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            "title": "The Sony PlayStation II EyeToy: low-cost virtual reality for use in rehabilitation",
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            "abstractNote": "The objective of this study was to investigate the potential of using a low-cost video-capture virtual reality (VR) platform, the Sony PlayStation II EyeToy, for the rehabilitation of older adults with disabilities. This article presents three studies that were carried out to provide information about the EyeToy's potential for use in rehabilitation. The first study included the testing of healthy young adults (N = 34) and compared their experiences using the EyeToy with those using GestureTek's IREX VR system in terms of a sense of presence, level of enjoyment, control, success, and perceived exertion. The second study aimed to characterize the VR experience of healthy older adults (N = 10) and to determine the suitability and usability of the EyeToy for this population and the third study aimed to determine the feasibility of the EyeToy for use by individuals (N = 12) with stroke at different stages. The implications of these three studies for applying the system to rehabilitation are discussed.",
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            "abstractNote": "While the ecological validity of virtual reality (VR) applications is usually assessed by behavioral data or interrogation, an alternative approach on a neuronal level is offered by brain imaging methods. Because it is yet unclear if 3D space in virtual environments is processed analogically to the real world, we conducted a study investigating virtual spatial processing in the brain using functional magnetic resonance imaging (fMRI). Results show differences in VR spatial brain processing as compared to known brain activations in reality. Identifying differences and commonalities of brain processing in VR reveals limitations and holds important implications for VR therapy and training tools. When VR therapy aims at the rehabilitation of brain function and activity, differences in brain processing have to be taken into account for designing effective VR training tools. Furthermore, for an evaluation of possible restoration effects caused by VR training, it is necessary to integrate information about the brain activation networks elicited by the training. The present study provides an example for demonstrating the benefit of fMRI as an evaluation tool for the mental processes involved in virtual environments.",
            "publicationTitle": "Cyberpsychology, Behavior and Social Networking",
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            "title": "Psychological benefits of virtual reality for patients in rehabilitation therapy",
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                    "firstName": "Chih-Hung",
                    "lastName": "Chen"
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                    "firstName": "Tien-Yow",
                    "lastName": "Chuang"
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            "abstractNote": "CONTEXT: Whether virtual rehabilitation is beneficial has not been determined. OBJECTIVE: To investigate the psychological benefits of virtual reality in rehabilitation. DESIGN: An experimental group underwent therapy with a virtual-reality-based exercise bike, and a control group underwent the therapy without virtual-reality equipment. SETTING: Hospital laboratory. PATIENTS: 30 patients suffering from spinal-cord injury. INTERVENTION: A designed rehabilitation therapy. MAIN OUTCOME MEASURES: Endurance, Borg's rating-of-perceived-exertion scale, the Activation-Deactivation Adjective Check List (AD-ACL), and the Simulator Sickness Questionnaire. RESULTS: The differences between the experimental and control groups were significant for AD-ACL calmness and tension. CONCLUSION: A virtual-reality-based rehabilitation program can ease patients' tension and induce calm.",
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            "title": "Motor rehabilitation using virtual reality",
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                    "firstName": "Heidi",
                    "lastName": "Sveistrup"
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            "abstractNote": "Virtual Reality (VR) provides a unique medium suited to the achievement of several requirements for effective rehabilitation intervention. Specifically, therapy can be provided within a functional, purposeful and motivating context. Many VR applications present opportunities for individuals to participate in experiences, which are engaging and rewarding. In addition to the value of the rehabilitation experience for the user, both therapists and users benefit from the ability to readily grade and document the therapeutic intervention using various systems. In VR, advanced technologies are used to produce simulated, interactive and multi-dimensional environments. Visual interfaces including desktop monitors and head-mounted displays (HMDs), haptic interfaces, and real-time motion tracking devices are used to create environments allowing users to interact with images and virtual objects in real-time through multiple sensory modalities. Opportunities for object manipulation and body movement through virtual space provide frameworks that, in varying degrees, are perceived as comparable to similar opportunities in the real world. This paper reviews current work on motor rehabilitation using virtual environments and virtual reality and where possible, compares outcomes with those achieved in real-world applications.",
            "publicationTitle": "Journal of Neuroengineering and Rehabilitation",
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            "date": "Dec 10, 2004",
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            "pages": "10",
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            "journalAbbreviation": "J Neuroeng Rehabil",
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            "title": "Video game-based exercises for balance rehabilitation: a single-subject design",
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                    "firstName": "Aimee L",
                    "lastName": "Betker"
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                    "creatorType": "author",
                    "firstName": "Tony",
                    "lastName": "Szturm"
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            "abstractNote": "OBJECTIVES: To investigate whether coupling foot center of pressure (COP)-controlled video games to standing balance exercises will improve dynamic balance control and to determine whether the motivational and challenging aspects of the video games would increase a subject's desire to perform the exercises and complete the rehabilitation process. DESIGN: Case study, pre- and postexercise. SETTING: University hospital outpatient clinic. PARTICIPANTS: A young adult with excised cerebellar tumor, 1 middle-aged adult with single right cerebrovascular accident, and 1 middle-aged adult with traumatic brain injury. INTERVENTION: A COP-controlled, video game-based exercise system. MAIN OUTCOME MEASURES: The following were calculated during 12 different tasks: the number of falls, range of COP excursion, and COP path length. RESULTS: Postexercise, subjects exhibited a lower fall count, decreased COP excursion limits for some tasks, increased practice volume, and increased attention span during training. CONCLUSIONS: The COP-controlled video game-based exercise regime motivated subjects to increase their practice volume and attention span during training. This in turn improved subjects' dynamic balance control.",
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                    "creatorType": "author",
                    "firstName": "Aimee L",
                    "lastName": "Betker"
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                {
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                    "firstName": "Ankur",
                    "lastName": "Desai"
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                {
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                    "lastName": "Nett"
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                    "firstName": "Naaz",
                    "lastName": "Kapadia"
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                    "firstName": "Tony",
                    "lastName": "Szturm"
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            "abstractNote": "BACKGROUND AND PURPOSE: Goal-oriented, task-specific training has been shown to improve function; however, it can be difficult to maintain patient interest. This report describes a rehabilitation protocol for the maintenance of balance in a short-sitting position following spinal cord and head injuries by use of a center-of-pressure-controlled video game-based tool. The scientific justification for the selected treatment is discussed. CASE DESCRIPTION: Three adults were treated: 1 young adult with spina bifida (T10 and L1-L2), 1 middle-aged adult with complete paraplegia (complete lesion at T11-L1), and 1 middle-aged adult with traumatic brain injury. All patients used wheelchairs full-time. OUTCOMES: The patients showed increased motivation to perform the game-based exercises and increased dynamic short-sitting balance. DISCUSSION: The patients exhibited increases in practice volume and attention span during training with the game-based tool. In addition, they demonstrated substantial improvements in dynamic balance control. These observations indicate that a video game-based exercise approach can have a substantial positive effect by improving dynamic short-sitting balance.",
            "publicationTitle": "Physical Therapy",
            "publisher": "",
            "place": "",
            "date": "Oct 2007",
            "volume": "87",
            "issue": "10",
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            "partTitle": "",
            "pages": "1389-1398",
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            "journalAbbreviation": "Phys Ther",
            "DOI": "10.2522/ptj.20060229",
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                    "tag": "Postural Balance",
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    {
        "key": "PBP84623",
        "version": 1,
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            "title": "Psychologic factors and risk of mortality after spinal cord injury",
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                    "firstName": "James S",
                    "lastName": "Krause"
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                {
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                    "lastName": "Carter"
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                {
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                    "firstName": "Yusheng",
                    "lastName": "Zhai"
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                    "creatorType": "author",
                    "firstName": "Karla",
                    "lastName": "Reed"
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            ],
            "abstractNote": "OBJECTIVE: To identify the association of 2 distinct psychologic constructs, personality and purpose in life (PIL), with risk of early mortality among persons with spinal cord injury (SCI). DESIGN: Prospective cohort study with health data collected in late 1997 and early 1998 and mortality status ascertained in December 2005. SETTING: A large rehabilitation hospital in the southeastern United States. PARTICIPANTS: Adults (N=1386) with traumatic SCI, at least 1 year postinjury. INTERVENTIONS: Not applicable. MAIN OUTCOME MEASURES: We first evaluated the significance of a single psychologic predictor (a total of 6 scales) while controlling for biographic and injury predictors using Cox proportional hazards modeling and subsequently built a comprehensive model based on an optimal group of psychologic variables. RESULTS: There were a total of 224 (16.2%) observed deaths in the full sample. The total number of deaths was reduced to 164 in the final statistical model (of 1128 participants) because of missing data. All 6 psychologic factors were statistically significant in the model that was adjusted for biographic and injury factors, whereas only 3 psychologic factors were retained in the final comprehensive model, including 2 personality scales (Impulsive Sensation Seeking, Neuroticism-Anxiety) and the PIL scale. The final comprehensive model only modestly improved the overall prediction of survival compared with the model with only biographic and injury variables, because the pseudo-R(2) increased from 0.121 to 0.129, and the concordance increased from 0.730 to 0.747. CONCLUSIONS: The results affirm the importance of psychologic factors in relation to survival after SCI.",
            "publicationTitle": "Archives of Physical Medicine and Rehabilitation",
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            "place": "",
            "date": "Apr 2009",
            "volume": "90",
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            "pages": "628-633",
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            "journalAbbreviation": "Arch Phys Med Rehabil",
            "DOI": "10.1016/j.apmr.2008.10.014",
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            "creatorSummary": "Chen et al.",
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            "itemType": "journalArticle",
            "title": "Psychological benefits of virtual reality for patients in rehabilitation therapy",
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                {
                    "creatorType": "author",
                    "firstName": "Chih-Hung",
                    "lastName": "Chen"
                },
                {
                    "creatorType": "author",
                    "firstName": "Ming-Chang",
                    "lastName": "Jeng"
                },
                {
                    "creatorType": "author",
                    "firstName": "Chin-Ping",
                    "lastName": "Fung"
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                {
                    "creatorType": "author",
                    "firstName": "Ji-Liang",
                    "lastName": "Doong"
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                {
                    "creatorType": "author",
                    "firstName": "Tien-Yow",
                    "lastName": "Chuang"
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            ],
            "abstractNote": "CONTEXT: Whether virtual rehabilitation is beneficial has not been determined. OBJECTIVE: To investigate the psychological benefits of virtual reality in rehabilitation. DESIGN: An experimental group underwent therapy with a virtual-reality-based exercise bike, and a control group underwent the therapy without virtual-reality equipment. SETTING: Hospital laboratory. PATIENTS: 30 patients suffering from spinal-cord injury. INTERVENTION: A designed rehabilitation therapy. MAIN OUTCOME MEASURES: Endurance, Borg's rating-of-perceived-exertion scale, the Activation-Deactivation Adjective Check List (AD-ACL), and the Simulator Sickness Questionnaire. RESULTS: The differences between the experimental and control groups were significant for AD-ACL calmness and tension. CONCLUSION: A virtual-reality-based rehabilitation program can ease patients' tension and induce calm.",
            "publicationTitle": "Journal of Sport Rehabilitation",
            "publisher": "",
            "place": "",
            "date": "May 2009",
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            "pages": "258-268",
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                    "firstName": "G",
                    "lastName": "Riva"
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            "abstractNote": "Spinal cord injuries (SCIs) have a profound physical, social and emotional cost to patients and their families. Obviously SCIs severely disrupt normal patterns of interaction with the environment. Firstly, the opportunities for active interaction are inevitably diminished due to motor or sensory impairment. Moreover, such problems may increase as the time since injury lengthens and the patient becomes more withdrawn and isolated in all spheres of activity. However, advances in Information Technology are providing new opportunities for rehabilitation technology. These advances are helping people to overcome the physical limitations affecting their mobility or their ability to hear, see or speak. In this chapter an overview is given of the design issues of a VR-enhanced orthopaedic appliance to be used in SCI rehabilitation. The basis for this approach is that physical therapy and motivation are crucial for maintaining flexibility and muscle strength and for reorganizing the nervous system after SCIs. First some design considerations are described and an outline of aims which the tool should pursue given. Finally, the design issues are described focusing both on the development of a test-bed rehabilitation device and on the description of a preliminary study detailing the use of the device with a long-term SCI patient.",
            "publicationTitle": "Studies in Health Technology and Informatics",
            "publisher": "",
            "place": "",
            "date": "1998",
            "volume": "58",
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            "pages": "209-218",
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            "shortTitle": "Virtual reality in paraplegia",
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            "title": "Video capture virtual reality as a flexible and effective rehabilitation tool",
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                    "firstName": "Patrice L",
                    "lastName": "Weiss"
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                    "lastName": "Rand"
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            "abstractNote": "Video capture virtual reality (VR) uses a video camera and software to track movement in a single plane without the need to place markers on specific bodily locations. The user's image is thereby embedded within a simulated environment such that it is possible to interact with animated graphics in a completely natural manner. Although this technology first became available more than 25 years ago, it is only within the past five years that it has been applied in rehabilitation. The objective of this article is to describe the way this technology works, to review its assets relative to other VR platforms, and to provide an overview of some of the major studies that have evaluated the use of video capture technologies for rehabilitation.",
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                    "firstName": "Liat",
                    "lastName": "Raz"
                },
                {
                    "creatorType": "author",
                    "firstName": "Noomi",
                    "lastName": "Katz"
                },
                {
                    "creatorType": "author",
                    "firstName": "Harold",
                    "lastName": "Weingarden"
                },
                {
                    "creatorType": "author",
                    "firstName": "Patrice L Tamar",
                    "lastName": "Weiss"
                }
            ],
            "abstractNote": "This article presents results from a feasibility study of a video-capture virtual reality (VR) system used with patients who have paraplegic spinal cord injury (SCI) and who need balance training. The advantages of the VR system include providing the user with natural control of movements, the ability to use as many parts of the body as are deemed suitable within the context of therapeutic goals, and flexibility in the way the system can be adapted to suit specific therapeutic objectives. Thirteen participants with SCI experienced three virtual environments (VEs). Their responses to a Short Feedback Questionnaire showed high levels of presence. We compared performance in the environments with a group of 12 nondisabled participants. Response times for the patient group were significantly higher and percentage of success was significantly lower than that for the nondisabled group. In addition, significant moderate correlations were found between performance within a VE and static balance ability as measured by the Functional Reach Test. This study is a first step toward future studies aimed at determining the potential of using this VR system during the rehabilitation of patients with SCI.",
            "publicationTitle": "Journal of Rehabilitation Research and Development",
            "publisher": "",
            "place": "",
            "date": "2005 Sep-Oct",
            "volume": "42",
            "issue": "5",
            "section": "",
            "partNumber": "",
            "partTitle": "",
            "pages": "595-608",
            "series": "",
            "seriesTitle": "",
            "seriesText": "",
            "journalAbbreviation": "J Rehabil Res Dev",
            "DOI": "",
            "citationKey": "",
            "url": "http://www.ncbi.nlm.nih.gov/pubmed/16586185",
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            "PMCID": "",
            "ISSN": "1938-1352",
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            "libraryCatalog": "NCBI PubMed",
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            "extra": "PMID: 16586185",
            "tags": [
                {
                    "tag": "Activities of Daily Living",
                    "type": 1
                },
                {
                    "tag": "Adult",
                    "type": 1
                },
                {
                    "tag": "Case-Control Studies",
                    "type": 1
                },
                {
                    "tag": "Feasibility Studies",
                    "type": 1
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                {
                    "tag": "Female",
                    "type": 1
                },
                {
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                {
                    "tag": "Injury Severity Score",
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                {
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                },
                {
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                    "tag": "Paraplegia",
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                    "tag": "Pilot Projects",
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                    "tag": "Spinal Cord Injuries",
                    "type": 1
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                {
                    "tag": "Thoracic Vertebrae",
                    "type": 1
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                    "type": 1
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    {
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            "creatorSummary": "Riva",
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            "itemType": "journalArticle",
            "title": "Virtual reality in paraplegia: a VR-enhanced orthopaedic appliance for walking and rehabilitation",
            "creators": [
                {
                    "creatorType": "author",
                    "firstName": "G",
                    "lastName": "Riva"
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            ],
            "abstractNote": "Spinal cord injuries (SCIs) have a profound physical, social and emotional cost to patients and their families. Obviously SCIs severely disrupt normal patterns of interaction with the environment. Firstly, the opportunities for active interaction are inevitably diminished due to motor or sensory impairment. Moreover, such problems may increase as the time since injury lengthens and the patient becomes more withdrawn and isolated in all spheres of activity. However, advances in Information Technology are providing new opportunities for rehabilitation technology. These advances are helping people to overcome the physical limitations affecting their mobility or their ability to hear, see or speak. In this chapter an overview is given of the design issues of a VR-enhanced orthopaedic appliance to be used in SCI rehabilitation. The basis for this approach is that physical therapy and motivation are crucial for maintaining flexibility and muscle strength and for reorganizing the nervous system after SCIs. First some design considerations are described and an outline of aims which the tool should pursue given. Finally, the design issues are described focusing both on the development of a test-bed rehabilitation device and on the description of a preliminary study detailing the use of the device with a long-term SCI patient.",
            "publicationTitle": "Studies in Health Technology and Informatics",
            "publisher": "",
            "place": "",
            "date": "1998",
            "volume": "58",
            "issue": "",
            "section": "",
            "partNumber": "",
            "partTitle": "",
            "pages": "209-218",
            "series": "",
            "seriesTitle": "",
            "seriesText": "",
            "journalAbbreviation": "Stud Health Technol Inform",
            "DOI": "",
            "citationKey": "",
            "url": "http://www.ncbi.nlm.nih.gov/pubmed/10350921",
            "accessDate": "2010-04-21T23:29:05Z",
            "PMID": "",
            "PMCID": "",
            "ISSN": "0926-9630",
            "archive": "",
            "archiveLocation": "",
            "shortTitle": "Virtual reality in paraplegia",
            "language": "",
            "libraryCatalog": "NCBI PubMed",
            "callNumber": "",
            "rights": "",
            "extra": "PMID: 10350921",
            "tags": [
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                    "tag": "Adult",
                    "type": 1
                },
                {
                    "tag": "Combined Modality Therapy",
                    "type": 1
                },
                {
                    "tag": "Computer Simulation",
                    "type": 1
                },
                {
                    "tag": "Humans",
                    "type": 1
                },
                {
                    "tag": "Image Processing, Computer-Assisted",
                    "type": 1
                },
                {
                    "tag": "Male",
                    "type": 1
                },
                {
                    "tag": "Orthotic Devices",
                    "type": 1
                },
                {
                    "tag": "Paraplegia",
                    "type": 1
                },
                {
                    "tag": "Social Environment",
                    "type": 1
                },
                {
                    "tag": "Spinal Cord Injuries",
                    "type": 1
                },
                {
                    "tag": "Therapy, Computer-Assisted",
                    "type": 1
                },
                {
                    "tag": "User-Computer Interface",
                    "type": 1
                },
                {
                    "tag": "Walking",
                    "type": 1
                }
            ],
            "collections": [
                "X6NHQNTJ"
            ],
            "relations": {},
            "dateAdded": "2010-04-21T23:29:05Z",
            "dateModified": "2010-04-21T23:29:05Z"
        }
    },
    {
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            },
            "creatorSummary": "Lee et al.",
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        },
        "data": {
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            "version": 1,
            "itemType": "journalArticle",
            "title": "The SF-36 walk-wheel: a simple modification of the SF-36 physical domain improves its responsiveness for measuring health status change in spinal cord injury",
            "creators": [
                {
                    "creatorType": "author",
                    "firstName": "B B",
                    "lastName": "Lee"
                },
                {
                    "creatorType": "author",
                    "firstName": "J M",
                    "lastName": "Simpson"
                },
                {
                    "creatorType": "author",
                    "firstName": "M T",
                    "lastName": "King"
                },
                {
                    "creatorType": "author",
                    "firstName": "M J",
                    "lastName": "Haran"
                },
                {
                    "creatorType": "author",
                    "firstName": "O",
                    "lastName": "Marial"
                }
            ],
            "abstractNote": "OBJECTIVE: To evaluate the validity and responsiveness of a modified SF-36 within a spinal cord-injured (SCI) population. STUDY DESIGN: SF-36 scores collected at baseline and on completion of a randomized controlled trial in 305 patients with SCI and neuropathic bladder.Setting:New South Wales, Australia. METHODS: Subjects were administered the standard SF-36 plus three additional questions, in which 'walk' was replaced with 'wheel' for three of the physical function (PF) questions. Discriminant validity was determined by comparing participants with paraplegia and tetraplegia using the effect size (ES). Responsiveness was assessed in the subset of patients who developed a urinary tract infection (UTI) during the trial using the standardized response mean (SRM). RESULTS: Compared with the standard SF-36, the SF-36 walk-wheel modification (SF-36ww) increased the mean PF score from 18 to 39 (P<0.001) and the physical composite score from 33 to 37 (P<0.001). Discriminant validity was similar for both versions (PF paraplegia/tetraplegia: ES 1.09(SF-36) vs 1.08(SF-36ww), n=305). Among 138 SCI patients who developed a UTI, the SF-36ww almost doubled PF responsiveness for all neurological levels (SRM increased from 0.36 to 0.68), more so in tetraplegic (SRM, 0.11 vs 0.58; n=77) than paraplegic groups (SRM, 0.77 vs 0.86; n=61). CONCLUSION: The SF-36ww is a simple, pragmatic modification of the SF-36 PF items, which addresses some problems of content validity and floor effect for SCI subjects and greatly improves responsiveness, particularly for those with tetraplegia. Because it comprises a simple addition to the standard SF-36, external comparisons are preserved.",
            "publicationTitle": "Spinal Cord: The Official Journal of the International Medical Society of Paraplegia",
            "publisher": "",
            "place": "",
            "date": "Jan 2009",
            "volume": "47",
            "issue": "1",
            "section": "",
            "partNumber": "",
            "partTitle": "",
            "pages": "50-55",
            "series": "",
            "seriesTitle": "",
            "seriesText": "",
            "journalAbbreviation": "Spinal Cord",
            "DOI": "10.1038/sc.2008.65",
            "citationKey": "",
            "url": "http://www.ncbi.nlm.nih.gov/pubmed/18560375",
            "accessDate": "2010-04-21T23:28:41Z",
            "PMID": "",
            "PMCID": "",
            "ISSN": "1362-4393",
            "archive": "",
            "archiveLocation": "",
            "shortTitle": "The SF-36 walk-wheel",
            "language": "",
            "libraryCatalog": "NCBI PubMed",
            "callNumber": "",
            "rights": "",
            "extra": "PMID: 18560375",
            "tags": [
                {
                    "tag": "Adult",
                    "type": 1
                },
                {
                    "tag": "Australia",
                    "type": 1
                },
                {
                    "tag": "Disability Evaluation",
                    "type": 1
                },
                {
                    "tag": "Female",
                    "type": 1
                },
                {
                    "tag": "Health Status",
                    "type": 1
                },
                {
                    "tag": "Humans",
                    "type": 1
                },
                {
                    "tag": "Male",
                    "type": 1
                },
                {
                    "tag": "Middle Aged",
                    "type": 1
                },
                {
                    "tag": "Outcome Assessment (Health Care)",
                    "type": 1
                },
                {
                    "tag": "Paraplegia",
                    "type": 1
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                {
                    "tag": "Quadriplegia",
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                    "tag": "Questionnaires",
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                },
                {
                    "tag": "Randomized Controlled Trials as Topic",
                    "type": 1
                },
                {
                    "tag": "Recovery of Function",
                    "type": 1
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                {
                    "tag": "Reproducibility of Results",
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                {
                    "tag": "Spinal Cord Injuries",
                    "type": 1
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                {
                    "tag": "Urinary Bladder, Neurogenic",
                    "type": 1
                },
                {
                    "tag": "Urinary Tract Infections",
                    "type": 1
                },
                {
                    "tag": "Walking",
                    "type": 1
                },
                {
                    "tag": "Wheelchairs",
                    "type": 1
                }
            ],
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            "dateAdded": "2010-04-21T23:28:41Z",
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        }
    }
]