental virtual environment is a promising alternative tool for the rehabilitation of children with cerebral palsy.

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Figures

Figure 1
Figure 1
Interaction of patient/children/user with proposed virtual environment.
Figure 2
Figure 2
Construction and book opening animation and its rendered image.
Figure 3
Figure 3
Bear (a) concepts and animation and its (b) sad and (c) happy representation.
Figure 4
Figure 4
Screenshot of the virtual environment developed used in Phases (a) 1 and 2, (b) 3, (c) 4, (d) 5, and (e) 6.
Figure 5
Figure 5
Interaction of the proposed virtual environments with a child.
Figure 6
Figure 6
Analysis of the subjective questionnaire answers.
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Box 1
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