Patrice L. Weiss

ORCID: 0000-0001-5633-1210
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About
Contact & Profiles
Research Areas
  • Stroke Rehabilitation and Recovery
  • Cerebral Palsy and Movement Disorders
  • Virtual Reality Applications and Impacts
  • Assistive Technology in Communication and Mobility
  • Autism Spectrum Disorder Research
  • Family and Disability Support Research
  • Children's Physical and Motor Development
  • Musculoskeletal pain and rehabilitation
  • Balance, Gait, and Falls Prevention
  • Motor Control and Adaptation
  • Tactile and Sensory Interactions
  • Writing and Handwriting Education
  • Child Development and Digital Technology
  • Action Observation and Synchronization
  • Infant Development and Preterm Care
  • Spatial Neglect and Hemispheric Dysfunction
  • Spinal Cord Injury Research
  • Technology Use by Older Adults
  • Telemedicine and Telehealth Implementation
  • Spatial Cognition and Navigation
  • Innovative Approaches in Technology and Social Development
  • Traumatic Brain Injury Research
  • Online and Blended Learning
  • Innovative Human-Technology Interaction
  • Botulinum Toxin and Related Neurological Disorders

University of Haifa
2016-2025

Alyn Hospital
2021-2025

Carmel (Israel)
2003-2021

McGill University
1990-2021

Beit Berl College
2021

Carilion Clinic
2014-2019

Israel National Institute for Health Policy Research
2016

Gaertner (United States)
2015

Ministry of Social Affairs and Social Services
2011

Tel Aviv University
2008

The primary focus of rehabilitation for individuals with loss upper limb movement as a result acquired brain injury is the relearning specific motor skills and daily tasks. This essential because often results in reduced quality life. Although strives to take advantage neuroplastic processes during recovery, traditional approaches have not entirely met this goal. In contrast, enriched training tasks, simulated wide range low- high-end virtual reality-based simulations, can be used provide...

10.2522/ptj.20130579 article EN Physical Therapy 2014-09-12

Abstract Video capture virtual reality (VR) uses a video camera and software to track movement in single plane without the need place markers on specific bodily locations. The user's image is thereby embedded within simulated environment such that it possible interact with animated graphics completely natural manner. Although this technology first became available more than 25 years ago, only past five has been applied rehabilitation. objective of article describe way works, review its...

10.1186/1743-0003-1-12 article EN cc-by Journal of NeuroEngineering and Rehabilitation 2004-12-20

10.1023/a:1021371425220 article EN Educational Psychology Review 2003-01-01

Abstract The purpose of this paper is to present an overview the adaptations that have been done VividGroup's Gesture Xtreme projected VR scenarios in order facilitate their use neurological rehabilitation. First, and adaptation (control type, speed, location direction all stimuli) are briefly described. advantages limitations adapted system as a rehabilitation tool presented. Next, initial results two examples case studies, one patient following stroke who requires balance training result...

10.1002/vis.323 article EN The Journal of Visualization and Computer Animation 2003-11-21

Purpose. The goal of this study was to determine whether non immersive interactive virtual environments are an effective medium for training individuals who suffer from Unilateral Spatial Neglect (USN) as a result right hemisphere stroke, and compare it standard computer visual scanning training.Method. Participants included 19 patients with stroke in two groups, 11 experimental group were given desktop-based Virtual Reality (VR) street crossing 8 control based tasks, both total twelve...

10.1080/09638280500076079 article EN Disability and Rehabilitation 2005-01-01

This study examined the effectiveness of a school-based, collaborative technology intervention combined with cognitive behavioral therapy to teach concepts social collaboration and conversation children high-functioning autism spectrum disorders (n = 22) as well enhance their actual engagement behaviors (collaboration conversation) peers. Two computer programs were included in intervention: "Join-In" "No-Problem" conversation. Assessment socio-cognitive area concept perception measures,...

10.1177/1362361312472989 article EN Autism 2013-04-24

Abstract OBJECTIVE. The purpose of this study was to use computerized temporal measures examine and compare the writing process proficient non-proficient third-grade handwriters. METHOD. A digitizer system used handwriting two groups 8–9-year-old students. Classroom teachers a questionnaire identify 50 students who were handwriters Multivariate analysis variance (MANOVA) analyses test for group differences across tasks each dependent variable. Total time, “on paper” “in air” speed, number...

10.5014/ajot.57.2.129 article EN American Journal of Occupational Therapy 2003-03-01

Due to limitations in their physical abilities, adults with cerebral palsy (CP) have relatively few opportunities engage independent leisure activities. This pervasive lack of opportunity often leads the development dependent behavioral patterns and learned helplessness. The objective this pilot study was explore ways which virtual reality can provide positive enjoyable experiences during interactions different game-like environments potentially lead increased self-esteem a sense...

10.1089/109493103322011650 article EN CyberPsychology & Behavior 2003-06-01

This article presents results from a feasibility study of video-capture virtual reality (VR) system used with patients who have paraplegic spinal cord injury (SCI) and need balance training. The advantages the VR include providing user natural control movements, ability to use as many parts body are deemed suitable within context therapeutic goals, flexibility in way can be adapted suit specific objectives. Thirteen participants SCI experienced three environments (VEs). Their responses Short...

10.1682/jrrd.2005.01.0023 article EN The Journal of Rehabilitation Research and Development 2005-01-01

We present the design and evaluation of Collaborative Puzzle Game (CPG), a tabletop interactive activity developed for fostering collaboration in children with Autism Spectrum Disorder (ASD). The CPG was inspired by cardboard jigsaw puzzles runs on MERL DiamondTouch table [7]. Digital pieces can be manipulated direct finger touch. features set interaction rules called Enforced Collaboration (EC); order to moved, puzzle must touched dragged simultaneously two players. Two studies were...

10.1145/1731903.1731940 article EN 2009-11-23

Abstract OBJECTIVE. To explore the potential of VMall, a virtual supermarket running on video-capture reality system, as an intervention tool for people who have multitasking deficits after stroke. METHOD. Poststroke, 4 participants received ten 60-min sessions over 3 weeks using VMall. The focused improving while participant was engaged in shopping task. Instruments included Multiple Errands Test–Hospital Version (MET–HV) real mall and RESULTS. Participants achieved improvements ranging...

10.5014/ajot.63.5.535 article EN American Journal of Occupational Therapy 2009-09-01

In this paper we describe a co-located suite of games on tabletop device to support social competence training for children with Autism Spectrum Disorder. This has been designed use patterns collaboration therapists in their Cognitive-Behavioral Therapy (CBT). paper, discuss the observations collected during field study where two used system sessions 8 children. We conclude lessons learned from meshing software enhanced within CBT model.

10.1145/1978942.1979431 article EN 2011-05-07

Impairments of executive functions (EF) significantly affect the ability to lead an independent lifestyle. Virtual environments offer a way rehabilitate EF due their ecological validity. The purpose this pilot study was examine effectiveness virtual reality (VR) supermarket (VMall) for treatment in patients with Traumatic Brain Injury (TBI), compared conventional occupational therapy (OT), order provide initial data regarding effect sizes calculation sample size as well establish...

10.1109/tnsre.2012.2235184 article EN IEEE Transactions on Neural Systems and Rehabilitation Engineering 2012-12-31

The objective of this study was to evaluate the potential exercises performed in a 2D video-capture virtual reality (VR) training environment improve upper limb motor ability stroke patients compared those conventional therapy.A small sample randomized control trial, an outpatient rehabilitation center with 12 chronic stroke, aged 33-80 years, who were randomly allocated VR therapy and groups. All participated four clinical evaluation sessions (pre-test 1, pre-test 2, post-test, follow-up)...

10.1007/s40120-012-0003-9 article EN cc-by-nc Neurology and Therapy 2012-08-23
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