26 results on '"Mainetti, R"'
Search Results
2. Hand Rehabilitation with Toys with Embedded Sensors
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Borghese, N. A., Mainetti, R., Essenziale, J., Cavalli, E., Mancon, E. M., Pajardi, G., Guglielmelli, Eugenio, Series editor, Ibáñez, Jaime, editor, González-Vargas, José, editor, Azorín, José María, editor, Akay, Metin, editor, and Pons, José Luis, editor
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- 2017
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3. IGER: An Intelligent Game Engine for Rehabilitation
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Borghese, N. A., Pirovano, M., Mainetti, R., Lanzi, P. L., Guglielmelli, Eugenio, Series editor, Pons, José L, editor, Torricelli, Diego, editor, and Pajaro, Marta, editor
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- 2013
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4. Assessment of Exergames as Treatment and Prevention of Dysgraphia
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Borghese, N. A., primary, Palmiotto, C., additional, Essenziale, J., additional, Mainetti, R., additional, Granocchio, E., additional, Molteni, B., additional, Sarti, D., additional, Guasti, T., additional, Stucchi, N., additional, Pedrocchi, A., additional, and Ferrante, S., additional
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- 2016
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5. Hand Rehabilitation with Toys with Embedded Sensors
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Borghese, N. A., primary, Mainetti, R., additional, Essenziale, J., additional, Cavalli, E., additional, Mancon, E. M., additional, and Pajardi, G., additional
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- 2016
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6. IGER: An Intelligent Game Engine for Rehabilitation
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Borghese, N. A., primary, Pirovano, M., additional, Mainetti, R., additional, and Lanzi, P. L., additional
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- 2013
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7. IGER – Intelligent Game Engine for Rehabilitation
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Pirovano M, Mainetti R, BAUD BOVY , GABRIEL, Lanzi PL, Borghese AN, Pirovano, M, Mainetti, R, BAUD BOVY, Gabriel, Lanzi, Pl, and Borghese, An
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- 2016
8. Video-Games based Neglect Rehabilitation Using Haptics
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Surer E, Pirovano M, Mainetti R, Tatti F, BAUD BOVY , GABRIEL, Borghese A., Surer, E, Pirovano, M, Mainetti, R, Tatti, F, BAUD BOVY, Gabriel, and Borghese, A.
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- 2014
9. Exergaming for balance training, transparent monitoring, and social inclusion of community-dwelling elderly
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Lunardini, F., primary, Basilico, N., additional, Ambrosini, E., additional, Essenziale, J., additional, Mainetti, R., additional, Pedrocchi, A., additional, Daniele, K., additional, Marcucci, M., additional, Mari, D., additional, Ferrante, S., additional, and Borghese, N. A., additional
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- 2017
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10. Assessment of exergames as treatment and prevention of dysgraphia
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Ibáñez, J, González-Vargas, J, Azorín, J, Akay, M, Pons, J, Borghese, N, Palmiotto, C, Essenziale, J, Mainetti, R, Granocchio, E, Molteni, B, Sarti, D, Guasti, M, Stucchi, N, Pedrocchi, A, Ferrante, S, GUASTI, MARIA TERESA, STUCCHI, NATALE ADOLFO, Ferrante, S., Ibáñez, J, González-Vargas, J, Azorín, J, Akay, M, Pons, J, Borghese, N, Palmiotto, C, Essenziale, J, Mainetti, R, Granocchio, E, Molteni, B, Sarti, D, Guasti, M, Stucchi, N, Pedrocchi, A, Ferrante, S, GUASTI, MARIA TERESA, STUCCHI, NATALE ADOLFO, and Ferrante, S.
- Abstract
The dysgraphic disorder is usually underestimated and belatedly diagnosed. The need of prevention and early intervention focused on prewriting exercises emerges from the literature. We explore exergames to supply this need, together with an adequate assessment module of the training results. The exergames were designed in collaboration with clinicians and were tested on 16 kindergarten children. The movement data collected have allowed to provide some preliminary indexes of evaluation, that have shown to be consistent with the qualitative evaluation of the teachers. The use of the mobile application as a school exercise obtained positive feedback.
- Published
- 2017
11. Exergaming for balance training, transparent monitoring, and social inclusion of community-dwelling elderly
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Lunardini, F, Basilico, N, Ambrosini, E, Essenziale, J, Mainetti, R, Pedrocchi, A, Daniele, K, Marcucci, M, Mari, D, Ferrante, S, Borghese Nunzio, A, Lunardini Francesca, Basilico Nicola, Ambrosini Emilia, Essenziale Jacopo, Mainetti Renato, Pedrocchi Alessandra, Daniele Katia, Marcucci Maura, Mari Daniele, Ferrante Simona, Borghese Nunzio Alberto, Lunardini, F, Basilico, N, Ambrosini, E, Essenziale, J, Mainetti, R, Pedrocchi, A, Daniele, K, Marcucci, M, Mari, D, Ferrante, S, Borghese Nunzio, A, Lunardini Francesca, Basilico Nicola, Ambrosini Emilia, Essenziale Jacopo, Mainetti Renato, Pedrocchi Alessandra, Daniele Katia, Marcucci Maura, Mari Daniele, Ferrante Simona, and Borghese Nunzio Alberto
- Abstract
One of the implications of aging population is the increasing need for services for elderly people, with an emphasis on earlier diagnosis and effective interventions promoting an active and healthy aging process. To face this need, the MoveCare Project develops and field-Tests an innovative multi-Actor platform that integrates a robotic system with environmental sensors, smart objects, a virtual community and an activity center to provide assistance, transparent monitoring and activities to the elder at home. The newness of MoveCare consists in the design of a transparent monitoring and in its social and overarching nature that envisages the cooperation of multiple actors to implement a well-Accepted, personalized, and engaging platform to hinder decline in independent elderly users. This work illustrates the rationale and the implementation of transparent physical monitoring during the execution of balancetraining exergames tailored to the user performance. Different game modalities, such as playing alone, in competition, or collaboration with other elders of the virtual community will be available. Real-Time and offline indicators will be extracted and analyzed to keep track of the user's profile with the aim of preventing physical and social decline.
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- 2017
12. Usability and Effects of an Exergame-based Gait Training Program
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Wüest, S., Borghese, N.A., Pirovano, M., Mainetti, R., and de Bruin, Eling
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MEDIZINISCHE NACHBEHANDLUNG ,ELDERLY PERSONS GYMNASTICS + ELDERLY PERSONS SPORTS + SENIOR SPORTS (SPORT) ,MOVEMENT THERAPY ,BEWEGUNGSTHERAPIE ,SCHLAGANFALL + GEHIRNBLUTUNG (NEUROPATHOLOGIE) ,BALANCE SENSE (SENSORY PHYSIOLOGY) ,COMPUTER GAMES (SOFTWARE PRODUCTS) ,STROKE + CEREBRAL HAEMORRHAGE (NEUROPATHOLOGY) ,ALTERSSPORT + ALTERSTURNEN + SENIORENSPORT (SPORT) ,GLEICHGEWICHTSSINN (SINNESPHYSIOLOGIE) ,AFTERCARE, FOLLOW-UP (MEDICAL TREATMENT) ,COMPUTERSPIELE (SOFTWAREPRODUKTE) ,GANGANALYSE (DIAGNOSTIK, BIOMECHANIK) ,GAIT ANALYSIS (DIAGNOSTICS, BIOMECHANICS) ,ddc:610 ,Medical sciences, medicine - Abstract
Games for Health Journal, 3 (2), ISSN:2161-783X, ISSN:2161-7856
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- 2014
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13. Duckneglect: Video-games based neglect rehabilitation
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Mainetti, R., primary, Sedda, A., additional, Ronchetti, M., additional, Bottini, G., additional, and Borghese, N.A., additional
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- 2013
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14. Using Virtual Reality to Rehabilitate Neglect
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Sedda, A., primary, Borghese, N. A., additional, Ronchetti, M., additional, Mainetti, R., additional, Pasotti, F., additional, Beretta, G., additional, and Bottini, G., additional
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- 2013
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15. A reliable low-cost platform for neglect virtual rehabilitation
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Alberto Borghese, N., primary, Sedda, A., additional, Mainetti, R., additional, Ronchetti, M., additional, Pasotti, F., additional, and Bottini, G., additional
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- 2011
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16. A new computer-based platform for autonomous rehabilitation of balance in patients with MS: a pilot study on usability
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Borghese, N., Cazzaniga, R., Mainetti, R., Brenna, G., Reggiori, B., Pirovano, M., Giovannetti, A., RITA FRANGIAMORE, Molteni, F., Mantegazza, R., and Confalonieri, P.
17. Exergaming for balance training, transparent monitoring, and social inclusion of community-dwelling elderly
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Katia Daniele, Jacopo Essenziale, Emilia Ambrosini, Francesca Lunardini, Maura Marcucci, Nicola Basilico, Alessandra Pedrocchi, Simona Ferrante, Renato Mainetti, Daniela Mari, Nunzio Alberto Borghese, Lunardini, F, Basilico, N, Ambrosini, E, Essenziale, J, Mainetti, R, Pedrocchi, A, Daniele, K, Marcucci, M, Mari, D, Ferrante, S, and Borghese Nunzio, A
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Population ageing ,Engineering ,Process management ,Health (social science) ,Smart objects ,Process (engineering) ,Computer Networks and Communications ,Balance training ,Energy Engineering and Power Technology ,02 engineering and technology ,elderly ,Industrial and Manufacturing Engineering ,exergames ,03 medical and health sciences ,0302 clinical medicine ,Human–computer interaction ,pre-frailtry ,Artificial Intelligence ,Management of Technology and Innovation ,0202 electrical engineering, electronic engineering, information engineering ,exergame ,domestic tele-care ,030212 general & internal medicine ,10. No inequality ,ambient assistance living ,Modalities ,business.industry ,balance ,Computer Science Applications1707 Computer Vision and Pattern Recognition ,transparent monitoring ,Robotic systems ,Work (electrical) ,020201 artificial intelligence & image processing ,business ,Virtual community - Abstract
One of the implications of aging population is the increasing need for services for elderly people, with an emphasis on earlier diagnosis and effective interventions promoting an active and healthy aging process. To face this need, the MoveCare Project develops and field-Tests an innovative multi-Actor platform that integrates a robotic system with environmental sensors, smart objects, a virtual community and an activity center to provide assistance, transparent monitoring and activities to the elder at home. The newness of MoveCare consists in the design of a transparent monitoring and in its social and overarching nature that envisages the cooperation of multiple actors to implement a well-Accepted, personalized, and engaging platform to hinder decline in independent elderly users. This work illustrates the rationale and the implementation of transparent physical monitoring during the execution of balancetraining exergames tailored to the user performance. Different game modalities, such as playing alone, in competition, or collaboration with other elders of the virtual community will be available. Real-Time and offline indicators will be extracted and analyzed to keep track of the user's profile with the aim of preventing physical and social decline.
- Published
- 2017
18. Assessment of exergames as treatment and prevention of dysgraphia
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Daniela Sarti, Elisa Granocchio, Caterina Palmiotto, Renato Mainetti, Jacopo Essenziale, Alessandra Pedrocchi, Simona Ferrante, Bruna Molteni, T. Guasti, Natale Stucchi, Nunzio Alberto Borghese, Ibáñez, J, González-Vargas, J, Azorín, J, Akay, M, Pons, J, Borghese, N, Palmiotto, C, Essenziale, J, Mainetti, R, Granocchio, E, Molteni, B, Sarti, D, Guasti, M, Stucchi, N, Pedrocchi, A, and Ferrante, S
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medicine.medical_specialty ,education ,05 social sciences ,020207 software engineering ,02 engineering and technology ,medicine.disease ,Prewriting ,Dysgraphia, Handwriting ,Physical medicine and rehabilitation ,Dysgraphia ,Handwriting ,Intervention (counseling) ,0202 electrical engineering, electronic engineering, information engineering ,medicine ,0501 psychology and cognitive sciences ,Technology acceptance model ,Psychology ,050107 human factors - Abstract
The dysgraphic disorder is usually underestimated and belatedly diagnosed. The need of prevention and early intervention focused on prewriting exercises emerges from the literature. We explore exergames to supply this need, together with an adequate assessment module of the training results. The exergames were designed in collaboration with clinicians and were tested on 16 kindergarten children. The movement data collected have allowed to provide some preliminary indexes of evaluation, that have shown to be consistent with the qualitative evaluation of the teachers. The use of the mobile application as a school exercise obtained positive feedback.
- Published
- 2017
19. Effectiveness of Serious Games in Improving Genetic Literacy and Genetic Risk Awareness in the General Public: A Pilot Study.
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Cutica I, Cincidda C, Oliveri S, Mainetti R, Borghese NA, and Pravettoni G
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- Humans, Pilot Projects, Emotions, Surveys and Questionnaires, Literacy, Learning
- Abstract
Background: Genomics is an integral part of medical science; however, European citizens' literacy on basic genetic concepts is still poor. The aim of this study was to evaluate the effectiveness of Serious Games (SGs) in increasing genetic literacy in laypeople and to assess the impact of SGs on participants' perceived self-efficacy (SE) in managing genetic risk implications. Materials and Methods: Two minigames and an adventure game were created, together with leaflets reporting the same information as the SGs. Sixty participants enrolled at baseline and completed a brief sociodemographic questionnaire and an ad hoc questionnaire assessing their genetic knowledge. They were assigned to the SGs group (30 subjects) or to the Leaflets group (30 subjects) by matching age and sex. Both groups had about 40 minutes to play the SGs or to read the leaflets. In the postlearning session, participants completed the same genetic knowledge questionnaires administered at baseline and five items from the Self-Efficacy Scale, whereas the SGs group also filled in the In-Game Experience Questionnaire. Results and Conclusion: Results showed that learning genetic concepts through SGs was comparable to learning through leaflets. Playing SGs was also associated with poor feelings of frustration or annoyance, good engagement in the game challenges and contents, and positive feelings, particularly in subjects under 30 years. Participants perceiving SE increased significantly in both Leaflets and SGs groups, but the effect was higher for SGs players. SGs have the potential to increase genetic literacy in the public by making the learning process more engaging, pleasant and by enhancing SE.
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- 2024
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20. Multi-Exergames to Set Targets and Supplement the Intensified Conventional Balance Training in Patients With Stroke: A Randomized Pilot Trial.
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Cikajlo I, Rudolf M, Mainetti R, and Borghese NA
- Abstract
People who survive a stroke usually suffer movement disorders resulting in involuntary abnormal movements. Intensive and repetitive physiotherapy is often a key to functional restoration of movements. Rehabilitation centers have recently offered balance training supported by exergames in addition to conventional therapy. The primary objective was to investigate different types of balance training (multi-exergaming and conventional) in addition to a conventional 6-week physiotherapy program. Furthermore, we examined the choice of an appropriate exergame to target balance training. We designed a randomized pilot trial. Hospital inpatients with stroke aged 33-65 were recruited and randomized into 2 groups by drawing lots; a control group receiving 1 week of conventional balance training and an exergaming group 1 week of multiple-game exergaming, comprising single leg exercises, weight shifting, balancing and standing up. Center of pressure was monitored for the exergaming group and clinical data were collected (non-blinded assessment) using Four Square Step Test, Timed Up and Go, 10 m Walk Test, Romberg, Sharpened Romberg, Clinical Test for Sensory Interaction in Balance in both groups. Statistical tests were used to find significant ( p < 0.05) differences and Cohen's U3 for effect sizes. Recruited participants (20/30) met the inclusion criteria and were randomized; 10 per group. 1 participant of the exergaming group was excluded from center of pressure analysis. Both groups demonstrated substantively and statistically significant improvements of functional balance, in particular the exergaming group (FSST p = 0.009, U3 = 0.9 and 10 MWT p = 0.008, U3 = 0.9). However, significant differences between the groups were found in tests with eyes closed, Sharpened Romberg test ( p = 0.05) and standing on the right leg ( p = 0.035). The center of pressure area decreased up to 20% for the exergaming group. Both types of additional balance training demonstrated comparable outcomes, however, the multi-exergaming could target specific motor control disorders by the selection of exergames according to Gentile's taxonomy. We may not prioritize exergaming due to the low statistical power of clinical outcomes. However, exergaming enables independent balance training, which is feasible without strenuous physiotherapy and may thus be crucial for future home or telerehabilitation services. Clinical Trial Registration: www.clinicaltrials.gov/, identifier NCT03282968., (Copyright © 2020 Cikajlo, Rudolf, Mainetti and Borghese.)
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- 2020
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21. Hand Rehabilitation and Telemonitoring through Smart Toys.
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Borghese NA, Essenziale J, Mainetti R, Mancon E, Pagliaro R, and Pajardi G
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- Biosensing Techniques, Humans, Pressure, Wireless Technology, Hand physiology, Hand Strength physiology, Play and Playthings
- Abstract
We describe here a platform for autonomous hand rehabilitation and telemonitoring of young patients. A toy embedding the electronics required to sense fingers pressure in different grasping modalities is the core element of this platform. The system has been realized following the user-centered design methodology taking into account stakeholder needs from start: clinicians require reliable measurements and the ability to get a picture remotely on rehabilitation progression; children have asked to interact with a pleasant and comfortable object that is easy to use, safe, and rewarding. These requirements are not antithetic, and considering both since the design phase has allowed the realization of a platform reliable to clinicians and keen to be used by young children., Competing Interests: The authors declare no conflict of interest.
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- 2019
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22. Usability Testing of Two Mini-Games and One Serious Game to Educate People About Genetics.
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Mainetti R, Oliveri S, Gorini A, Cutica I, Pravettoni G, and Borghese NA
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- Games, Recreational, Humans, Surveys and Questionnaires, Genetics, Patient Education as Topic, User-Computer Interface, Video Games
- Abstract
The lowering costs of DNA sequencing and the diffusion of numerous Direct to Consumer Genetic Testing (DTC-GT) services have made genetic testing easily available to the general public who can buy them without any medical prescription or consultation. Nevertheless, the knowledge required to understand the provided results and their implications is still scarce in the general public. Starting from these considerations, we developed two mini-games and one serious game to increase people genetic literacy through experiential learning. The three games were tested for usability on a sample of 30 participants, 10 for each game, who were asked to report any positive or negative issue related to the games and to fulfill the Game Experience Questionnaire in order to evaluate their playing experience. Results from the three games show that players experienced moderate levels of immersion and flow, low levels of negative sensations, and a prevalence of positive emotions. In general, these encouraging results suggest that the proposed games are suitable to transmit genetic notions to the general public.
- Published
- 2019
23. Serious Games for Improving Genetic Literacy and Genetic Risk Awareness in the General Public: Protocol for a Randomized Controlled Trial.
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Oliveri S, Mainetti R, Gorini A, Cutica I, Candiani G, Borghese NA, and Pravettoni G
- Abstract
Background: Genetic testing and genetic risk information are gaining importance in personalized medicine and disease prevention. However, progress in these fields does not reflect increased knowledge and awareness of genetic risk in the general public., Objective: Our aim is to develop and test the efficacy of a suite of serious games, developed for mobile and Web platforms, in order to increase knowledge of basic genetic concepts and promote awareness of genetic risk management among lay people., Methods: We developed a new ad-hoc game and modified an arcade game using mechanics suitable to explain genetic concepts. In addition, we developed an adventure game where players are immersed in virtual scenarios and manage genetic risk information to make health-related and interpersonal decisions and modulate their lifestyle. The pilot usability testing will be conducted with a convenience sample of 30 adults who will be categorized into 3 groups and assigned to one game each. Participants will be asked to report any positive or negative issues arising during the game. Subsequently, they will be asked to complete the Game Experience Questionnaire. Finally, a total of 60 teenagers and adults will be enrolled to assess knowledge transfer. Thirty participants will be assigned to the experimental group and asked to play the serious games, and 30 participants will be assigned to the control group and asked to read leaflets on the genetic concepts conveyed by the games. Participants of both groups will fill out a questionnaire before and after the intervention to assess their topic-specific knowledge of genetics. Furthermore, both groups will complete the self-efficacy questionnaire, which assesses the level of confidence in using genetic information., Results: We obtained evidence of game usability in 2017. The data will be submitted to a peer-reviewed journal and used to improve the game design. Knowledge-transfer testing will begin in 2018, and we expect to collect preliminary data on the learning outcomes of serious games by December 2018., Conclusions: It is important to educate the general public about the impact of genetics and genetic testing on disease prevention and the consequent decision-making implications. Without such knowledge, individuals are more likely to make uninformed decisions or handover all decisions regarding genetic testing to their doctors. Technological innovations such as serious games might become a valid instrument to support public education and empowerment., International Registered Report Identifier (irrid): DERR1-10.2196/9288., (©Serena Oliveri, Renato Mainetti, Alessandra Gorini, Ilaria Cutica, Giulia Candiani, Nunzio Alberto Borghese, Gabriella Pravettoni. Originally published in JMIR Research Protocols (http://www.researchprotocols.org), 18.12.2018.)
- Published
- 2018
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24. Autonomous rehabilitation at stroke patients home for balance and gait: safety, usability and compliance of a virtual reality system.
- Author
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Held JP, Ferrer B, Mainetti R, Steblin A, Hertler B, Moreno-Conde A, Dueñas A, Pajaro M, Parra-Calderón CL, Vargiu E, Josè Zarco M, Barrera M, Echevarria C, Jódar-Sánchez F, Luft AR, and Borghese NA
- Subjects
- Aged, Chronic Disease, Cohort Studies, Female, Home Care Services organization & administration, Humans, Male, Middle Aged, Patient Compliance statistics & numerical data, Pilot Projects, Stroke diagnosis, Treatment Outcome, Gait physiology, Patient Satisfaction statistics & numerical data, Postural Balance physiology, Stroke Rehabilitation methods, Telerehabilitation methods, User-Computer Interface
- Abstract
Background: New technologies, such as telerehabilitation and gaming devices offer the possibility for patients to train at home. This opens the challenge of safety for the patient as he/she is called to exercise neither with a therapist on the patients' side nor with a therapist linked remotely to supervise the sessions., Aim: To study the safety, usability and patient acceptance of an autonomous telerehabilitation system for balance and gait (the REWIRE platform) in the patients home., Design: Cohort study., Setting: Community, in the stroke patients' home., Population: Fifteen participants with first-ever stroke, with a mild to moderate residual deficit of the lower extremities., Methods: Autonomous rehabilitation based on virtual rehabilitation was provided at the participants' home for twelve weeks. The primary outcome was compliance (the ratio between days of actual and scheduled training), analyzed with the two-tailed Wilcoxon Mann-Whitney test. Furthermore safety is defined by adverse events. The secondary endpoint was the acceptance of the system measured with the Technology Acceptance Model (TAM). Additionally, the cumulative duration of weekly training was analyzed., Results: During the study there were no adverse events related to the therapy. Patients performed on average 71% (range 39 to 92%) of the scheduled sessions. The TAM Questionnaire showed excellent values for stroke patients after the training. The average training duration per week was 99±53min., Conclusions: Autonomous telerehabilitation for balance and gait training with the REWIRE-system is safe, feasible and can help to intensive rehabilitative therapy at home., Clinical Rehabilitation Impact: Telerehabilitation enables safe training in home environment and supports of the standard rehabilitation therapy.
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- 2018
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25. Exergames Encouraging Exploration of Hemineglected Space in Stroke Patients With Visuospatial Neglect: A Feasibility Study.
- Author
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Tobler-Ammann BC, Surer E, de Bruin ED, Rabuffetti M, Borghese NA, Mainetti R, Pirovano M, Wittwer L, and Knols RH
- Abstract
Background: Use of exergames can complement conventional therapy and increase the amount and intensity of visuospatial neglect (VSN) training. A series of 9 exergames-games based on therapeutic principles-aimed at improving exploration of the neglected space for patients with VSN symptoms poststroke was developed and tested for its feasibility., Objectives: The goal was to determine the feasibility of the exergames with minimal supervision in terms of (1) implementation of the intervention, including adherence, attrition and safety, and (2) limited efficacy testing, aiming to document possible effects on VSN symptoms in a case series of patients early poststroke., Methods: A total of 7 patients attended the 3-week exergames training program on a daily basis. Adherence of the patients was documented in a training diary. For attrition, the number of participants lost during the intervention was registered. Any adverse events related to the exergames intervention were noted to document safety. Changes in cognitive and spatial exploration skills were measured with the Zürich Maxi Mental Status Inventory and the Neglect Test. Additionally, we developed an Eye Tracker Neglect Test (ETNT) using an infrared camera to detect and measure neglect symptoms pre- and postintervention., Results: The median was 14 out of 15 (93%) attended sessions, indicating that the adherence to the exergames training sessions was high. There were no adverse events and no drop-outs during the exergame intervention. The individual cognitive and spatial exploration skills slightly improved postintervention (P=.06 to P=.98) and continued improving at follow-up (P=.04 to P=.92) in 5 out of 7 (71%) patients. Calibration of the ETNT was rather error prone. The ETNT showed a trend for a slight median group improvement from 15 to 16 total located targets (+6%)., Conclusions: The high adherence rate and absence of adverse events showed that these exergames were feasible and safe for the participants. The results of the amount of exergames use is promising for future applications and warrants further investigations-for example, in the home setting of patients to augment training frequency and intensity. The preliminary results indicate the potential of these exergames to cause improvements in cognitive and spatial exploration skills over the course of training for stroke patients with VSN symptoms. Thus, these exergames are proposed as a motivating training tool to complement usual care. The ETNT showed to be a promising assessment for quantifying spatial exploration skills. However, further adaptations are needed, especially regarding calibration issues, before its use can be justified in a larger study sample., (©Bernadette C Tobler-Ammann, Elif Surer, Eling D de Bruin, Marco Rabuffetti, N Alberto Borghese, Renato Mainetti, Michele Pirovano, Lia Wittwer, Ruud H Knols. Originally published in JMIR Serious Games (http://games.jmir.org), 25.08.2017.)
- Published
- 2017
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26. Usability and Effects of an Exergame-Based Balance Training Program.
- Author
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Wüest S, Borghese NA, Pirovano M, Mainetti R, van de Langenberg R, and de Bruin ED
- Abstract
Background: Post-stroke recovery benefits from structured, intense, challenging, and repetitive therapy. Exergames have emerged as promising to achieve sustained therapy practice and patient motivation. This study assessed the usability and effects of exergames on balance and gait. Subjects and Methods: Sixteen elderly participants were provided with the study intervention based on five newly developed exergames. The participants were required to attend 36 training sessions; lasting for 20 minutes each. Adherence, attrition and acceptance were assessed together with (1) Berg Balance Scale, (2) 7-m Timed Up and Go, (3) Short Physical Performance Battery, (4) force platform stance tests, and (5) gait analysis. Results: Thirteen participants completed the study (18.8 percent attrition), without missing a single training session (100 percent adherence). Participants showed high acceptance of the intervention. Only minor adaptations in the program were needed based on the users' feedback. No changes in center of pressure area during quiet stance on both stable and unstable surfaces and no changes of walking parameters were detected. Scores for the Berg Balance Scale ( P =0.007; r =0.51), the 7-m Timed Up and Go ( P =0.002; r =0.56), and the Short Physical Performance Battery ( P =0.013; r =0.48) increased significantly with moderate to large effect sizes. Conclusion: Participants evaluated the usability of the virtual reality training intervention positively. Results indicate that the intervention improves gait- and balance-related physical performance measures in untrained elderly. The present results warrant a clinical explorative study investigating the usability and effectiveness of the exergame-based program in stroke patients.
- Published
- 2014
- Full Text
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