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Toplam kayıt 40, listelenen: 1-10
Rehabilitation of cognitive disorder after temporal lobe epilepsy surgery: Proposal for a protocol
(Kare Publishing, 2020)
Objectives: Surgical intervention is a crucial and effective treatment option for patients with temporal lobe epilepsy whose seizures are not under con-trol. However, there is a possibility that surgical intervention may ...
Sağlıklı ofis çalışanlarında mobil uygulama destekli egzersiz programının ağrı, yaşam kalitesi ve iş performansına etkisi
(AVES, 2021)
Amaç: Çalışmamızın amacı, ofis çalışanlarında mobil uygulama tabanlı egzersizlerin ağrı, yaşam kalitesi ve iş performansına etkilerini araştırmak, uygulamanın bir egzersiz alışkanlığı oluşturma yönündeki etkisini ve ...
Meme kanserli hastalarda kemoterapi sonrası bilişsel fonksiyonların aktivite performansı ve aktivite katılım üzerine olan etkisi
(AVES, 2021)
Amaç: Bilişsel fonksiyon problemleri kemoterapinin en yaygın yan etkileri arasında yer almaktadır. Bireyler tedavi bittikten sonra da bilişsel fonksiyon bozuklukları yaşamaya devam etmektedir. Meme kanseri atlatan bireyler ...
Comparison of the effects of two different exergaming systems on balance, functionality, fatigue, and quality of life in people with multiple sclerosis: A randomized controlled trial
(Elsevier Science Ltd., 2020)
Background: Balance disorders, fatigue, and walking impairments are the most common symptoms of multiple sclerosis (MS), which lead to a decrease in quality of life. To cope with these disability-increasing symptoms, it ...
Video game-based therapy for the non-dominant hand improves manual skills and grip strength
(Elsevier, 2020)
The study was designed to investigate the effect of virtual reality-supported training on manual skills and grip strength in the non-dominant hand in healthy participants. Thirty participants were randomized into two groups: ...
Upper extremity rehabilitation using video games in cerebral palsy: A randomized clinical trial
(Springer Heidelberg, 2021)
Introduction The aim of the present study was to compare the effects of neurodevelopmental therapy (NDT)-based upper extremity rehabilitation and video game-based therapy (VGBT) using Nintendo(R)wii and leap motion controller ...
The validity of an objective measurement method using the leap motion controller for fingers wrist, and forearm ranges of motion
(Elsevier, 2021)
The present study aimed to validate the Leap Motion Controller (LMC)-based Fizyosoft (R) HandROM System developed by our team to evaluate range of motion (ROM) for fingers, wrist, and forearm in a new clinical setting. ...
Effect of exercises according to the circadian rhythm in type 2 diabetes: Parallel-group, single-blind, crossover study
(Elsevier Science Ltd, 2022)
Background and aim: To evaluate the effectiveness of structured exercise appropriate the circadian rhythm in terms of blood sample test (BST), functionality and quality of life (QoL) in individuals with type 2 diabetes. ...
Effects of video games-based task-oriented activity training (Xbox 360 Kinect) on activity performance and participation in patients with juvenile idiopathic arthritis a randomized clinical trial
(Lippincott Williams & Wilkins, 2019)
Objective: The aim of the study was to compare the effects of two different task-oriented activity training programs on activity performance and participation in children/adolescents with juvenile idiopathic arthritis. ...
Research on the effects of a web-based system with oculomotor and optokinetic stimuli on vestibular rehabilitation
(Lippincott Williams & Wilkins, 2021)
Objective: The variety and use of technologies used in vestibular rehabilitation is very limited. The purpose of this study was to investigate the effects of a web-based system on vestibular rehabilitation in patients with ...