A wireless object location detector enabling people with developmental disabilities to control environmental stimulation through simple occupational activities with Nintendo Wii Balance Boards
ABSTRACT The latest researches have adopted software technology, turning the Nintendo Wii Balance Board into a high performance standing location detector with a newly developed standing location detection program (SLDP). This study extended SLDP functionality to assess whether two people with developmental disabilities would be able to actively perform simple occupational activities by controlling their favorite environmental stimulation using Nintendo Wii Balance Boards and SLDP software. An ABAB design was adopted in this study to perform the tests. The test results showed that, during the intervention phases, both participants significantly increased their target response (i.e. simple occupational activity) to activate the control system to produce environmental stimulation. The practical and developmental implications of the findings are discussed.
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ABSTRACT: This study was aimed at assessing whether technological supports (i.e. optic sensors such as photocells) were successful enabling two boys with fragile X syndrome and severe to profound developmental disabilities to perform occupation and choice opportunities. A second goal of the study was to reduce stereotyped behaviours (i.e. hand mouthing and eye poking) exhibited by the participants. Finally, the third purpose of the study was to verify the rehabilitative effects of the intervention program on the indices of happiness of the participants. The study has been conducted according to a non-concurrent multiple baseline design across participants followed by intervention and cross over phases, where the associations between behavioural responses and environmental consequences were systematically inverted. Moreover, a maintenance phase was assessed. The results demonstrated that the technology is useful to facilitate employment and opportunities of choice, showing a growth of the indices of happiness and a decrease of stereotyped behaviours, from both participants involved. Clinical, practical and psychological implications of the findings are discussed.Research in Developmental Disabilities 08/2014; 35(11):2993-3000. DOI:10.1016/j.ridd.2014.07.045 · 3.40 Impact Factor
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ABSTRACT: Acquired brain injury (ABI) is one of the main problems of disability and death in the world. Its incidence and survival rate are increasing annually. Thus, the number of chronic ABI patients is gradually growing. Traditionally, rehabilitation programs are applied to postacute and acute patients, but recent publications determine that chronic patients may benefit from rehabilitation. Also, in the last few years, the potential of virtual rehabilitation (VR) systems has been demonstrated. However, until now, no previous studies have been carried out to compare the evolution of chronic patients with acute patients in a VR program. To perform this study, we developed a VR system for ABI patients. The system, vestibular virtual rehabilitation (V2R), was designed with clinical specialists. V2R has been tested with 21 people ranging in age from 18 to 80 years old that were classified in two groups: chronic patients and acute patients. The results demonstrate a similar recovery for chronic and acute patients during the intervention period. Also, the results showed that chronic patients stop their improvement when they finish their training. This conclusion encourages us to direct our developments toward VR systems that can be easily integrated at home, allowing chronic patients to have a permanent VR training program.IEEE Journal of Biomedical and Health Informatics 01/2014; 18(1):391-398. DOI:10.1109/JBHI.2013.2272101 · 1.98 Impact Factor
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ABSTRACT: This study extended the comparison of active (self-regulated) music stimulation versus passive (outer-regulated) music stimulation with seven new patients in the severe or low moderate stage of Alzheimer’s disease. In the active condition, the patients used a simple hand response and a microswitch to self-regulate music stimulation inputs. In the passive condition, music stimulation was automatically presented to them. Data showed an increase in the patients’ indices of positive participation (e.g., singing or music-related movements, and smiles) during both music conditions. The increase in the active condition was greater than that in the passive condition for five of the seven patients. The other two patients showed comparable data across conditions and a smaller increase in the active condition, respectively. The implications of the findings are analyzed in relation to recent data in the area concerning both patients’ indices of positive participation and social raters’ perception of the two stimulation conditions.Journal of Developmental and Physical Disabilities 01/2013; 25(3). DOI:10.1007/s10882-012-9301-5 · 0.89 Impact Factor