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1

Lutsenko, Viktor, Maxim Situkho, and Yuri Antonov. "Evaluation of postural balance in children with normal hearing using Wii Balance Board." OTORHINOLARYNGOLOGY, no. 4(3) 2020 (September 25, 2020): 34–44. http://dx.doi.org/10.37219/2528-8253-2020-4-34.

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Posturography provides valuable information about the balance. Wii Balance Board is inexpensive and when used with specially designed software is a potentially effective tool for instrumental balance assessment. Objective: To study the main outcome variables of postural balance in healthy children using the Wii Balance Board platform. Methods: Postural balance parameters of 38 children with normal hearing and without vestibular complaints were recorded using Wii Balance Board and Wii Posturografie software. Way, Area, Lat, Ant-Post, AP/Lat parameters in position with eyes opened and closed were measured. Romberg Way, Romberg Area parameters were calculated. Results: Numerical values of postural balance in children significantly increased with closed eyes position. The parameter Area, obtained during the study in open eyes, was improving with increasing the children age. The parameters of postural balance Way, Area, AP, obtained during the study with eyes closed, were likely to be decreased with increasing age of a child. Conclusion: This paper describes the quantitative data of postural balance in healthy children obtained with the Wii Balance Board platform and Wii Posturografie software.
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Prosperini, Luca, Deborah Fortuna, Costanza Giannì, Laura Leonardi, Maria Rita Marchetti, and Carlo Pozzilli. "Home-Based Balance Training Using the Wii Balance Board." Neurorehabilitation and Neural Repair 27, no. 6 (March 11, 2013): 516–25. http://dx.doi.org/10.1177/1545968313478484.

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Llorens, Roberto, Jorge Latorre, Enrique Noé, and Emily A. Keshner. "Posturography using the Wii Balance Board™." Gait & Posture 43 (January 2016): 228–32. http://dx.doi.org/10.1016/j.gaitpost.2015.10.002.

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Conyers, MS, CTRS, Jessica K., Marjorie J. Malkin, EdD, CTRS, and Heewon Yang, PhD, CTRS. "An exploratory study on the effects of Nintendo Wii® Fit Balance Board on balance retraining and body mass index of adolescents with a traumatic brain injury." American Journal of Recreation Therapy 10, no. 2 (April 1, 2011): 38–48. http://dx.doi.org/10.5055/ajrt.2011.0012.

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The purpose of this study was to examine the effects of the Nintendo Wii Fit Balance Board® on balance of two adolescent females with a traumatic brain injury and on their body mass index (BMI). The participants attended a balance retraining program, with three sessions a week for 30 minutes for four consecutive weeks. The balance of the participants was measured both by recording raw game scores on the Nintendo Wii Fit games each session and by the use of the Berg Balance Scale (BBS), which was administered pretest and post-test. The BMI was also determined by using the Nintendo Wii Fit Balance Board. Both participants showed improved balance game scores during the Wii Fit sessions. However, for both participants, there were no significant differences on the BBS and on their BMI.
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Bonnechère, Bruno, Bart Jansen, Lubos Omelina, Marcel Rooze, and Serge Van Sint Jan. "Interchangeability of the Wii Balance Board for Bipedal Balance Assessment." JMIR Rehabilitation and Assistive Technologies 2, no. 2 (August 27, 2015): e8. http://dx.doi.org/10.2196/rehab.3832.

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Hall, Courtney D., Carolyn K. Clevenger, Rachel A. Wolf, James S. Lin, Theodore M. Johnson, and Steven L. Wolf. "Feasibility of a Low-Cost, Interactive Gaming System to Assess Balance in Older Women." Journal of Aging and Physical Activity 24, no. 1 (January 2016): 111–18. http://dx.doi.org/10.1123/japa.2014-0184.

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The use of low-cost interactive game technology for balance rehabilitation has become more popular recently, with generally good outcomes. Very little research has been undertaken to determine whether this technology is appropriate for balance assessment. The Wii balance board has good reliability and is comparable to a research-grade force plate; however, recent studies examining the relationship between Wii Fit games and measures of balance and mobility demonstrate conflicting findings. This study found that the Wii Fit was feasible for community-dwelling older women to safely use the balance board and quickly learn the Wii Fit games. The Ski Slalom game scores were strongly correlated with several balance and mobility measures, whereas Table Tilt game scores were not. Based on these findings, the Ski Slalom game may have utility in the evaluation of balance problems in community-dwelling older adults.
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7

Луценко, В. И., М. И. Ситухо, В. Долинай, and Е. В. Антонов. "Postural Balance in Children after Cochlear Implantation." Оториноларингология. Восточная Европа, no. 3 (November 25, 2020): 200–213. http://dx.doi.org/10.34883/pi.2020.10.3.044.

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Введение. Постурографическая платформа Wii Balance Board при использовании со специально созданным программным обеспечением является потенциально эффективным средством для инструментальной оценки постурального баланса у детей после кохлеарной имплантации.Цель. Изучить количественные показатели постурального баланса у детей после кохлеарной имплантации с использованием платформы Wii Balance Board.Материалы и методы. В обсервационное неинтервенционное исследование были включены 38 детей с нормальным слухом и без вестибулярных жалоб, 25 детей с сенсоневральной глухотой, 13 детей после односторонней кохлеарной имплантации. Возраст детей составлял от 2,8 до 17,9 года. Среднее время после имплантации составило 3,2 года. Оценка статического баланса проведена с помощью постурографической платформы Nintendo Wii Balance Board и программного обеспечения Wii Posturografie Software (Злин, Чехия). Регистрировались параметры постурального баланса Way, Area, Lat, Ant-Post, AP/Lat в положении с открытыми и закрытыми глазами, вычислялись показатели Romberg Way, Romberg Area. Статистическая обработка результатов выполнялась с помощью методов непараметрической статистики.Результаты. У детей после кохлеарной имплантации в возрасте до 8 лет было выявлено статистически значимое увеличение значений параметров Way, Area, AP, Lat в положении с открытыми и закрытыми глазами в сравнении с детьми с нормальным слухом. У детей после кохлеарной имплантации в возрасте старше 8 лет не было выявлено статистически значимой разницы значений всех оцениваемых параметров постурального баланса в сравнении с детьми с нормальным слухом. Не выявлено статистически значимых различий в значениях параметров Romberg Way, Romberg Area у детей исследуемых групп. Не выявлено разницы между параметрами постурального баланса у детей после кохлеарной имплантации и детей с сенсоневральной глухотой.Выводы. С помощью Wii Balance Board и программного обеспечения Wii Posturografie мы выявили статистически значимые изменения параметров постурального баланса у детей послекохлеарной имплантации в возрасте до 8 лет в сравнении с нормально слышащими детьми, у более взрослых детей разницы выявлено не было. Introduction. The Wii Balance Board (WBB) game platform (Nintendo, Kyoto, Japan) resembles a typical force platform. It was demonstrated that WBB with adapted or specially created Software (LabView, USA; Balancia, South Korea; Wii Posturografie, Chech Republic) is accurate enough to perform an instrumental assessment of postural balance.Purpose. To study the postural balance in children after cochlear implantation.Materials and methods. The prospective non-interventional study included 38 children with normal hearing without vestibular complaints, 25 children with sensorineural deafness, and 13 children after unilateral cochlear implantation. The static balance was assessed using the Nintendo Wii Balance Board platform (Nintendo, Kyoto, Japan) and recorded using the Wii Posturografie Software developed at the Department of Applied Informatics at the University of Tomáš Batа (Zlin, Czech Republic).The following postural balance parameters were recorded: Way, Area, Lateral, Anterior-Posterior, AP/Lat in the positions with opened and closed eyes. The following indicators were calculated: Romberg Way, Romberg Area.After primary analysis of postural balance parameters in children with normal hearing, all children were divided into two subgroups – those under the age of 8 years and older than 8 years.Results. In children after cochlear implantation under 8 years old, a statistically significant increase of the values of the parameters Way, Area, AP, Lat in the position with open eyes and with closed eyes was revealed in comparison with children with normal hearing. In children after cochlear implantation over 8 years old, there was no statistically significant difference in the values of all the estimated postural balance parameters in comparison with children with normal hearing. There were no statistically significant differences in the values of the Romberg Way, Romberg Area parameters in the children of the studied groups. No difference was found between the parameters of postural balance in children after cochlear implantation and children with sensorineural deafness.Conclusions. Using the Wii Balance Board and the Wii Posturografie Software, we found statistically significant changes in postural balance parameters in children after cochlear implantation under 8 years old if compared to children with normal hearing; no difference was found in older children.
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8

Wikstrom, Erik A. "Validity and Reliability of Nintendo Wii Fit Balance Scores." Journal of Athletic Training 47, no. 3 (May 1, 2012): 306–13. http://dx.doi.org/10.4085/1062-6050-47.3.16.

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Context:Interactive gaming systems have the potential to help rehabilitate patients with musculoskeletal conditions. The Nintendo Wii Balance Board, which is part of the Wii Fit game, could be an effective tool to monitor progress during rehabilitation because the board and game can provide objective measures of balance. However, the validity and reliability of Wii Fit balance scores remain unknown.Objective:To determine the concurrent validity of balance scores produced by the Wii Fit game and the intrasession and intersession reliability of Wii Fit balance scores.Design:Descriptive laboratory study.Setting:Sports medicine research laboratory.Patients or Other Participants:Forty-five recreationally active participants (age = 27.0 ± 9.8 years, height = 170.9 ± 9.2 cm, mass = 72.4 ± 11.8 kg) with a heterogeneous history of lower extremity injury.Intervention(s):Participants completed a single-limb–stance task on a force plate and the Star Excursion Balance Test (SEBT) during the first test session. Twelve Wii Fit balance activities were completed during 2 test sessions separated by 1 week.Main Outcome Measure(s):Postural sway in the anteroposterior (AP) and mediolateral (ML) directions and the AP, ML, and resultant center-of-pressure (COP) excursions were calculated from the single-limb stance. The normalized reach distance was recorded for the anterior, posteromedial, and posterolateral directions of the SEBT. Wii Fit balance scores that the game software generated also were recorded.Results:All 96 of the calculated correlation coefficients among Wii Fit activity outcomes and established balance outcomes were interpreted as poor (r < 0.50). Intrasession reliability for Wii Fit balance activity scores ranged from good (intraclass correlation coefficient [ICC] = 0.80) to poor (ICC = 0.39), with 8 activities having poor intrasession reliability. Similarly, 11 of the 12 Wii Fit balance activity scores demonstrated poor intersession reliability, with scores ranging from fair (ICC = 0.74) to poor (ICC = 0.29).Conclusions:Wii Fit balance activity scores had poor concurrent validity relative to COP outcomes and SEBT reach distances. In addition, the included Wii Fit balance activity scores generally had poor intrasession and intersession reliability.
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9

Vando, S., G. Laffaye, D. Masala, L. Falese, and J. Padulo. "Reliability of the Wii Balance Board in kayak." Muscle Ligaments and Tendons Journal 05, no. 01 (January 2019): 43. http://dx.doi.org/10.32098/mltj.01.2015.09.

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10

Mullenax, Donna. "Using the Wii Balance Board in Elevator Physics." Physics Teacher 51, no. 4 (April 2013): 210–11. http://dx.doi.org/10.1119/1.4795358.

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11

García-Bravo, Sara, Cristina García-Bravo, Francisco Molina-Rueda, and Alicia Cuesta-Gómez. "Training With Wii Balance Board for Dynamic Balance in Older Adults." Topics in Geriatric Rehabilitation 36, no. 2 (2020): 79–85. http://dx.doi.org/10.1097/tgr.0000000000000260.

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Sgrò, Francesco, Roberto Coppola, Salvatore Pignato, and Mario Lipoma. "Comparison of a Nintendo Wii balance board with a laboratory-grade force plate on measurement of transitional movements." Kinesiology 51, no. 1 (2019): 35–51. http://dx.doi.org/10.26582/k.51.1.2.

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The aim of this study was to verify whether the Nintendo Wii-Balance-Board was valid and reliable for assessing sit-to-stand and return-to-sit tasks by comparing it with a gold-standard force plate. Ten elderly (age = 78.21±14.82 years; males=4; females=6) and eleven young (age =24.25±12.43 years; males=6; females=5) participants of both genders performed five sit-to-stand and return-to-sit tasks consecutively by placing their feet on the Wii-Balance-Board; after two days of rest, they repeated the same assessment. The Wii-Balance- Board was positioned over the force plate to concurrently acquire the vertical component of ground reaction forces. Relevant kinetic and temporal parameters were estimated from these signals. Both the Wii-Balance-Board and force plate measurements resulted in a high level of correlation for almost all the parameters (Pearson’s product-moment r ranged from 0.91 to 0.99, p<.001) and, for the same parameters, intra-class correlation coefficients revealed a high level of agreement between the devices (ranged from 0.93 to 0.99). Bland-Altman plots and regression analysis detected systematic and fixed biases for two parameters (i.e., the inclination of force in standing and rising), while other parameters resulted with none systematic biases; the absolute magnitude of those differences was trivial or small (standardized biases ranged from 0.01 to 0.4). A high level of intra-device reliability was measured for all the parameters (intra-class correlation coefficients ranged from 0.85 to 0.99). The Wii-Balance-Board proved valid and reliable in comparison with a force plate for assessing transition movements so it can be considered a valuable solution for supporting the assessment procedures of average practitioners.
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Mhatre, Priya V., Iris Vilares, Stacy M. Stibb, Mark V. Albert, Laura Pickering, Christina M. Marciniak, Konrad Kording, and Santiago Toledo. "Wii Fit Balance Board Playing Improves Balance and Gait in Parkinson Disease." PM&R 5, no. 9 (June 11, 2013): 769–77. http://dx.doi.org/10.1016/j.pmrj.2013.05.019.

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Pérez-Alenda, S., J. J. Carrasco, M. Aguilar-Rodríguez, L. Martínez-Gómez, M. Querol-Giner, R. Cuesta-Barriuso, A. Torres-Ortuño, and F. Querol. "Balance evaluation in haemophilic preadolescent patients using Nintendo Wii Balance Board®." Haemophilia 23, no. 1 (December 8, 2016): e18-e24. http://dx.doi.org/10.1111/hae.13128.

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Hashimoto, Tomomi, Yasuyuki Takakura, Toshimitsu Hamada, Toshiko Akazawa, and Mitsuru Yamamoto. "Development of Foot Gait Simulator for Presenting Environment to Each User." Journal of Advanced Computational Intelligence and Intelligent Informatics 15, no. 5 (July 20, 2011): 554–62. http://dx.doi.org/10.20965/jaciii.2011.p0554.

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This article develops gait rehabilitation that presents the subject’s living environment in Virtual Reality (VR). This simulator is shaped similar to a walking frame and consists of a PC, a monitor, a Wii Balance Board of Wii Fit, a handle, and a cage. The subject steps on the Wii Balance Board tomove forward in VR and operates the handle left and right to turn around. Walking quickly on the Wii Balance Board, the subject moves quickly in VR, and walking slowly, moves slowly. In VR, an avatar in front of the subject enables the subject to operate the simulator to follow the avatar. As an example of living environment, a virtual town was made with roads, houses, nursing homes, traffic lights, trees, etc. Our system was tested by ten older subjects and 15 younger subjects from November 2009 to June 2010. Our system features a variable reference speed for each subject to move in VR, which realizes an appropriate amount of motion. In a low-difficulty gait task, all finished in almost the same walking time and enjoyed appropriate exercise. In a highly-difficult gait task, some older subjects had difficulty in gait training due to multiple attention requirements.
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Jeong, Yu-Jin, and Dae-Sung Park. "Validity of Ground Reaction Forces during Gait and Sit-to-Stand using the Nintendo Wii Balance Board in Healthy Subjects." Journal of the Korean Society of Physical Medicine 11, no. 4 (November 30, 2016): 85–92. http://dx.doi.org/10.13066/kspm.2016.11.4.85.

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Batista, Juliana Secchi, Lia Mara Wibelinger, Ana Carolina Bertoletti De Marchi, and Adriano Pasqualotti. "Evaluation and physiotherapeutic intervention in older with deficit balance through the Scale of Berg and Wii Balance Board platform." Fisioterapia em Movimento 27, no. 1 (March 2014): 21–28. http://dx.doi.org/10.1590/0103-5150.027.001.ao02.

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Introduction The aging process causes structural and functional changes in the organism. Among these changes, the systems responsible for controlling the balance are also affected, especially in women. This study aims to perform an assessment and physiotherapy intervention in elderly with balance deficits through Berg scale and platform Wii Balance Board. Materials and methods The study was longitudinal quasi-experimental intervention. Held in the city of Passo Fundo, RS - Brazil. Participants were 38 elderly women who had a deficit balance. The instruments used to collect data was a questionnaire to identify, assess balance across the Berg Balance Scale and an intervention program with six games via the Wii Balance Board™ platform. To statistically analyze the effects before and after the intervention were used Wilcoxon and Pearson correlation, with a significance level of p = 0.05. Results In the present study, we observed a statistically significant improvement in the balance of elderly compared before and after intervention, moreover, the six games played also showed statistical significance when comparing the first and twentieth session, highlighting the games Tightrope Walk Table Tilt, Deep Breathing and Soccer Heading. Conclusion The evaluation and balance training with the platform Wii Balance Board were able to provide significant results for the elderly, besides, the game has the potential to treat the health, well-being and functional capacity of older people through the visual representation the game in real time.
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Puh, Urška, Nia Majcen, Sonja Hlebš, and Darja Rugelj. "Effects of Wii balance board exercises on balance after posterior cruciate ligament reconstruction." Knee Surgery, Sports Traumatology, Arthroscopy 22, no. 5 (April 25, 2013): 1124–30. http://dx.doi.org/10.1007/s00167-013-2513-0.

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Yamamoto, Keizo, and Mamoru Matsuzawa. "Validity of a jump training apparatus using Wii Balance Board." Gait & Posture 38, no. 1 (May 2013): 132–35. http://dx.doi.org/10.1016/j.gaitpost.2012.11.002.

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Chen, J. Y. C., Y. C. Dun, L. Y. Lin, Y. J. Chen, and R. J. Cherng. "A feasibility study of the clinical application of Wii balance board for balance assessment." Physiotherapy 101 (May 2015): e225. http://dx.doi.org/10.1016/j.physio.2015.03.397.

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Clark, Ross A., Adam L. Bryant, Yonghao Pua, Paul McCrory, Kim Bennell, and Michael Hunt. "Validity and reliability of the Nintendo Wii Balance Board for assessment of standing balance." Gait & Posture 31, no. 3 (March 2010): 307–10. http://dx.doi.org/10.1016/j.gaitpost.2009.11.012.

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Demir, Abdurrahman, and Manolya Akın. "Examining the effects of active video games and balance training on static balance in 6 years old children6 yaş grubu çocuklarda aktif video oyunları ve denge antrenmanlarının statik dengeye etkisinin incelenmesi." Journal of Human Sciences 15, no. 4 (December 21, 2018): 2376. http://dx.doi.org/10.14687/jhs.v15i4.5435.

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The purpose of this study was to examine the effects of active video games Nintendo Wii and Wobel Board balance exercises on static balance development in children aged 6 years. 54 children, participated in the research voluntarily on informed consents from according to Helsinki criteria by taking permission from Mersin University Ethics Committe. The study was carried out with 3 groups with similar physical characteristics (mean age = 6,21, mean weight= 21,3, mean height = 116,8). The balance training were applied to a group with a 'wobble board' and another group with a 'nintendo wii game console' from active video games. The pre and post test static balance measurements of all groups were measured using the 'Balance Error Scoring System' and the differences between the groups were examined. For parametric results, 3x2 repetitive measurements were performed with anova analysis, and for non-parametric results kruskall wallis test was applied. There was no significant difference between the groups participating in active video game and wobble board balance training in the measurements made after the study (p>,05). The difference between the experimental group and the foot and tandem position were found statistically significant. (p <,01). There was no significant difference between the two groups in paired feet values (p>, 05). Both the wobbel board and the active video game training have been found to improve the static balance in children. It has been seen that there is no meaningful development in the control group. This result shows us that active video games are as effective as balance training in 6 years old children. In this context, active video games can be proposed as an alternative method to improve balance.Extended English summary is in the end of Full Text PDF (TURKISH) file. Özet Bu çalışmanın amacı, 6 yaş çocuklarda aktif video oyunları nintendo wii ve wobble board denge antrenmanlarının statik denge gelişimleri üzerine etkisini incelemektir. Araştırmaya, 54 çocuk, Mersin Üniversitesi etik kurulundan izin alınarak Helsinki kriterlerine uygun olarak katılmıştır. Çalışma benzer fiziksel özellikte (yaş ort.=6,21, kilo ort.=21,3, boy ort.=116,8) 3 grupla yürütülmüştür. Denge antrenmanları haftada üç gün 8 hafta ‘wobble board’ denge tahtası ve aktif video oyunları ‘nintendo wii oyun konsolu’ ile uygulanmıştır. Kontrol grubuna ise herhangi bir uygulama yaptırılmamıştır. Tüm grupların statik denge ölçümleri ‘Denge Hata Skoru Sistemi’ kullanılarak ölçülmüştür.Parametrik sonuçlar için, çalışmada 3x2 tekrarlı ölçümler anova analizi yapılmış, non-parametrik sonuçlar için ise kruskall wallis testi uygulanmıştır. Araştırma sonrasında aktif video oyunu ve wobble board denge antrenmanına katılan gruplar arasında istatistiksel olarak manidar fark bulunmamıştır (p>,05). Deney gruplarının, zeminde ve köpükte tek ayak ve tandem duruşlarda bulunan fark kontrol grubuna göre istatistiksel olarak anlamlı (p<,01) iken, çift ayak değerlerinde, üç grup arasında da anlamlı bir fark bulunmamıştır (p>,05). Hem wobble board hem de aktif video oyunları nintendo wii denge antrenmanlarının çocuklarda statik dengeyi geliştirdiği bulunmuştur. Kontrol gurubunda ise anlamlı bir gelişimin olmadığı görülmüştür. Bu sonuç bize aktif video oyunlarının 6 yaş grubu çocuklarda denge antrenmanları kadar etkili olduğunu göstermektedir. Bu bağlamda aktif video oyunları dengeyi geliştirmek için alternatif bir yöntem olarak önerilebilir.
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Eguchi, Ryo, and Masaki Takahashi. "Validity of the Nintendo Wii Balance Board for Kinetic Gait Analysis." Applied Sciences 8, no. 2 (February 14, 2018): 285. http://dx.doi.org/10.3390/app8020285.

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Zavala-González, Jonathan, Diego Martínez, and Héctor Gutiérrez-Espinoza. "Effectiveness of adding virtual reality to physiotherapeutic treatment in patients with total hip arthroplasty. A randomized controlled trial." Clinical Rehabilitation 36, no. 5 (February 15, 2022): 660–68. http://dx.doi.org/10.1177/02692155221080546.

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Objective To determine the clinical effectiveness of adding virtual reality via the Nintendo Wii console and its Wii Balance Board to physiotherapy treatment in patients with total hip arthroplasty. Design Randomized controlled trial. Setting Clinical Hospital San Borja Arriaran, Santiago, Chile. Participants A total of 73 patients over 50 years of age with total hip arthroplasty were randomly allocated to two groups. Interventions The control group (n = 37) received 6 weeks of physiotherapy treatment; the intervention group (n = 36) received the same treatment plus virtual reality exercises with the Nintendo Wii console. Outcome measures The two groups were assessed at baseline and after the 6 weeks of treatment. The primary outcome assessed was the function with the WOMAC questionnaire. The secondary outcomes were the Berg Balance Scale, distance covered with the six-minute walk test, and difference in weight load on the lower extremities. Results A total of 73 patients, 37 patients in the control group (20 women; mean age of 70.9 ± 9.16 years) and 36 patients in the intervention group (18 women; mean age of 70.39 ± 9.02 years) were analyzed. At the end of the treatment, the difference between groups for the total WOMAC score was −10.4 points ( p = 0.00), 4.7 points ( p = 0.00) for the Berg Balance Scale, and 45.2 mt ( p = 0.00) for the six-minute walk test All differences were in favor of the intervention group. Conclusions In the short term, the addition of virtual reality via the Nintendo Wii and its Wii Balance Board platform showed statistically significant differences in the function of patients with total hip replacement, but these differences were not minimally clinically important. Trial registration: This research was registered in the Clinical Trials Registry of Australia and New Zealand, with reference ACTRN12618001252202.
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Bunn, L., D. Brady, A. Cattani, J. Marsden, and D. Cowie. "Wee-Wii-validation: investigating the validity and reliability of the Nintendo Wii Balance Board for assessment of standing balance in young children." Physiotherapy 103 (December 2017): e17. http://dx.doi.org/10.1016/j.physio.2017.11.172.

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Monteiro-Junior, Renato, Arthur Ferreira, Vivian Puell, Eduardo Lattari, Sérgio Machado, César Otero Vaghetti, and Elirez da Silva. "Wii Balance Board: Reliability and Clinical Use in Assessment of Balance in Healthy Elderly Women." CNS & Neurological Disorders - Drug Targets 14, no. 9 (November 27, 2015): 1165–70. http://dx.doi.org/10.2174/1871527315666151111120403.

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Cullen, Hilary M., Yao Sun, Brian R. Christie, and E. Paul Zehr. "Use of the wii balance board to assess changes in postural balance across athletic season." British Journal of Sports Medicine 51, no. 11 (May 25, 2017): A1.2—A1. http://dx.doi.org/10.1136/bjsports-2016-097270.2.

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Siriphorn, Akkradate, and Dannaovarat Chamonchant. "Wii balance board exercise improves balance and lower limb muscle strength of overweight young adults." Journal of Physical Therapy Science 27, no. 1 (2015): 41–46. http://dx.doi.org/10.1589/jpts.27.41.

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Shakiba, Elham, Saeed Fatoorehchi, Ebrahim Pishyareh, Mohsen Vahedi, and Seyed Mehdi Hosseini. "Effect of Using Wii Balance Board on Functional Balance of Children With Ataxic Cerebral Palsy." Journal of Rehabilitation 22, no. 3 (October 1, 2021): 394–407. http://dx.doi.org/10.32598/rj.22.3.3289.1.

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Objective: Ataxic cerebral palsy accounts for 5%-10% of the population with cerebral palsy. This palsy is characterized by poor balance and coordination, clumsiness, and involuntary tremor. As a result, balance training is one of the essential parts of the rehabilitation programs for children with ataxic cerebral palsy. Wii Balance Board (WBB) is an efficient tool for balance training in children with different physical problems, including cerebral palsy. This study aims to assess the effect of WBB-based balance training on functional balance and the persistence of its effect two months after the intervention in children with ataxic cerebral palsy. Materials & Methods: This is a single-case study with a pre-test, post-test and follow-up design conducted on 3 children (2 girls and 1 boy) with ataxic cerebral palsy (Mean±SD age=10.56±1.09 years). They were classified at levels I and II of the gross motor function classification system. They received conventional occupational therapy three sessions per week, each for 45 minutes in the baseline and follow-up phases. In the intervention phase, each session consisted of 25 minutes of routine rehabilitation followed by 20 minutes of WBB-based balance training for 3 months (12 hours). The changes were evaluated by the Pediatric Balance Scale (PBS) and Timed Up And Go (TUG) test, three times in the baseline phase, three times in the intervention phase (at the end of 12th, 24th, and 36th sessions), and two times in the follow-up phase (one and two months after the intervention). Assessments were done by a pediatric occupational therapist who was unaware of the study process. Finally, the results were analyzed using the Percentage of Nonoverlapping Data (PND), 2 Standard Deviations (2SD), Hedges’s g, and the visual analysis method. Results: The results of the PBS and TUG test showed the improvement of functional balance in all children in the intervention phase and maintained in the follow-up phase. The PND of PBS and TUG test results was 100% for all children, indicating that balance training by the WBB improved functional balance in the intervention and follow-up phases compared to the baseline. Hedeges’ g value for all participants was more than 0.8, indicating a significant difference between the baseline and follow-up phases. The 2SD results showed a significant increase in the PBS score and a significant reduction in the TUG test duration in all children. Furthermore, the visual analysis revealed a significant improvement in the functional balance of all children in the intervention phase and the stability of these changes in the follow-up phase. Conclusion: Balance training by the WBB is an effective method for improving the functional balance of children with ataxic cerebral palsy. Further studies are needed using a larger sample size to confirm its effectiveness.
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Yang, Seung Tae, Jung Woo Seo, Dae Hyeok Kim, Dong Won Kang, Jin Seung Choi, and Gye Rae Tack. "Evaluation of Standing Balance of the Elderly with Different Balance Abilities by using Kinect and Wii Balance Board." Korean Journal of Sport Biomechanics 26, no. 4 (December 31, 2016): 391–96. http://dx.doi.org/10.5103/kjsb.2016.26.4.391.

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D’Andrea, Danilo, Filippo Cucinotta, Flavio Farroni, Giacomo Risitano, Dario Santonocito, and Lorenzo Scappaticci. "Development of Machine Learning Algorithms for the Determination of the Centre of Mass." Symmetry 13, no. 3 (February 28, 2021): 401. http://dx.doi.org/10.3390/sym13030401.

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The study of the human body and its movements is still a matter of great interest today. Most of these issues have as their fulcrum the study of the balance characteristics of the human body and the determination of its Centre of Mass. In sports, a lot of attention is paid to improving and analysing the athlete’s performance. Almost all the techniques for determining the Centre of Mass make use of special sensors, which allow determining the physical magnitudes related to the different movements made by athletes. In this paper, a markerless method for determining the Centre of Mass of a subject has been studied, comparing it with a direct widely validated equipment such as the Wii Balance Board, which allows determining the coordinates of the Centre of Pressure. The Motion Capture technique was applied with the OpenPose software, a Computer Vision method boosted with the use of Convolution Neural Networks. Ten quasi-static analyses have been carried out. The results have shown an error of the Centre of Mass position, compared to that obtained from the Wii Balance Board, which has been considered acceptable given the complexity of the analysis. Furthermore, this method, despite the traditional methods based on the use of balances, can be used also for prediction of the vertical position of the Centre of Mass.
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Birnbaum, Melissa, Kim Brock, Ross Clark, and Keith Hill. "Measuring lateropulsion following stroke: a feasibility study using Wii Balance Board technology." New Zealand Journal of Physiotherapy 46, no. 1 (March 30, 2018): 36–42. http://dx.doi.org/10.15619/nzjp/46.1.06.

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Harvey, Nathan, and Louise Ada. "Suitability of Nintendo Wii Balance Board for rehabilitation of standing after stroke." Physical Therapy Reviews 17, no. 5 (October 2012): 311–21. http://dx.doi.org/10.1179/1743288x12y.0000000032.

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Kaewkaen, Kitchana, Suraphong Uthama, Worasak Ruengsirarak, and Rungthip Puntumetakul. "Validity and Reliability of the Wii Balance Board for Static Balance Assessment in Healthy Young Adults." Malaysian Journal of Medical Sciences 26, no. 2 (April 30, 2019): 114–21. http://dx.doi.org/10.21315/mjms2019.26.2.12.

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Lee, Shinho, Joo-Myoung Lee, Hyunjung Park, Yuri Cha, and Jongtae Cheong. "Balance Evaluation after Reconstruction of Medial Patellar Luxation in Small-Sized Dogs with Wii Balance Board." Journal of Veterinary Clinics 36, no. 6 (December 31, 2019): 301–5. http://dx.doi.org/10.17555/jvc.2019.12.36.6.301.

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Pavan, Piero, Matteo Cardaioli, Ilaria Ferri, Erica Gobbi, and Attilio Carraro. "A contribution to the validation of the Wii Balance Board for the assessment of standing balance." European Journal of Sport Science 15, no. 7 (September 15, 2014): 600–605. http://dx.doi.org/10.1080/17461391.2014.956801.

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Park, Dae-Sung, and GyuChang Lee. "Validity and reliability of balance assessment software using the Nintendo Wii balance board: usability and validation." Journal of NeuroEngineering and Rehabilitation 11, no. 1 (2014): 99. http://dx.doi.org/10.1186/1743-0003-11-99.

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Clark, Ross A., Benjamin F. Mentiplay, Yong-Hao Pua, and Kelly J. Bower. "Reliability and validity of the Wii Balance Board for assessment of standing balance: A systematic review." Gait & Posture 61 (March 2018): 40–54. http://dx.doi.org/10.1016/j.gaitpost.2017.12.022.

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Madhavan, Sangeetha, and Sonia Pradhan. "Relationship between Nintendo’s Wii balance board derived variables and clinical balance scores in individuals with stroke." Gait & Posture 79 (June 2020): 170–74. http://dx.doi.org/10.1016/j.gaitpost.2020.04.023.

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CHEN, Jiun-You, Ling-Yi LIN, Yi-Chun DU, Young-Jong CHEN, and Rong-Ju CHERNG. "PS6-14 A feasibility study of a self-developed program with Wii Balance Board for clinical balance assessment in children(PS6: Poster Short Presentation VI,Poster Session)." Proceedings of the Asian Pacific Conference on Biomechanics : emerging science and technology in biomechanics 2015.8 (2015): 331. http://dx.doi.org/10.1299/jsmeapbio.2015.8.331.

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Park, Dae-Sung, Dong-Yeop Lee, Sung-Jin Choi, and Won-Seob Shin. "Reliability and Validity of the Balancia using Wii Balance Board for Assessment of Balance with Stroke Patients." Journal of the Korea Academia-Industrial cooperation Society 14, no. 6 (June 30, 2013): 2767–72. http://dx.doi.org/10.5762/kais.2013.14.6.2767.

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Bonnechère, B., O. Van Hove, B. Jansen, and S. Van Sint Jan. "Validation of the Wii Balance Board to assess static balance during dual-task activity in healthy subjects." Medicine in Novel Technology and Devices 1 (March 2019): 100003. http://dx.doi.org/10.1016/j.medntd.2019.100003.

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Holmes, Jeffrey D., Mary E. Jenkins, Andrew M. Johnson, Michael A. Hunt, and Ross A. Clark. "Validity of the Nintendo Wii® balance board for the assessment of standing balance in Parkinson’s disease." Clinical Rehabilitation 27, no. 4 (September 7, 2012): 361–66. http://dx.doi.org/10.1177/0269215512458684.

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Young, William, Stuart Ferguson, Sébastien Brault, and Cathy Craig. "Assessing and training standing balance in older adults: A novel approach using the ‘Nintendo Wii’ Balance Board." Gait & Posture 33, no. 2 (February 2011): 303–5. http://dx.doi.org/10.1016/j.gaitpost.2010.10.089.

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Bessa, Nathalia Priscilla Oliveira Silva, Joseph Andrews Belo Alves, Tatiana Souza Ribeiro, Ana Raquel Rodrigues Lindquist, Danilo Alves Pinto Nagem, and Fabrícia Azevedo da Costa Cavalcanti. "Wii Balance Board na avaliação do equilíbrio vertical estático: um estudo de acurácia." Research, Society and Development 9, no. 8 (June 30, 2020): e212985665. http://dx.doi.org/10.33448/rsd-v9i8.5665.

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Анотація:
O objetivo do presente estudo é determinar a validade e a reprodutibilidade do Wii Balance Board (WBB) como um instrumento para avaliar o equilíbrio estático na posição vertical, usando análise de dados simultânea e equipamentos sobrepostos. Um estudo de acurácia que avaliou 29 indivíduos jovens e saudáveis de ambos os sexos, com idades entre 18 e 30 anos, separados por 24 horas (teste-reteste), usando 4 testes. Para esse fim, o WBB foi colocado em cima de uma plataforma de força (PF) e os dados foram coletados simultaneamente nos dois dispositivos. A validade e a reprodutibilidade foram analisadas pelo coeficiente de correlação interclasse (ICC). Finalmente, a análise de Bland-Altman foi aplicada para avaliar a concordância. A amostra foi composta por 23 mulheres, 6 homens, idade 24,2 ± 6,3 anos, peso 60,7 ± 6,3kg e altura 1,64 ± 4,2m. A validade do WBB foi excelente para as 4 tarefas propostas (ICC = 0,93 - 0,98). A reprodutibilidade foi ideal para as tarefas de suporte bipodal (ICC = 0,93 - 0,98) e apenas moderada para os testes de suporte unipodal (ICC = 0,46 - 0,70). Os gráficos mostraram boa concordância entre os dispositivos. Este estudo comprovou a validade e a reprodutibilidade do WBB como um instrumento para avaliar o equilíbrio estático na posição vertical, utilizando análises simultâneas com equipamentos sobrepostos. Assim, a WBB tem sido cada vez mais utilizada por fisioterapeutas e outros profissionais de saúde em sua prática clínica, como ferramenta de reabilitação e avaliação.
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Paukowits, S., and T. Stöggl. "Trainierbarkeit der Gleichgewichtsfähigkeit mit dem Nintendo Wii Balance Board bei sportlich aktiven Personen." physioscience 9, no. 03 (September 4, 2013): 97–104. http://dx.doi.org/10.1055/s-0033-1350271.

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Paukowits, S., and T. Stöggl. "Trainierbarkeit der Gleichgewichtsfähigkeit mit dem Nintendo Wii Balance Board bei sportlich aktiven Personen." Sportverletzung · Sportschaden 28, no. 01 (March 24, 2014): 36–43. http://dx.doi.org/10.1055/s-0034-1366035.

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Bartlett, Harrison L., Lena H. Ting, and Jeffrey T. Bingham. "Accuracy of force and center of pressure measures of the Wii Balance Board." Gait & Posture 39, no. 1 (January 2014): 224–28. http://dx.doi.org/10.1016/j.gaitpost.2013.07.010.

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Rodrigues, Ana Carolina de Mello Alves, Rodolpho César dos Reis Tinini, Valeska Gatica-Rojas, Andréa Camaz Deslandes, Ester Liberato Pereira, Luiz Fernando de Rezende, Pauline Maillot, Ricardo Cardoso Cassilhas, and Renato Sobral Monteiro-Junior. "Motor–cognitive dual-task performance of older women evaluated using Wii Balance Board." Aging Clinical and Experimental Research 32, no. 5 (July 22, 2019): 907–12. http://dx.doi.org/10.1007/s40520-019-01270-y.

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Tremblay, LE, JF Esculier, J. Vaudrin, P. Bériault, and K. Gagnon. "Home-based balance training programme using Wii Fit with balance board for Parkinsons´s disease: A pilot study." Journal of Rehabilitation Medicine 44, no. 2 (2012): 144–50. http://dx.doi.org/10.2340/16501977-0922.

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