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1.
Neurophysiol Clin ; 45(4-5): 315-26, 2015 Nov.
Artículo en Inglés | MEDLINE | ID: mdl-26527045

RESUMEN

Virtual reality (VR) is now commonly used in many domains because of its ability to provide a standardized, reproducible and controllable environment. In balance assessment, it can be used to control stimuli presented to patients and thus accurately evaluate their progression or compare them to different populations in standardized situations. In balance rehabilitation, VR allows the creation of new generation tools and at the same time the means to assess the efficiency of each parameter of these tools in order to optimize them. Moreover, with the development of low-cost devices, this rehabilitation can be continued at home, making access to these tools much easier, in addition to their entertaining and thus motivating properties. Nevertheless, and even more with low-cost systems, VR has limits that can alter the results of the studies that use it: the latency of the system (the delay cumulated on each step of the process from data acquisition on the patients to multimodal outputs); and distance perception, which tends to be underestimated in VR. After having described why VR is an essential tool for balance assessment and rehabilitation and illustrated this statement with a case study, this review discusses the previous works in the domain with regards to the technological limits of VR.


Asunto(s)
Equilibrio Postural , Trastornos de la Sensación/diagnóstico , Trastornos de la Sensación/rehabilitación , Interfaz Usuario-Computador , Humanos , Trastornos de la Sensación/etiología , Accidente Cerebrovascular/complicaciones
2.
Scand J Med Sci Sports ; 24(4): 700-7, 2014 Aug.
Artículo en Inglés | MEDLINE | ID: mdl-23293868

RESUMEN

The aim of this work was to compare the joint kinetics and stroke production efficiency for the shoulder, elbow, and wrist during the serve between professionals and advanced tennis players and to discuss their potential relationship with given overuse injuries. Eleven professional and seven advanced tennis players were studied with an optoelectronic motion analysis system while performing serves. Normalized peak kinetic values of the shoulder, elbow, and wrist joints were calculated using inverse dynamics. To measure serve efficiency, all normalized peak kinetic values were divided by ball velocity. t-tests were used to determine significant differences between the resultant joint kinetics and efficiency values in both groups (advanced vs professional). Shoulder inferior force, shoulder anterior force, shoulder horizontal abduction torque, and elbow medial force were significantly higher in advanced players. Professional players were more efficient than advanced players, as they maximize ball velocity with lower joint kinetics. Since advanced players are subjected to higher joint kinetics, the results suggest that they appeared more susceptible to high risk of shoulder and elbow injuries than professionals, especially during the cocking and deceleration phases of the serve.


Asunto(s)
Articulación del Codo/fisiología , Articulación del Hombro/fisiología , Tenis/lesiones , Tenis/fisiología , Articulación de la Muñeca/fisiología , Aceleración , Adulto , Fenómenos Biomecánicos/fisiología , Trastornos de Traumas Acumulados/etiología , Desaceleración , Humanos , Cinética , Masculino , Medición de Riesgo , Lesiones del Hombro , Tenis/clasificación , Torque , Adulto Joven , Lesiones de Codo
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