Barron Associates has developed the “Knee Biofeedback Rehabilitation Interface for Game-based Home Therapy (KneeBRIGHT)” system that combines electromyography (EMG) biofeedback with video game therapy to provide knee osteoarthritis (OA) patients with an engaging, effective tool for conducting rehabilitation exercises at home. KneeBRIGHT aims to motivate knee OA patients to conduct regular muscle strengthening exercise through an […]
Archive: Biomedical
Monitoring Metabolic Energy Expenditure Via the Prosthetics of Lower Extremity Amputees
The goal of this project was to develop a self-contained, low-cost, and automated system that can be embedded into lower extremity prostheses to track the metabolic demands of users in laboratory, clinical, and home settings. It is well established that lower-limb amputees show greater metabolic demands during gait and more limited mobility compared to non-disabled […]
Video Game Therapy for Substance Cessation and Recovery
The Video Game Therapy for Substance Cessation and Recovery (VICTORY) system is a game-based smoking cessation aid based on cue-reactivity treatment. The game, which focuses on the reduction of nicotine dependence in cigarette smokers, uses a virtual reality environment that is created using the Kinect motion controller and the Microsoft Xbox360 gaming console. During game play, users […]
Vision Therapy Based on Computer Gaming
Overview iCare is a video gaming system designed to provide vision therapy for children with non-strabismic amblyopia or convergence insufficiency (CI). The system uses video games to present vision therapy exercises intended to improve visual acuity in patients with amblyopia and positive fusional vergence in patients with CI. The iCare software uses a webcam to […]
SaeboVR Upper Extremity Therapy Software
SaeboVR is a software system, used with the Microsoft Kinect, intended to be used to support repetitive task practice for rehabilitation of adults in a clinical or home setting consistent with Standard of Care for upper extremity (UE) rehabilitation. The system is based on simulated activities of daily living (ADLs) for the UE within a […]
Validation of a Wireless, Multimode Artificial Neural Network-Based Physical Activity Monitor
Accurate measurement of physical activity in children and adults is a challenging problem that is important to epidemiologists, exercise scientists, clinicians, and behavioral researchers. Although there are a number of indirect and direct methods to assess physical activity and energy expenditure, all current methods have serious, well-documented shortcomings for use with free-living individuals. Recent research […]
