Roberto Cano‐de‐la‐Cuerda

ORCID: 0000-0002-1118-4234
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About
Contact & Profiles
Research Areas
  • Stroke Rehabilitation and Recovery
  • Cerebral Palsy and Movement Disorders
  • Balance, Gait, and Falls Prevention
  • Parkinson's Disease Mechanisms and Treatments
  • Botulinum Toxin and Related Neurological Disorders
  • Multiple Sclerosis Research Studies
  • Muscle activation and electromyography studies
  • Medical research and treatments
  • Spinal Cord Injury Research
  • Musculoskeletal pain and rehabilitation
  • Neurological disorders and treatments
  • Prosthetics and Rehabilitation Robotics
  • Aging, Health, and Disability
  • Developmental and Educational Neuropsychology
  • Assistive Technology in Communication and Mobility
  • EEG and Brain-Computer Interfaces
  • Autism Spectrum Disorder Research
  • Long-Term Effects of COVID-19
  • Effects of Vibration on Health
  • Diabetic Foot Ulcer Assessment and Management
  • Fibromyalgia and Chronic Fatigue Syndrome Research
  • Cardiac Health and Mental Health
  • Health, Education, and Physical Culture
  • Neurology and Historical Studies
  • Acute Ischemic Stroke Management

Universidad Rey Juan Carlos
2016-2025

Motion Control (United States)
2023

Arcispedale Sant'Anna
2023

University of Ferrara
2023

Teradata (United States)
2023

Physiotherapy New Zealand
2020

Universidad Complutense de Madrid
2007

Comunidad de Madrid
2007

Background:Limited evidence is available about the effectiveness of virtual reality using low cost commercial consoles for children with developmental delay. Objective:The aim this preliminary study to evaluate usefulness a videogame system based on non-immersive techno logy (Xbox 360 KinectTM) support conventional rehabilitation treatment cerebral palsy. Secondarily, objectify changes in psychomotor status palsy after receiving addition last generation game console. Methods:11 were included...

10.3233/nre-131001 article EN Neurorehabilitation 2013-12-28

Background: Balance and postural control (PC) disorders are frequent motor disorder symptoms associated with multiple sclerosis (MS). Objective: To demonstrate the potential improvements in balance PC among patients MS who complete a virtual

10.3233/nre-130995 article EN Neurorehabilitation 2013-12-28

Background: Virtual reality (VR) applied to patients with neck pain is a promising intervention produce positive effects when used alone or combined exercise. Therefore, the objective of this manuscript compare VR versus exercise treatment on intensity, conditioned modulation (CPM), temporal summation (TS) and functional somatosensory outcomes in non-specific chronic (NS-CNP). Methods: A single-blinded, randomized clinical trial was carried out. total sample 44 NS-CNP into group exercises...

10.3390/ijerph17165950 article EN International Journal of Environmental Research and Public Health 2020-08-16

Abstract Background Non-immersive video games are currently being used as technological rehabilitation tools for individuals with Parkinson’s disease (PD). The aim of this feasibility study was to evaluate the effectiveness Leap Motion Controller® (LMC) system serious designed upper limb (UL), well levels satisfaction and compliance among patients in mild-to-moderate stages disease. Methods A non-probabilistic sampling non-consecutive cases performed. 23 PD patients, II-IV Hoehn & Yahr...

10.1186/s12984-019-0593-x article EN cc-by Journal of NeuroEngineering and Rehabilitation 2019-11-06

Dexterity and activities of daily living limitations on the upper limb (UL) represent one most common problems in patients with multiple sclerosis (MS). The aim this study was to evaluate effectiveness specially developed Serious Games that make use Leap Motion Controller (LMC) as main user interface for improving UL grip muscle strength, dexterity, fatigue, quality life, satisfaction compliance.A single-blinded randomized controlled trial conducted. sample into two groups: an experimental...

10.1186/s12984-020-00718-x article EN cc-by Journal of NeuroEngineering and Rehabilitation 2020-07-13

This mixed-method study examined the impact of combining virtual reality (VR) and gamification (GAM) with practice teaching style (PTS) on students’ motor skills perceived effort in physical education. Participants (n = 75) were divided into three groups: PTS (control), + GAM VR. Each group had two one-hour sessions per week for six weeks. Participants’ evaluated quantitatively qualitatively using tests such as SportComp Motor, flamingo plate-tapping tests, well handgrip strength test...

10.3390/su16041584 article EN Sustainability 2024-02-14

(1) Background: the scientific literature has shown that students’ active involvement in teaching–learning process significantly improves their learning outcomes. (2) Methods: this study shows perceptions of seven researchers on inquiring about effects combined use virtual reality (VR) and a practice teaching style physical education secondary educational institutions. (3) Results: results obtained from researchers’ diaries focus group, through qualitative design, are arranged following...

10.3390/educsci14030291 article EN cc-by Education Sciences 2024-03-09

Postural control disorders are among the most frequent motor disorder symptoms associated with multiple sclerosis. This study aims to demonstrate potential improvements in postural patients sclerosis who complete a telerehabilitation program that represents feasible alternative physical therapy for situations which conventional treatment is not available. Fifty were recruited. Control group (n = 25) received physiotherapy twice week (40 min per session). Experimental monitored via...

10.3390/ijerph10115697 article EN International Journal of Environmental Research and Public Health 2013-10-31

The design and application of Serious Games (SG) based on the Leap Motion sensor are presented as a tool to support rehabilitation therapies for upper limbs. Initially, principles their implementation described, focusing improving both unilateral bilateral manual dexterity coordination. games has been supervised by specialized therapists. To assess therapeutic effectiveness proposed system, protocol trials with Parkinson’s patients defined. Evaluations physical condition participants in...

10.1155/2018/7148427 article EN cc-by Computational Intelligence and Neuroscience 2018-01-01

In recent decades, gaming technology has been accepted as a feasible method for complementing traditional clinical practice, especially in neurorehabilitation; however, the viability of using 3D Virtual Reality (VR) assessment upper limb motor function not fully explored. For that purpose, we developed VR-based version Box and Blocks Test (BBT), test manual dexterity, an automated alternative to classical procedure. Our BBT (VR-BBT) integrates mechanics into gameplay Leap Motion Controller...

10.3390/s20102773 article EN cc-by Sensors 2020-05-13

Background: Parkinson’s disease is a neurodegenerative disorder that causes impaired motor functions. Virtual reality technology may be recommended to optimize learning in safe environment. The objective of this paper was evaluate the effects novel immersive virtual used for serious games (Oculus Rift 2 plus leap motion controller—OR2-LMC) upper limb outcomes (muscle strength, coordination, speed movements, fine and gross dexterity). Another obtain qualitative data participants’ experiences...

10.3390/s20082168 article EN cc-by Sensors 2020-04-11
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