ArticleArchives of physiotherapy2017
Using Xbox kinect motion capture technology to improve clinical rehabilitation outcomes for balance and cardiovascular health in an individual with chronic TBI.
Article in Archives of physiotherapy, 2017. The graph could read no effect estimate from its abstract, so it casts no vote on the map. It is linked to 2 registered trials, which are not on this map. Cited by 17 papers, 2 of them syntheses that pooled it.
What it found
Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.
The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.
The trial behind it
Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.
Balance and Endurance Outcomes for Chronic TBI Using the Xbox Kinect
Combined Effects of Xbox Kinect Virtual Reality and Motor Imagery on Lower Limb Function, Dynamic Balance and Gait in Chronic Stroke Patients
Who cites it
17 citing papers in PubMed, 2 syntheses or guidelines pooled it, 61 citations in OpenAlex.
- The study of the effect of virtual reality technology combined with sports games on improving cognitive function in patients with brain injury: a meta analysis of randomized controlled trials.Frontiers in neurology · 2025Pooled it
- Brain changes: aerobic exercise for traumatic brain injury rehabilitation.Frontiers in human neuroscience · 2023Pooled it
- Cardiac Rehabilitation: A Literature Review of Benefits, Challenges, and Emerging Approaches.Cureus · 2025Review
- Design Guidelines for a Game-Based Physical Rehabilitation System: Focus Group Study.JMIR human factors · 2025Article
- Efficacy of Neurorehabilitation Approaches in Traumatic Brain Injury Patients: A Comprehensive Review.Life (Basel, Switzerland) · 2025Review
- Extracellular vesicles as the next-generation modulators of pharmacokinetics and pharmacodynamics of medications and their potential as adjuvant therapeutics.Clinical and translational medicine · 2024Review
- Virtual Reality-Based Interventions to Improve Balance in Patients with Traumatic Brain Injury: A Scoping Review.Brain sciences · 2024Article
- EEG-biomarker theta/beta ratio and attentional quotients in adults who stutter: An electrophysiological and behavioral study.Brain and behavior · 2023Article
- An IoT-Enabled Platform for the Assessment of Physical and Mental Activities Utilizing Augmented Reality Exergaming.Sensors (Basel, Switzerland) · 2022Article
- Virtual Reality and Lower Limb Rehabilitation: Effects on Motor and Cognitive Outcome-A Crossover Pilot Study.Journal of clinical medicine · 2022Article
- Applications and limitations of current markerless motion capture methods for clinical gait biomechanics.PeerJ · 2022Review
- Smartphone Medical App Use and Associated Factors Among Physicians at Referral Hospitals in Amhara Region, North Ethiopia, in 2019: Cross-sectional Study.JMIR mHealth and uHealth · 2021Article
- A Review on the Use of Microsoft Kinect for Gait Abnormality and Postural Disorder Assessment.Journal of healthcare engineering · 2021Review
- Acceptability and outcomes of an individualized exergaming telePT program for veterans with multiple sclerosis: a pilot study.Archives of physiotherapy · 2020Article
- Time Coherent Full-Body Poses Estimated Using Only Five Inertial Sensors: Deep versus Shallow Learning.Sensors (Basel, Switzerland) · 2019Article
- Perceived Barriers to Exercise in Adults with Traumatic Brain Injury Vary by Age.Journal of functional morphology and kinesiology · 2018Article
- Validation of a Kinect V2 based rehabilitation game.PloS one · 2018Article
Corrections and comments
PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.
Authors and funding
5 authors at 4 institutions in 1 country.
Funding
Abstract
backgroundMotion capture virtual reality-based rehabilitation has become more common. However, therapists face challenges to the implementation of virtual reality (VR) in clinical settings. Use of motion capture technology such as the Xbox Kinect may provide a useful rehabilitation tool for the treatment of postural instability and cardiovascular deconditioning in individuals with chronic severe traumatic brain injury (TBI). The primary purpose of this study was to evaluate the effects of a Kinect-based VR intervention using commercially available motion capture games on balance outcomes for an individual with chronic TBI. The secondary purpose was to assess the feasibility of this intervention for eliciting cardiovascular adaptations.
methodsA single system experimental design (
resultsDynamic balance, characterized by the DGI, increased during the intervention phase
conclusionsUse of a supervised Kinect-based program that incorporated commercial games improved dynamic balance for an individual post severe TBI. Additionally, moderate cardiovascular activity was achieved through motion capture gaming. Further studies appear warranted to determine the potential therapeutic utility of commercial VR games in this patient population.
trial registrationClinicaltrial.gov ID - NCT02889289.
Indexed as
Identifiers
What OpenQuestion holds
Registered trials
Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.