ORCID Profile
0000-0002-4448-2000
Current Organisations
Virginia Commonwealth University
,
Universidad de Alcalá
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Publisher: MDPI AG
Date: 18-12-2019
DOI: 10.3390/S20010007
Abstract: As multiple sclerosis (MS) usually affects the visual pathway, visual electrophysiological tests can be used to diagnose it. The objective of this paper is to research methods for processing multifocal electroretinogram (mfERG) recordings to improve the capacity to diagnose MS. MfERG recordings from 15 early-stage MS patients without a history of optic neuritis and from 6 control subjects were examined. A normative database was built from the control subject signals. The mfERG recordings were filtered using empirical mode decomposition (EMD). The correlation with the signals in a normative database was used as the classification feature. Using EMD-based filtering and performance correlation, the mean area under the curve (AUC) value was 0.90. The greatest discriminant capacity was obtained in ring 4 and in the inferior nasal quadrant (AUC values of 0.96 and 0.94, respectively). Our results suggest that the combination of filtering mfERG recordings using EMD and calculating the correlation with a normative database would make mfERG waveform analysis applicable to assessment of multiple sclerosis in early-stage patients.
Publisher: JMIR Publications Inc.
Date: 23-03-2022
DOI: 10.2196/32027
Abstract: Complex movement pathologies that are biopsychosocial in nature (eg, back pain) require a multidimensional approach for effective treatment. Virtual reality is a promising tool for rehabilitation, where therapeutic interventions can be gamified to promote and train specific movement behaviors while increasing enjoyment, engagement, and retention. We have previously created virtual reality–based tools to assess and promote lumbar excursion during reaching and functional gameplay tasks by manipulating the position of static and dynamic contact targets. Based on the framework of graded exposure rehabilitation, we have created a new virtual reality therapy aimed to alter movement speed while retaining the movement-promoting features of our other developments. This study aims to compare lumbar flexion excursion and velocity across our previous and newly developed virtual reality tools in a healthy control cohort. A total of 31 healthy participants (16 males, 15 females) took part in 3 gamified virtual reality therapies (ie, Reachality, Fishality, and Dodgeality), while whole-body 3D kinematics were collected at 100 Hz using a 14-camera motion capture system. Lumbar excursion, lumbar flexion velocity, and actual target impact location in the anterior and vertical direction were compared across each virtual reality task and between the 4 anthropometrically defined intended target impact locations using separate 2-way repeated measures analysis of variance models. There was an interaction between game and impact height for each outcome (all P .001). Post-hoc simple effects models revealed that lumbar excursion was reduced during Reachality and Fishality relative to that during Dodgeality for the 2 higher impact heights but was greater during Reachality than during Fishality and Dodgeality for the lowest impact height. Peak lumbar flexion velocity was greater during Dodgeality than during Fishality and Reachality across heights. Actual target impact locations during Dodgeality and Fishality were lower relative to those during Reachality at higher intended impact locations but higher at lower intended impact locations. Finally, actual target impact location was further in the anterior direction for Reachality compared to that for Fishality and for Fishality relative to that for Dodgeality. Lumbar flexion velocity was reduced during Fishality relative to that during Dodgeality and resembled velocity demands more similar to those for a self-paced reaching task (ie, Reachality). Additionally, lumbar motion and target impact location during Fishality were more similar to those during Reachality than to those during Dodgeality, which suggests that this new virtual reality game is an effective tool for shaping movement. These findings are encouraging for future research aimed at developing an in idualized and graded virtual reality intervention for patients with low back pain and a high fear of movement.
Publisher: MDPI AG
Date: 28-02-2022
Abstract: Public acceptance is the basic premise for the implementation of stormwater reuse projects anywhere in the world. Based on the theory of planned behaviour, this study constructed a hypothesized model of urban residents’ intention to use recycled stormwater for non-potable residential purposes. Having received 669 valid questionnaires from urban residents in Taiyuan City, a Structural Equation Model was used to analyze their acceptance intention to use recycled stormwater. Results of the study showed that the degree of human contact with recycled stormwater influenced respondents’ acceptance intention to use it for that purpose, which is consistent with previous studies. The impact of factors, including valuation of stormwater, emotions, perceived health risks, or trust in government, on respondents’ acceptance intention to use recycled stormwater was found to be not significant, which adds to the inconsistent literature. The unique contributions of the study to literature include that altruism and social and cultural norms were found to have significantly positive impacts on residents’ acceptance intention to use the water, while social and cultural norms demonstrated a more significant impact. This finding is perceived to relate to the collectivism of Chinese culture however, to what extent the relation could be requires further research to verify. The study also makes contributions to methodology by using social networking (WeChat Moments) to collect data in social science studies.
Publisher: JMIR Publications Inc.
Date: 13-07-2021
Abstract: omplex movement pathologies that are biopsychosocial in nature (eg, back pain) require a multidimensional approach for effective treatment. Virtual reality is a promising tool for rehabilitation, where therapeutic interventions can be gamified to promote and train specific movement behaviors while increasing enjoyment, engagement, and retention. We have previously created virtual reality–based tools to assess and promote lumbar excursion during reaching and functional gameplay tasks by manipulating the position of static and dynamic contact targets. Based on the framework of graded exposure rehabilitation, we have created a new virtual reality therapy aimed to alter movement speed while retaining the movement-promoting features of our other developments. his study aims to compare lumbar flexion excursion and velocity across our previous and newly developed virtual reality tools in a healthy control cohort. total of 31 healthy participants (16 males, 15 females) took part in 3 gamified virtual reality therapies (ie, Reachality, Fishality, and Dodgeality), while whole-body 3D kinematics were collected at 100 Hz using a 14-camera motion capture system. Lumbar excursion, lumbar flexion velocity, and actual target impact location in the anterior and vertical direction were compared across each virtual reality task and between the 4 anthropometrically defined intended target impact locations using separate 2-way repeated measures analysis of variance models. here was an interaction between game and impact height for each outcome (all P& .001). Post-hoc simple effects models revealed that lumbar excursion was reduced during Reachality and Fishality relative to that during Dodgeality for the 2 higher impact heights but was greater during Reachality than during Fishality and Dodgeality for the lowest impact height. Peak lumbar flexion velocity was greater during Dodgeality than during Fishality and Reachality across heights. Actual target impact locations during Dodgeality and Fishality were lower relative to those during Reachality at higher intended impact locations but higher at lower intended impact locations. Finally, actual target impact location was further in the anterior direction for Reachality compared to that for Fishality and for Fishality relative to that for Dodgeality. umbar flexion velocity was reduced during Fishality relative to that during Dodgeality and resembled velocity demands more similar to those for a self-paced reaching task (ie, Reachality). Additionally, lumbar motion and target impact location during Fishality were more similar to those during Reachality than to those during Dodgeality, which suggests that this new virtual reality game is an effective tool for shaping movement. These findings are encouraging for future research aimed at developing an in idualized and graded virtual reality intervention for patients with low back pain and a high fear of movement.
Publisher: Elsevier BV
Date: 2022
DOI: 10.1016/J.GAITPOST.2021.10.004
Abstract: Identifying altered motor control patterns during functional movements in patients with chronic non-specific low back pain (LBP) has important clinical implications for reducing the risk of recurrence. While prior research has shown that magnitudes of lumbar and hip motion are not altered in patients with chronic non-specific LBP, it is possible that outcomes which describe coordination could provide greater discriminatory information between pathological and healthy movement. Determine the effect of biological sex and chronic non-specific LBP on coordination between hip and lumbar motion during cyclic and discrete reaching. Twenty participants with chronic non-specific LBP (11 male/9 female, 23.5 ± 4.9 years old) and 21 control participants (12 male/9 female, 22.9 ± 6.1 years old) completed discrete and cyclic reaching tasks to a target in the mid-sagittal plane, while whole-body kinematics were collected using a three-dimensional motion capture system. Movement time, lumbar motion, hip motion, and the ratio between lumbar and hip motion were compared between participants with and without chronic non-specific LBP and between men and women using two-way mixed ANOVAs. Participants with chronic non-specific LBP had reduced lumbar-hip ratios relative to control participants during both the cyclic (F = 4.779, p = 0.035, η Reduced lumbar-hip ratios during reaching likely reflect a compensatory movement strategy that could play an important role in the development and progression of LBP.
No related grants have been discovered for Alexander Peebles.