Abstract
Children with cerebral palsy (CP) often have gait limitations and this is a key target of rehabilitation. Gait training can be an effective intervention to improve functional outcomes such as walking speed and endurance [1]. Virtual reality (VR) is a valuable tool in gait training to increase engagement, however, games must be therapeutically principled. One advantage of VR is that it allows for addition of augmented biofeedback. Biofeedback can improve communication between patient and therapist, while the implementation of gamification and motor learning principles may increase motivation and skill retention. Therapy may target gait parameters, such as step length, knee extension or ankle power generation, with a functional goal to increase walking speed. These gait parameters are interlinked and the most effective target for biofeedback is unknown.
Original language | English |
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Pages (from-to) | 82-83 |
Journal | Gait and Posture |
Volume | 65 |
Issue number | Supplement 1 |
DOIs | |
Publication status | Published - 2018 |
Event | 27th Annual Meeting of the European Society for Movement Analysis in Adults and Children (ESMAC 2018). - Prague, Czech Republic Duration: 24 Sep 2018 → 29 Sep 2018 http://www.esmac2018.org/ |
Bibliographical note
Green Open Access added to TU Delft Institutional Repository 'You share, we take care!' - Taverne project https://www.openaccess.nl/en/you-share-we-take-careOtherwise as indicated in the copyright section: the publisher is the copyright holder of this work and the author uses the Dutch legislation to make this work public.