Mostrando 121 - 140 Resultados de 155 Para Buscar '"Nintendo Wii"', tiempo de consulta: 2.07s Limitar resultados
  1. 121
    “…CONCLUSION: The study will determine whether a vestibular rehabilitation program with the Nintendo Wii(®) involving virtual reality can reduce the progressive effect of hereditary spastic paraplegia and serve as an alternative treatment option that is accessible and inexpensive. …”
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  2. 122
  3. 123
    “…The intervention applied to the experimental group consisted of a supervised protocol using the Nintendo(®) Wii video game console and the Wii-Fit© video game during 16 sessions, 2 times a week with a duration of 30 min per session. …”
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  4. 124
    “…The aims of the study were to assess the influence of the exergame platform Nintendo Wii on exercise capacity and daily physical activity in heart failure patients, to study factors related to exercise capacity and daily physical activity, and to assess patients’ adherence to exergaming. …”
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  5. 125
    “…BACKGROUND: Active gaming technologies, including the Nintendo Wii and Xbox Kinect, have become increasingly popular for use in stroke rehabilitation. …”
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  6. 126
    “…In addition, the correlation between FES-I and average anterior-posterior sway was found to be significant (R=0.416, p=0.012). The Nintendo Wii and iPod Level Belt are relatively inexpensive, portable tools that can assess patients for subtle deficits during dynamic functional tasks. …”
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  7. 127
    “…METHODS: Thirty-three adolescents 1 month postconcussion and 33 control participants completed the BESS followed by two, 2-minute trials standing on a Nintendo Wii Balance Board (WBB), during which the COP under their feet was recorded using 2 testing protocols: (1) double-leg stance, eyes open (EO) and (2) double-leg stance, eyes closed (EC). …”
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  8. 128
    “…Ten young and thirty older adults were recruited and handgrip steadiness was tested at 5%, 10% and 25% of maximum voluntary contraction (MVC) using Nintendo Wii Balance Board (WBB). Coefficients of variation were calculated from the mean force produced (CVM) and the target force (CVT). …”
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  9. 129
    “…Materials and Methods: A Nintendo Wii balance board (WBB) was used to quantify postural sway in the home twice daily for 30 days in 20 non-demented, community-dwelling older adults: once under a single-task condition and once under a dual-task condition (using a daily word search task administered via a Nook tablet). …”
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  10. 130
    “…Two interventions were delivered by a physiotherapist, two by an occupational therapist, and one by a nurse, research staff and an exercise physiologist. The Nintendo Wii was used in four of seven studies, whilst the remaining three used the IREX system, BrightArm Duo Rehabilitation System or a custom made exergame. …”
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  11. 131
    “…No studies used virtual reality equipment, with all interventions using video games (Nintendo Wii in 12/15 articles). Mixed effects of video game intervention on outcome were found, with conflicting evidence across studies. …”
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  12. 132
  13. 133
    por Erlacher, Daniel, Stumbrys, Tadas
    Publicado 2020
    “…Instead of MILD, in one night the participants read a book (fiction, unrelated to dreams), while in the other night they played a Nintendo Wii video game. In the first three conditions, six (54%), eight (53%), and five participants (36%) reported lucid dreams during the morning sleep period, whereas three, (27%), four (27%), and two participants (14%) produced PSG-verified eye signals. …”
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  14. 134
    “…The day after they had a practice playing session with three different exergames (X-box Kinect, Fruit Ninja; Nintendo Wii, Wii Sports Boxing; VR Oculus Rift, boxing). …”
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  15. 135
    “…We present eBaViR (easy Balance Virtual Rehabilitation), a system based on the Nintendo(® )Wii Balance Board(® )(WBB), which has been designed by clinical therapists to improve standing balance in patients with ABI through motivational and adaptative exercises. …”
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  16. 136
    “…Active video games, such as Nintendo Wii Sports, might maintain interest and improve long-term participation in physical activities; however, the intensity of physical activity among chronic stroke patients while playing Wii Sports is unknown. …”
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  17. 137
    “…Group 1 received balance training using the Nintendo Wii Fit™ (exergaming) and Group 2 undertook traditional balance training (non-exergaming). …”
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  18. 138
  19. 139
    “…Mobile stroke survivors (aged 60 years or above; 12 weeks after discharge from hospital) received a 6-week (once per week) supervised balance training at the study centre, followed by a 6-week (three times per week) unsupervised balance training at home. We used the Nintendo Wii™ Balance Board for one intervention arm and conventional balance exercises for the other intervention arm. …”
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  20. 140
    “…Neuromuscular training interventions varied across studies: whole body vibration therapy, Nintendo-Wii-Fit training, balance training, sport-specific exercises, backward walking, etc. …”
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