Search Results - "Wii"
-
1
-
2
-
3
-
4
Measuring lateropulsion following stroke: A feasibility study using wii balance board technology
Published 2018“…The aim of this pilot study was to determine the feasibility and utility of using Wii Balance Board-derived centre of pressure data as measures of balance in people with lateropulsion following stroke. …”
Get full text
-
5
Measuring lateropulsion following stroke in the clinical setting: A feasibility study using Wii technologies
Published 2015“…The aim of this pilot study was to investigate the feasibility of using a Wii Balance Board (WBB) as a measure of balance in people with lateropulsion following stroke. …”
Get full text
-
6
Measuring lateropulsion following stroke in the clinical setting: exploring the measurement, nature and recovery of lateropulsion using Wii technologies and clinical measures
Published 2021“…The thesis focused on three areas: (1) the measurement properties of clinical lateropulsion and sitting balance measures in stroke survivors; (2) the use of Wii Balance Board(s) as an instrumented postural control measure in sitting and standing in individuals with lateropulsion; and (3) the longer-term outcomes of individuals with lateropulsion.…”
Get full text
-
7
-
8
Developing workplace injury index (WII) as a measure of safety and health performance in the construction industry in Malaysia
Published 2014“…Based on the result of the final ranking derived through the Thurstone’s Discriminate Model, Workplace Injury Index (WII) was developed.The WII for the construction industry is WII = 1X1 (n)+ 2X2 (n) + 3X3 (n) + …+ 30X30 (n), where X1-X30 are the injuries ranked according to severity and n is the frequency of the respective injuries.This WII can now be used as a measure of determining safety performance in the construction industry.…”
Get full text
-
9
A comparison of the upper limb movement kinematics utilized by children playing virtual and real table tennis
Published 2014“…Hand path distance was smaller in forehand and backhand strokes (e.g. Kinect-Wii: MD: 0.46 m, 95% CI: 0.13–0.79) during playing with Kinect than Move and Wii. …”
Get full text
-
10
Game features of cognitive training
Published 2016“…Two examples of ‘brain training’ games are analysed, one with a health (non-leisure) focus that is currently being deployed in a clinical trial (Protect Brain Training Study) and the other focussed on leisure that is available on a consumer games console (Big Brain Academy for Wii). Both are based on a set of mini-games which are aimed at training and/or testing reasoning, planning, concentration, identification, maths, visuospatial and memory skills. …”
Get full text
-
11
Stroke patients perceptions of upper limb use in ADL after rehabilitation using a virtual reality (VR) intervention
Published 2017“…The Motor Activity Log (MAL) was used as a secondary outcome measure in the Wii Stroke Therapy for Arm Rehabilitation (Wii STAR) feasibility Randomised Controlled Trial, to explore whether there is any change in patients’ perceptions of how well, and how often they used their paretic upper limb during daily living activities (ADL) . …”
Get full text
-
12
Proposed upgrading kindergarten for Dzuliman at No 20 Tronoh Indah 1, 31250 Tronoh, Perak / Fazlin Awaludin
Published 2006“…In order to get a good design al lot of researcher have to been done.From observation itself can ensure self experience to undergo certain project,whetrt it id for exterior or interior Suitable elements are important to produce certain project to get suible concept and images.By doing so,a propiate concept wii be implenmnt.As the results ,a maximum satisfaction for end user A Khalifah Kindergarten is proposed to be an example of the maximized utilization of modem learning technology and traditional Islam. …”
Get full text
-
13
Internet factors influencing generations Y and Z in Australia and Portugal: A practical study
Published 2016“…Alternatively, this study identifies new negative factors as physical contact and physical activities were prevented, thinking, concentrating and memory skills were reduced, depressed and isolated, laziness having increased, nevertheless; the Internet encourages Gens Y and Z to play physical and virtual games (e.g. Wii). Finally, this study concluded that the Internet is becoming an essential part of the everyday routines and practices of Gens Y and Z.…”
Get full text
-
14
User identification approach based on simple gestures
Published 2014“…Gestures were acquired by an accelerometer sensor equipped device in a form of the Nintendo WiiMote remote controller. A dynamic time warping method is used at the core of our gesture based identification system. …”
Get full text
-
15
Legal implications of compulsory rainwater harvesting in Malaysia
Published 2013“…In 2006, the government proposed that rainwater harvesting wii be made compulsory to new large buildings as a measure to cope with drought and other impact of climate change. …”
Get full text
Get full text
-
16
Pilot study of younger and older HIV-infected adults using traditional and novel functional assessments
Published 2013“…Methods: Evaluations included neuropsychological testing, grip strength, balance assessed by the Wii Balance Board, and actigraphy. Surveys were used for depression, fatigue, loneliness, self-reported activity level, and sexual function. …”
Get full text
-
17
Rangelands restoration analysis in Southern Al-Jabal Al-Akhdar, Libya using landscape function analysis and selected vegetation indicates
Published 2016“…The results also indicate an increase in the three indices of soil surface condition (SSI, WII and NCI) inside the fenced rangelands. The findings demonstrate a good linear relationship between the LFA-SSA indices and the selected Vegetation Indices. …”
Get full text
Get full text