O 040 - Gait functions in children with cerebral palsy improve when challenged with biofeedback

Abstract (2018)
Research Group
Biomechatronics & Human-Machine Control
To reference this document use:
https://doi.org/10.1016/j.gaitpost.2018.06.058
More Info
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Publication Year
2018
Language
English
Research Group
Biomechatronics & Human-Machine Control
Issue number
Supplement 1
Volume number
65
Pages (from-to)
82-83
DOI:
https://doi.org/10.1016/j.gaitpost.2018.06.058
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Abstract

Children with cerebral palsy (CP) often have gait limitations and this is a key target of rehabilitation. Gait training can be an effective intervention to improve functional outcomes such as walking speed and endurance [1]. Virtual reality (VR) is a valuable tool in gait training to increase engagement, however, games must be therapeutically principled. One advantage of VR is that it allows for addition of augmented biofeedback. Biofeedback can improve communication between patient and therapist, while the implementation of gamification and motor learning principles may increase motivation and skill retention. Therapy may target gait parameters, such as step length, knee extension or ankle power generation, with a functional goal to increase walking speed. These gait parameters are interlinked and the most effective target for biofeedback is unknown.

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