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Scientific Information Database (SID) - Trusted Source for Research and Academic Resources
Scientific Information Database (SID) - Trusted Source for Research and Academic Resources
Scientific Information Database (SID) - Trusted Source for Research and Academic Resources
Scientific Information Database (SID) - Trusted Source for Research and Academic Resources
Scientific Information Database (SID) - Trusted Source for Research and Academic Resources
Scientific Information Database (SID) - Trusted Source for Research and Academic Resources
Scientific Information Database (SID) - Trusted Source for Research and Academic Resources
Scientific Information Database (SID) - Trusted Source for Research and Academic Resources
Issue Info: 
  • Year: 

    2019
  • Volume: 

    15
  • Issue: 

    2
  • Pages: 

    0-0
Measures: 
  • Citations: 

    0
  • Views: 

    82
  • Downloads: 

    0
Abstract: 

Introduction: Rehabilitation robots have the ability to assist the patients with paralysis and semi-paralysis. Besides, these robots are capable of being programmed to perform various rehabilitation methods. However, evaluating their functions and their effects on human’ s body are still two of the main challenges of theses robots. The purpose of the present study was to introduce a method for assessing the function of a rehabilitation robot in modifying the crouch gait to normal gait, by using online biomechanics and computational software. Materials and Methods: Rehabilitation robot and human leg were simulated using Inventor (Autodesk, Inc. ) and OpenSim (Stanford University) software. User’ s muscle strength was calculated according to a crouch gait. The system got the position of each joint and muscle strength as input, and determined the torque required for each hip and knee joints. Results: The performance of rehabilitation robot on human body was evaluated by relating the simulation in biomechanical and computational software. The kinematic and kinetic effects of robots on model of human model with crouch gait pattern was confirmed. In addition, the error of tracking normal gait with wearable robot was less than 0. 06 rad for user with crouch gait. Conclusion: By using a simulation method and analyzing the motion data of a person gait pattern, an optimal path can be defined individually for each person, which reduces the risk and error of tracking while using the rehabilitation robot. It is also possible to change the mechanical and control structure of wearable robots in simulation without the cost and risk of laboratory evaluation.

Yearly Impact: مرکز اطلاعات علمی Scientific Information Database (SID) - Trusted Source for Research and Academic Resources

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Issue Info: 
  • Year: 

    2019
  • Volume: 

    15
  • Issue: 

    2
  • Pages: 

    0-0
Measures: 
  • Citations: 

    1
  • Views: 

    57
  • Downloads: 

    0
Abstract: 

Introduction: Patellofemoral pain syndrome (PFPS) is one of the most common musculoskeletal disorders, and is related to biomechanical factors of the lower extremities. Hip and knee muscle strengthening is a well-known method for the treatment of PFPS, but there is insufficient evidence for its effectiveness in combination with other effective interventions. The purpose of this study was to compare the effect of hip and knee strengthening with internal instruction exercises on pain and dynamic knee valgus in patients with PFPS. Materials and Methods: The present study was a quasi-experimental intervention. 50 men and women with PFPS (18 to 45 years) participated in this study. Subjects were assigned to experimental (n = 25) and control (n = 25) groups. Evaluation of pain was conducted using visual analog scale (VAS) questionnaire, and dynamic knee valgus by two-dimensional video camera. Subjects in the control group received hip and knee strengthening exercises, and in the experimental group performed hip and knee strengthening with internal instruction exercise for six weeks, three sessions per week and each session for 45 minutes. Independent and dependent t tests were used for statistical analysis. Results: Adding internal focus instruction on hip and knee strengthening exercises affected the dynamic knee valgus angle of the patients with PFPS, and significantly reduced the dynamic knee valgus angle (P < 0. 001). Moreover, there was no significant statistical effect on pain with the addition of internal focus on hip and knee strengthening exercises. Conclusion: Hip and knee strengthening with internal instructions exercises seem to be more effective in improving dynamic knee valgus than exercises that focus solely on strengthening the hip and knee muscles.

Yearly Impact: مرکز اطلاعات علمی Scientific Information Database (SID) - Trusted Source for Research and Academic Resources

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Issue Info: 
  • Year: 

    1398
  • Volume: 

    15
  • Issue: 

    2
  • Pages: 

    0-0
Measures: 
  • Citations: 

    0
  • Views: 

    124
  • Downloads: 

    0
Abstract: 

مقدمه: سندرم درد پاتلوفمورال (Patellofemoral pain syndrome یا PFPS)، یکی از شایع ترین اختلالات اسکلتی-عضلانی است که با عوامل بیومکانیکی اندام تحتانی مرتبط می باشد. تقویت عضلات زانو و ران، روش شناخته شده ای برای درمان PFPS به شمار می رود، اما شواهد کافی در مورد اثرگذاری آن ها در ترکیب با سایر مداخله ها وجود ندارد. پژوهش حاضر با هدف مقایسه تأثیر تمرینات تقویتی ران و زانو به همراه دستورالعمل تمرکز داخلی، بر درد و والگوس داینامیک زانو در افراد مبتلا به PFPS انجام شد. مواد و روش ها: این مطالعه با توجه به اعمال مداخله، از نوع نیمه تجربی بود. 50 مرد و زن مبتلا به PFPS (18 تا 45 سال) در دو گروه تجربی (25 نفر) و شاهد (25 نفر) قرار گرفتند. میزان درد با استفاده از شاخص دیداری درد (Visual analogue scale یا VAS) و والگوس داینامیک زانو به وسیله دوربین فیلمبرداری به صورت دو بعدی اندازه گیری گردید. سپس افراد در گروه شاهد، تمرینات تقویتی ران و زانو و در گروه تجربی، تمرینات تقویتی ران و زانو به همراه تمرکز داخلی را به مدت شش هفته (هر هفته سه جلسه و هر جلسه به مدت 45 دقیقه) انجام دادند. داده ها با استفاده از آزمون های Independent t و Paired t مورد تجزیه و تحلیل قرار گرفت. یافته ها: افزودن دستورالعمل تمرکز داخلی بر تمرینات تقویتی ران و زانو، تأثیر معنی داری بر کاهش زاویه والگوس داینامیک زانو در افراد مبتلا به PFPS داشت (001/0 ≥ P). با افزوده شدن تمرکز داخلی بر تمرینات تقویتی ران و زانو، تأثیر معنی داری در میزان درد مشاهده نشد. نتیجه گیری: به نظر می رسد که تمرینات تقویتی ران و زانو به همراه تمرکز داخلی، در بهبود والگوس داینامیک زانو مؤثرتر از تمریناتی است که فقط بر تقویت عضلات ران و زانو تمرکز دارند.

Yearly Impact: مرکز اطلاعات علمی Scientific Information Database (SID) - Trusted Source for Research and Academic Resources

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Issue Info: 
  • Year: 

    1398
  • Volume: 

    15
  • Issue: 

    2
  • Pages: 

    0-0
Measures: 
  • Citations: 

    0
  • Views: 

    152
  • Downloads: 

    0
Abstract: 

مقدمه: ربات های توان بخشی امکان حرکت اندام فلج و یا نیمه فلج را فراهم می کنند. این ربات ها قابلیت برنامه ریزی دارند و می توان روش های مختلف توان بخشی را با کمک آن ها تحقق بخشید. از جمله چالش های اصلی این وسایل، چگونگی ارزیابی عملکرد درست ربات ها و بررسی اثرات آن بر روی افراد است. هدف از انجام پژوهش حاضر، معرفی روش ارزیابی عملکرد یک ربات پوشیدنی، در اصلاح سیکل راه رفتن اندام تحتانی شخص مبتلا به اختلال حرکتی راه رفتن چمباتمه ای با استفاده برخط از نرم افزارهای بیومکانیکی و محاسباتی بود. مواد و روش ها: مدل ربات پوشیدنی برای یک پا و مدل بدن انسان با استفاده از نرم افزار های Autodesk Inventor و OpenSim شبیه سازی شد. سپس نیروی عضلات با توجه به الگوی راه رفتن فرد دارای اختلال حرکتی چمباتمه ای محاسبه گردید. با اعمال نیرو و با استفاده از نرم افزار OpenSim، موقعیت، سرعت و شتاب مفاصل ران و زانو به صورت برخط به دست آمد و به عنوان ورودی به سیستم کنترل ربات ارسال شد. یافته ها: با برقراری ارتباط بین نرم افزارهای شبیه سازی، بیومکانیکی و محاسباتی، تأثیر یک ربات پوشیدنی بر روی مدل انسان و همچنین، اثر آن بر روی عضلات حین راه رفتن بررسی و مؤثر بودن استفاده از این روش تأیید گردید. یافته های حاصل از شبیه سازی نشان داد که ربات پوشیدنی برای کاربر دارای اختلال حرکتی چمباتمه ای، مسیر راه رفتن طبیعی را با خطای کمتر از 06/0 رادیان دنبال کرد. نتیجه گیری: با استفاده از روش شبیه سازی و تحلیل داده های حرکتی فرد دارای اختلال، می توان مسیر بهینه مناسب با هر فرد را به صورت مجزا برای ربات توان بخشی تعریف کرد که سبب کاهش خطر استفاده ار ربات و خطای ردیابی حین استفاده از ربات توان بخشی می شود. همچنین، امکان تغییر ساختار مکانیکی و کنترلی ربات های پوشیدنی بدون صرف هزینه وجود دارد.

Yearly Impact: مرکز اطلاعات علمی Scientific Information Database (SID) - Trusted Source for Research and Academic Resources

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Issue Info: 
  • Year: 

    2019
  • Volume: 

    15
  • Issue: 

    2
  • Pages: 

    79-85
Measures: 
  • Citations: 

    0
  • Views: 

    250
  • Downloads: 

    0
Abstract: 

Introduction: The main purpose of the present study was to investigate the effect of educational computer games on the management of the creative thinking in children using interactive approaches. Materials and Methods: In this randomized controlled clinical trial study, the statistical population consisted of all first-grade students in Shiraz City, Iran, in the academic year of 2019-2020. 60 children were selected using cluster random sampling method. Data were collected using a questionnaire that measured the subjects' abilities in interactive performance and creative thinking skills. Children were randomly assigned to experimental and control groups. The experimental group was exposed to computer games training, and the control group continued traditional training. The results were analyzed using covariance method. Results: Educational computer game strategy had a significant effect on creative thinking management with the impact intensity of 17. 8%. The f statistic was 9. 83 for social skills (P = 0. 003), and the impact intensity was 49. 9%. Conclusion: Probably educational computer games may enhance creativity and social interactions in children, which in turn has a great impact on individual life, as well as social and personal skills.

Yearly Impact: مرکز اطلاعات علمی Scientific Information Database (SID) - Trusted Source for Research and Academic Resources

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Issue Info: 
  • Year: 

    2019
  • Volume: 

    15
  • Issue: 

    2
  • Pages: 

    86-93
Measures: 
  • Citations: 

    0
  • Views: 

    173
  • Downloads: 

    0
Abstract: 

Introduction: Studies report that mobility changes could be present in early stages of Alzheimer’ s disease (AD) or even in previous stages, such as mild cognitive impairment (MCI). The use of motor tests, involving dual task, could facilitate screening and differentiation between the elderly with AD and MCI. The goal of this study is to design and validate dual-tasks based on Kinect sensor in a virtual reality environment to evaluate cognitive disorders in the elderly. Materials and Methods: This was a validating study with the statistical society including the psychologists who were expert in the field of AD treatment, cognitive disorders, and the educational technologies, among whom 10 people were purposefully selected. A package of dual tasks based on Kinect sensor in a virtual reality environment was developed and evaluated for assessing cognitive disorders in geriatrics. The tools used in this study included a three dimensional game made by Unity, a Kinect sensor, and a virtual reality headset. To determine the content validity of the software, a questionnaire was prepared by the technical team concerning the software content, and then was filled by the psychologists. The software validity was determined using the Kappa coefficient. Results: Applying the revisions based on the comments received, the experts’ opinions were analyzed and resulted in the Kappa coefficient of 93. 4%. Conclusion: The software developed seems to have the acceptable content validity. Dual tasks based on the Kinect sensor may be used to accurately evaluate the cognitive function in the elderly.

Yearly Impact: مرکز اطلاعات علمی Scientific Information Database (SID) - Trusted Source for Research and Academic Resources

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Issue Info: 
  • Year: 

    2019
  • Volume: 

    15
  • Issue: 

    2
  • Pages: 

    94-100
Measures: 
  • Citations: 

    0
  • Views: 

    181
  • Downloads: 

    141
Abstract: 

Introduction: Today, with the advancement of technology and the expansion of the use of computers and mobile phones, mobility and health care through gamification has reached a special place. Despite increasing people health, gamification can create a small step towards a green city and create new job opportunities. Materials and Methods: In this study, a motor was attached to the pedal or rotary axis of a stationary bicycle as a generator to convert the produced mechanical energy into the electrical form. Some buttons were also mounted on the bicycle handlebar so that the user could control the game character in the Android application. All required hardware and circuits were also initially selected and designed to provide the power needed to charge the mobile and send the sensor information to the software via a Bluetooth module. Results: Referring to the latest achievements in health care, the complete design and manufacturing process of the control hardware required to read the information of the sensors connected to the bicycle and send them by a microcontroller to a mobile application as well as the design of a related android game with its software challenges, were provided. Two IoT-based Android developing tools, Flutter and Flame, were also briefly introduced. Conclusion: The output of this study was a full version of a small-scale stationary bicycle attached to the sensor, which was a comprehensive example of a set of interconnected bicycles. It can be widely used at sports clubs, parks, and gardens to enhance sport culture through gamification.

Yearly Impact: مرکز اطلاعات علمی Scientific Information Database (SID) - Trusted Source for Research and Academic Resources

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Issue Info: 
  • Year: 

    2019
  • Volume: 

    15
  • Issue: 

    2
  • Pages: 

    101-106
Measures: 
  • Citations: 

    0
  • Views: 

    201
  • Downloads: 

    120
Abstract: 

Introduction: Motion capturing is a concept which has been taken into consideration in recent decades and it has been used for various purposes like improving the performance of patients with motor problems and increasing motivation and creativity of users. It can also be used in film industry both in two-and three-dimensional animations. Research has shown that this system may be used to enhance creativity and intellect. The aim of this study is to use the Vicon motion capturing device to convert creative human movements into a conceptual painting with the help of music. Materials and Methods: For cultural adaption of the system, the first chapter of “ HAFTVAD” music album called “ The Introduction” composed by Masoud Nekoyi and the story of Rostam and Sohrab from Shahnameh, written by the Persian poet Ferdowsi, were chosen as the musical groundwork and the scenario for this survey. A human model was trained to perform movements in accordance with the musical and fictional workarounds of the study; the model was also allowed to use self-created styles in movements in the final performance. The segmental movements of the model body were identified in the Vicon Vero system by wearing clothes equipped with reflective markers. This information was transmitted into the Unity engine, and without modeling the body's segments, different colors and brushes were defined to illustrate the path of the movements of the hands, feet, head, and heart. Results: By defining various brushes in different colors, human movements were converted into a conceptual painting in accordance with the music. Conclusion: This study discussed a creative process, entitled Motion Paint, which was implemented in Iran for the first time. This method can be used to make the process of exercise therapy more attractive, especially in chronic motor problems.

Yearly Impact: مرکز اطلاعات علمی Scientific Information Database (SID) - Trusted Source for Research and Academic Resources

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Issue Info: 
  • Year: 

    2019
  • Volume: 

    15
  • Issue: 

    2
  • Pages: 

    107-114
Measures: 
  • Citations: 

    0
  • Views: 

    233
  • Downloads: 

    0
Abstract: 

Introduction: The importance of education in today's world is evident for anyone. Nowadays, with the advancement of technology, educational centers seek electronic approaches to train the students. On the other hand, education authorities encounter difficulties like abundant educational material, limited learning time, lack of interactive media, and poor quality of education that negatively influence student’ s motivation and engagement. An effective solution in this regard is gamification in the electronic learning. Additionally, software developers encounter many complexities in producing courses that use game elements for learning, including lack of precise understanding of the concepts of the field, which makes the development of the software a time-consuming process. Materials and Methods: In this study, the process of designing and implementing courses was simplified for developers by modeling the concepts of gamification using the model driven approach. A metamodel was designed for e-learning domain using Eclipse framework, and then a model was has developed based on this metamodel that represented a gamification course. Results: A meta-model was created for modeling gamification of electronic education using a model driven approach and then a model was developed based on this metamodel that indicated a gamification course for educational purposes. Conclusion: In this study, the learning process became more attractive by applying gamification, in addition to facilitating e-course development process, which was usually implemented in web platforms using the model driven approach. Different models may be driven from the metamodel presented in this study according to the requirements of customers. These models may be used in transformation programs to generate implementation code for e-courses.

Yearly Impact: مرکز اطلاعات علمی Scientific Information Database (SID) - Trusted Source for Research and Academic Resources

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Issue Info: 
  • Year: 

    2019
  • Volume: 

    15
  • Issue: 

    2
  • Pages: 

    115-122
Measures: 
  • Citations: 

    0
  • Views: 

    137
  • Downloads: 

    0
Abstract: 

Introduction: Cerebral palsy (CP) is a group of persistent abnormalities in body posture and movement resulting from non-destructive lesions in the fetal or neonatal brain that can lead to impaired body structure and functions, and activity limitations. Therefore, timely treatment is necessary due to such disorders. The kinesiotaping technique is a non-invasive, cost-effective, relatively modern, and available method to treat some of the lesions and function in these children. The purpose of this article was to review the literature to investigate the effect of long-term application of kinesiotape technique on improving the function and balance of children with spastic cerebral palsy. Materials and Methods: Using Kinesiotape, Kinesiotaping, CP, Cerebral Palsy, Function, and Balance keywords in databases such as Pubmed, Google Scholar, Science direct, Proquest, Ovid, Scopus, and Scientific Information Database (SID), 14 articles were selected based on inclusion and exclusion criteria, and then sorted according to the placement of application of kinesotape on the body. Results: A review of related articles showed that in most studies, the kinesiotape improved activities such as standing up, walking, sitting, grasping, and releasing, separate movements of fingers, upper and lower limb movement patterns, daily living activities, and trunk balance while sitting or walking. Conclusion: Long-term use of kinesiotape appears to be effective in combination with other rehabilitation therapies to improve the function and balance of children with spastic cerebral palsy.

Yearly Impact: مرکز اطلاعات علمی Scientific Information Database (SID) - Trusted Source for Research and Academic Resources

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