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UNLABELLED Golomb MR, McDonald BC, Warden SJ, Yonkman J, Saykin AJ, Shirley B, Huber M, Rabin B, AbdelBaky M, Nwosu ME, Barkat-Masih M, Burdea GC. In-home virtual reality videogame telerehabilitation in adolescents with hemiplegic cerebral palsy. OBJECTIVE To investigate whether in-home remotely monitored virtual reality videogame-based telerehabilitation(More)
Rutgers Tele-rehabilitation Institute have collaborated for over a year on a clinical pilot study of in-home hand telerehabiltation. Virtual reality videogames were used to train three adolescents with hemiplegic cerebral palsy. Training duration varied between 6 and 11 months. The investigators summarize medical, technological, legal, safety, social, and(More)
The convergence of game technology, the Internet, and rehabilitation science forms the second-generation virtual rehabilitation framework. This paper presents the first pilot study designed to look at the feasibility of at-home use of gaming technology adapted to address hand impairments in adolescents with hemiplegia due to perinatal stroke or(More)
While professional quarterbacks like Peyton Manning make passing a football look effortless, it takes a lifetime of disciplined practice for these elite athletes to reach such a high level of skill. The principal responsibility of the quarterback in American football is to throw a forward pass to his teammate. This skill, however, is not as trivial as it(More)
Many studies using cognitive tasks have found that stereotype threat, or concern about confirming a negative stereotype about one's group, debilitates performance. The few studies that documented similar effects on sensorimotor performance have used only relatively coarse measures to quantify performance. This study tested the effect of stereotype threat on(More)
Feedback about error or reward is regarded essential for aiding learners to acquire a perceptual-motor skill. Yet, when a task has redundancy and the mapping between execution and performance outcome is unknown, simple error feedback does not suffice in guiding the learner toward the optimal solutions. The present study developed and tested a new means of(More)
It is well documented that variability in motor performance decreases with practice, yet the neural and computational mechanisms that underlie this decline, particularly during long-term practice, are little understood. Decreasing variability is frequently examined in terms of error corrections from one trial to the next. However, the ubiquitous noise from(More)
The majority of research on stereotype threat shows what is expected: threat debilitates performance. However, facilitation is also possible, although seldom reported. This study investigated how stereotype threat influences novice females when performing the sensorimotor task of bouncing a ball to a target. We tested the predictions of two prevailing(More)
Though in vivo two-photon imaging has been demonstrated in non-human primates, improvements in the signal-to-noise ratio (SNR) would greatly improve its scientific utility. In this study, extrinsic fluorophores, expressed in otherwise transparent retinal ganglion cells, were imaged in the living mouse eye using a two-photon fluorescence adaptive optics(More)
  • Marjorie A Zielke, Judy Leflore, Frank Dufour, Meghan Huber, Pat Thomas, Ken Com +7 others
  • 2010
High-fidelity virtual patients afford unlimited opportunity for practice in a virtual clinical setting and present multiple design challenges for developers of game-based simulations. Virtual patients allow students the opportunity to experience varied medical conditions as well as interact with patients with wide-ranging socioeconomic and cultural factors.(More)