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Health

October 22, 2015

 

Here are some potential applications…

  • Geriatrics
    • Safety devices integrated into the Infinadeck
    • Improved quality of life
      • Able to visit  or revisit places that are no longer an option to travel to
    • Reduction in the number of falls
    • Improved level of health

 

  • Rehabilitation
    • Improvement in patient outcomes
      • time to complete the Timed “Up & Go” Test (TUG) decreased by 10.3%
      • the distance walked during the 2 Minute Walk Test increased by 9.5%
      • performance on the Four Square Step Test improved by 13%.
    • Improvement in balance skills post-stroke
    • Improved Obstacle-Crossing Performance and Dynamic Balance in Patients With Parkinson’s Disease

 

  • Fitness
    • Loss of perceived time
      • Individuals participating in active exergaming exercised longer than what they perceived
    • Incline to be integrated into future models
    • Able to participate in virtual runs/walks in the safety of the home
    • Omnidirectional ability allows the opportunity to have endless trails
    • Distance is accurate to the millimeter
    • Future models will exceed 15 mph (24 kph)
    • Small footprint

 

  • Research
    • Infinadeck is committed to supporting organizations interested in research
    • To date, there is no current literature pertaining to omnidirectional treadmills

 

Disease-specific applications:

 

References:

Hale, S., Humphrey, J., Salas, F., Zornow, D. (2011). The effects of a Nintendo Wii(R) and a treadmill exercise session on heart rate and ratings of perceived exertion. Cardiopulmonary Physical Therapy Journal (American Physical Therapy Association, Cardiopulmonary Section), 22(4), 33-33 1p.

In-Chul, K., & Byoung-Hee, L. (2012). Effects of Augmented Reality with Functional Electric Stimulation on Muscle Strength, Balance and Gait of Stroke Patients. Journal Of Physical Therapy Science, 24(7), 755-762 8p.

Roth Shema, S., Brozgol, M., Dorfman, M., Maidan, I., Sharaby-Yeshayahu, L., Malik-Kozuch, H., & … Mirelman, A. (2014). Clinical Experience Using a 5-Week Treadmill Training Program With Virtual Reality to Enhance Gait in an Ambulatory Physical Therapy Service. Physical Therapy, 94(9), 1319-1326 8p. doi:10.2522/ptj.2013030

Saiwei, Y., Wei-Hsung, H., Yi-Ching, T., Fu-Kang, L., Lin-Fen, H., & Jen-Suh, C. (2011). Improving Balance Skills in Patients Who Had Stroke Through Virtual Reality Treadmill Training. American Journal Of Physical Medicine & Rehabilitation, 90(12), 969-978 10p. doi:10.1097/PHM.0b013e3182389fae

Ying-Yi, L., Yea-Ru, Y., Shih-Jung, C., Yih-Ru, W., Jong-Ling, J., Ray-Yau, W. (2015). Virtual Reality–Based Training to Improve Obstacle-Crossing Performance and Dynamic Balance in Patients With Parkinson’s Disease. Neurorehabilitation & Neural Repair, 29(7), 658-667 10p. doi:10.1177/1545968314562111