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Validity and Reliability of a Telehealth Physical Fitness and Functional Assessment Battery for Ambulatory Youth With and Without Mobility Disabilities: Observational Measurement Study

Validity and Reliability of a Telehealth Physical Fitness and Functional Assessment Battery for Ambulatory Youth With and Without Mobility Disabilities: Observational Measurement Study

Relevant prior works included a study that investigated mobility-focused physical outcome measures, which included the hand grip strength test, the five times sit-to-stand test (FTST), and the timed up-and-go (TUG) test [19]; multiple studies have investigated a remotely delivered version of a 6-minute walk test (6 MWT) [21-23]; and a pilot investigated balance and gait assessments [24]. The 6 MWT has also been found to be a valid indicator of cardiorespiratory fitness [25-27].

Byron Lai, Danielle Wadsworth, Katherine Spring, Chloe S Jones, Madison Mintz, Laurie A Malone, Yumi Kim, Jereme Wilroy, Holim Lee

JMIR Rehabil Assist Technol 2024;11:e50582

Development and Formative Evaluation of a Virtual Exercise Platform for a Community Fitness Center Serving Individuals With Physical Disabilities: Mixed Methods Study

Development and Formative Evaluation of a Virtual Exercise Platform for a Community Fitness Center Serving Individuals With Physical Disabilities: Mixed Methods Study

(2) How accurately, quickly, and easily (effectiveness, efficiency, and satisfaction) can a user register for the research study embedded in the system and answer the series of preintervention surveys? This is a secondary outcome to support future research. (3) How accurately, quickly, and easily (effectiveness, efficiency, and satisfaction) can a user register for a web-based class, add it to the calendar, and join the web-based class?

Sangeetha Mohanraj, Laurie A Malone, Christen J Mendonca, Mohanraj Thirumalai

JMIR Form Res 2023;7:e49685

The Usability of a Touchpad Active Video Game Controller for Individuals With Impaired Mobility: Observational Study

The Usability of a Touchpad Active Video Game Controller for Individuals With Impaired Mobility: Observational Study

Across 206 usability tests and 2324 responses, the SUS was found to be a robust and reliable (α=.91) tool to measure usability [36,37]. The SUS is robust to small sample sizes and applicable to many systems [36,38,39]. The SUS can produce a score from 0 to 100 and a score equal to or greater than 68 indicates above-average usability [37,39]. In addition to the single score, factor analyses suggest a 2-factor structure of learnability and usability [40].

Christen J Mendonca, Laurie A Malone, Sangeetha Mohanraj, Mohanraj Thirumalai

JMIR Rehabil Assist Technol 2023;10:e41993

Usability of the GAIMplank Video Game Controller for People With Mobility Impairments: Observational Study

Usability of the GAIMplank Video Game Controller for People With Mobility Impairments: Observational Study

Although efforts are being made, there continues to be a pressing need to make AVG controllers accessible to people who are unable to stand for long periods, cannot stand on a small platform because of poor balance or extreme obesity, or those who use a wheelchair for all daily activities.

Laurie A Malone, Christen J Mendonca, Sangeetha Mohanraj, Samuel R Misko, Joseph Moore, James Michael Brascome, Mohanraj Thirumalai

JMIR Serious Games 2023;11:e38484

Active Video Gaming Using an Adapted Gaming Mat in Youth and Adults With Physical Disabilities: Observational Study

Active Video Gaming Using an Adapted Gaming Mat in Youth and Adults With Physical Disabilities: Observational Study

However, the scope of video gaming has broadened and been shown to provide a role in physical rehabilitation, a tool for health promotion and behavior change, and a means for improving mental health [3-8]. A specific genre of gameplay that moves beyond the sedentary is known as active video gaming (AVG) or exergaming. Such games require large body movements of the arms or legs as opposed to the simple finger motions for standard controller operation.

Laurie A Malone, Ganisher K Davlyatov, Sangeetha Padalabalanarayanan, Mohanraj Thirumalai

JMIR Serious Games 2021;9(3):e30672

Adapting the Wii Fit Balance Board to Enable Active Video Game Play by Wheelchair Users: User-Centered Design and Usability Evaluation

Adapting the Wii Fit Balance Board to Enable Active Video Game Play by Wheelchair Users: User-Centered Design and Usability Evaluation

The sync button enclosed in the battery housing enables the user to initiate a Bluetooth link between the board and a Wii system. The power button triggers the ECU to power up and establish a Bluetooth link to the Wii system and to begin transmission of weight and COB data. We focused the mechanical redesign (Figure 3) on providing a larger platform for players to use in both seated and standing positions.

Mohanraj Thirumalai, William B Kirkland, Samuel R Misko, Sangeetha Padalabalanarayanan, Laurie A Malone

JMIR Rehabil Assist Technol 2018;5(1):e2