Mostrando 81 - 100 Resultados de 155 Para Buscar '"Nintendo Wii"', tiempo de consulta: 0.80s Limitar resultados
  1. 81
    por Lee, Daehee, Lee, Sangyong, Park, Jungseo
    Publicado 2014
    “…[Methods] IHREG exercised on indoor horseback riding equipment and VREG exercised using the Nintendo Wii Fit three times a week for six weeks. The Biodex Balance System was used to analyze dynamic balance as measured by the overall stability index (OSI), anteroposterior stability index (APSI), and mediolateral stability index (MLSI). …”
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  2. 82
    “…Virtual reality interface devices such as the Nintendo® Wii and its peripheral nunchuks-balance board, head mounted displays and joystick allow interaction and immersion in unreal environments created from computer software. …”
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  3. 83
    por Kim, Ki-Jong, Heo, Myoung
    Publicado 2015
    “…Exercises from the Nintendo Wii Fit Plus program were applied to each group for twenty minutes along with ten minutes of warming up and wrap-up exercises. …”
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  4. 84
    “…[Methods] The training programmes were conducted in 12 sessions, three 15-min sessions per week. The Nintendo(®) Wii Fit Plus (NWFP) and its balance board were used to train of the VR group. …”
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  5. 85
    por Choi, Ho-Suk, Shin, Won-Seob
    Publicado 2016
    “…Then, the center of pressure was measured with balance assessment software using a Nintendo Wii Balance Board. The center of pressure path length, velocity, and area of the 95% confidence ellipse and Functional Movement Screen scores were evaluated for all subjects. …”
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  6. 86
    “…Virtual reality-oriented games were the most popular type of physical rehabilitation approach for poststroke patients. “The Nintendo Wii Fit” game was used more than other games. …”
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  7. 87
    “…The intervention group (n = 21) received Nintendo Wii Fit balance training under supervision, and control group (n = 20) received conventional balance training by an occupational therapist. …”
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  8. 88
    “…OBJECTIVES: The aim of the study was to investigate the superiority of rehabilitation with virtual reality (Nintendo Wii) over habituation exercises in chronic vestibular hypofunction. …”
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  9. 89
    “…The aim of this study was to validate the MarkWiiR (MW) captured by the Nintendo Wii-Remote (100-Hz) to assess active marker displacement by comparison with 2D video analysis. …”
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  10. 90
    “…The patients in the virtual reality-based training group used the Nintendo Wii Fit Plus, which provided visual and auditory feedback as well as the movements that enabled shifting of weight to the right and left sides, for 30 min/day, 3 times/week for 6 weeks. …”
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  11. 91
    “…OBJECTIVE: The objective of this study was to determine whether advanced practice providers could learn to collect objective functional assessment data accurately and efficiently with commercially available devices that measure kinematics and kinetics (Nintendo Wii Balance Board [WBB] and Level Belt [LB]) to aid in the assessment of fall risk and outcomes after fragility fractures. …”
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  12. 92
    por Park, Jin-Hyuck, Park, Ji-Hyuk
    Publicado 2016
    “…All subjects received 20 sessions (5 days in a week) of virtual reality movement therapy using the Nintendo Wii. In addition to Wii-based virtual reality movement therapy, experimental group subjects performed mental practice consisting of 5 minutes of relaxation, Wii games imagination, and normalization phases before the beginning of Wii games. …”
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  13. 93
    “…Method:A balance assessment with cognitive loading, reading (RE) and counting backward (CB), was performed by the Nintendo Wii Fit in 60 PD patients (Hoehn and Yahr stages 1-3) at Thammasat University Hospital, Thailand. …”
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  14. 94
    “…Fifty-two Singaporean older adults with subthreshold depression were randomly assigned into two conditions, and performed either single-player or multiple-player Nintendo Wii Tennis exergames for 6 weeks, while the key variables of depression, social support and loneliness were measured at both pre- and post-study period. …”
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  15. 95
  16. 96
    “…Position of their center of pressure (COP) was registered using a Nintendo Wii Balance Board and commercial software. From registered COP time series, we calculated the following parameters: path length (mm), velocity (mm/s), anterior–posterior variance (mm), mediolateral variance (mm), and confidence area (mm(2)). …”
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  17. 97
    “…In the area of treatment, the results show with a percentage of 37.5% that the Nintendo(®) Wii™ console is the most used tool for treating frailty in elderly persons. …”
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  18. 98
    “…This platform was augmented with off-the-shelf available sensors such as Nintendo Wii balance board and Kinect to estimate one’s center of mass (CoM). …”
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  19. 99
    “…In sequence, the VO(2), HR, and METs were measured during the Free Run, a Nintendo Wii’s stationary running EXG, according to two distinct protocols. …”
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  20. 100
    “…Virtual reality is an emerging tool in rehabilitation and provides opportunities to improve both outcomes and patient satisfaction with treatment. The Nintendo Wii Fit Plus(® )(NWFP) is a low cost virtual reality system that challenges balance and provides visual and auditory feedback. …”
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