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OBJECTIVES To establish the reliability, accuracy and concurrent validity of electrogoniometers for measuring extreme lower extremity movements. STUDY DESIGN Reliability, accuracy and validity study. METHODS This project employed two experiments. Investigation I determined electrogoniometer accuracy compared to a digital protractor. Investigation II(More)
Using functional near infrared spectroscopy (fNIRS) we studied how playing a dance video game employs coordinated activation of sensory-motor integration centers of the superior parietal lobe (SPL) and superior temporal gyrus (STG). Subjects played a dance video game, in a block design with 30s of activity alternating with 30s of rest, while changes in(More)
Analysis of skill at multiple points on the learning continuum provides insight into how complex limb and postural organization is modified with extended practice. Dancers at three skill levels were compared performing a domain-specific movement (développé arabesque) to identify motor control parameters underlying skill acquisition of a sequential(More)
Dancers frequently sustain hip injuries, including labral tears, coxa saltans, stress fractures, tendinosis, and joint disease. High velocity kicks (grand battement), with extreme abduction and external rotation (ER), may stress the hip, sacroiliac joint, and surrounding soft tissue. However, three-dimensional kinematic dance descriptions are limited. The(More)
Biomechanical analysis is a powerful tool in the evaluation of movement dysfunction in orthopaedic and neurologic populations. Three-dimensional (3D) motion capture systems are widely used, accurate systems, but are costly and not available in many clinical settings. The Microsoft Kinect™ has the potential to be used as an alternative low-cost motion(More)
The Kana Pick-out Test (KPT), which uses Kana or Japanese symbols that represent syllables, requires parallel processing of discrete (pick-out) and continuous (reading) dual tasks. As a dual task, the KPT is thought to test working memory and executive function, particularly in the prefrontal cortex (PFC), and is widely used in Japan as a clinical screen(More)
We utilized the high temporal resolution of functional near-infrared spectroscopy to explore how sensory input (visual and rhythmic auditory cues) are processed in the cortical areas of multimodal integration to achieve coordinated motor output during unrestricted dance simulation gameplay. Using an open source clone of the dance simulation video game,(More)
We present a method to compare brain activity recorded with near-infrared spectroscopy (fNIRS) in a dance video game task to that recorded in a reduced version of the task using fMRI (functional magnetic resonance imaging). Recently, it has been shown that fNIRS can accurately record functional brain activities equivalent to those concurrently recorded with(More)
Ankle injuries are the most common lower extremity injury in dance and sports, often resulting in limitation of dorsiflexion or plantar flexion. Accurate assessment of any limitation in range of motion is an important factor in implementing effective preventative and rehabilitative regimens. Ankle range of motion has traditionally been quantified with(More)
Study of the brain is somewhat similar to understanding a multi-core processor. Video games offer a way to study how different sensory inputs affect motor output. Co-processors, comparator elements, and integrators of executive function and working memory work to balance sensory modalities and integrate this information into motor output. In this paper we(More)