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2.
Front Hum Neurosci ; 17: 1176866, 2023.
Artículo en Inglés | MEDLINE | ID: mdl-37554410

RESUMEN

Introduction: Dynamics-on-graph concepts and generalized finite-length Fibonacci sequences have been used to characterize, from a temporal point of view, both human walking & running at a comfortable speed and front-crawl & butterfly swimming strokes at a middle/long distance pace. Such sequences, in which the golden ratio plays a crucial role to describe self-similar patterns, have been found to be subtly experimentally exhibited by healthy (but not pathological) walking subjects and elite swimmers, in terms of durations of gait/stroke-subphases with a clear physical meaning. Corresponding quantitative indices have been able to unveil the resulting hidden time-harmonic and self-similar structures. Results: In this study, we meaningfully extend such latest findings to the remaining two swimming strokes, namely, the breast-stroke and the back-stroke: breast-stroke, just like butterfly swimming, is highly technical and involves the complex coordination of the arm and leg actions, while back-stroke is definitely similar to front-crawl swimming. An experimental validation with reference to international-level swimmers is included.

3.
Artículo en Inglés | MEDLINE | ID: mdl-37335184

RESUMEN

INTRODUCTION: In recent years, the rehabilitation of children with neurological disorders has taken into account the possibility of using videogaming consoles and virtual reality systems to make children's therapy more enjoyable, motivating, participated and effective. This study aims at conducting a systematic review about the use and the efficacy of digital games in pediatric neurorehabilitation. EVIDENCE ACQUISITION: In accordance with the PRISMA approach, a rather wide-ranging search was conducted on PubMed, Scopus, and Web of Science databases by using different combinations of keywords based on MeSH terms. EVIDENCE SYNTHESIS: Fifty-five papers have been included into this review, namely, 38 original studies and 17 reviews. The total number of children and adolescents is 573, with 58% of them being affected by cerebral palsy. Despite a wide variability in the adopted protocols, devices, assessment tools, and a more frequent focus on motor aspects than on cognitive ones, the results of the majority of the analyzed studies support the safety (i.e., absence of severe adverse effects) and efficacy of the videogame-based therapy. CONCLUSIONS: Videogames, when administered by means of commercial consoles or ad-hoc digital systems, seem to be a valid support for physical therapy. Further researchers are needed to deeply investigate the role of this approach in cognitive therapy and cognitive outcomes.

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