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Fears, Nicholas E.; Templin, Tylan N.; Sherrod, Gabriela M.; Bugnariu, Nicoleta L.; Patterson, Rita M.; Miller, Haylie L. – Journal of Autism and Developmental Disorders, 2023
Autistic children have differences in their movements which impact their functional performance. Virtual-reality enables researchers to study movement in safe, engaging environments. We used motion-capture to measure how 7-13-year-old autistic and neurotypical children make whole-body movements in a virtual-reality task. Although children in both…
Descriptors: Autism Spectrum Disorders, Children, Early Adolescents, Human Body
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Aichinger, Philipp; Kumar, S. Pravin; Lehoux, Hugo; Švec, Jan G. – Journal of Speech, Language, and Hearing Research, 2022
Purpose: Laryngeal high-speed videoendoscopy (LHSV) has been recognized as a highly valuable modality for the scientific investigations of vocal fold (VF) vibrations. In contrast to stroboscopic imaging, LHSV enables visualizing aperiodic VF vibrations. However, the technique is less well established in the clinical care of disordered voices,…
Descriptors: Speech Impairments, Video Technology, Acoustics, Phonetics
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Pourazar, Morteza; Bagherzadeh, Fazlolah; Mirakhori, Fatemeh – International Journal of Developmental Disabilities, 2021
Aims: The purpose of this study was to investigate the effects of Virtual reality training on dynamic balance of children with spastic hemiplegic cerebral palsy (SHCP). Methods: 20 girls with SHCP (mean age = 9.4; SD =1.48) were selected from special schools and divided into the experimental and control groups. Commercially available Kinect dance…
Descriptors: Children, Cerebral Palsy, Computer Simulation, Training
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Lucas, Terry – E-Learning and Digital Media, 2019
Animation can be used for various purposes such as for procedural and motor skill learning (i.e., dance, sports, and motor rehabilitation). In the context of visual design, this study explores the possible influence of realism (levels of visual detail) in animation at the cognitive stage of motor skill acquisition. Students (N = 64) with low-prior…
Descriptors: Realism, Psychomotor Skills, Difficulty Level, Animation
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Burton, Andrew M.; Liu, Hao; Battersby, Steven; Brown, David; Sherkat, Nasser; Standen, Penny; Walker, Marion – International Journal of Game-Based Learning, 2011
Stroke is the main cause of long term disability worldwide. Of those surviving, more than half will fail to regain functional usage of their impaired upper limb. Typically stroke upper limb rehabilitation exercises consist of repeated movements, which when tracked can form the basis of inputs to games. This paper discusses two systems utilizing…
Descriptors: Educational Games, Neurological Impairments, Disabilities, Rehabilitation
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Raw, Rachael K.; Kountouriotis, Georgios K.; Mon-Williams, Mark; Wilkie, Richard M. – Journal of Experimental Psychology: Human Perception and Performance, 2012
Old age is associated with poorer movement skill, as indexed by reduced speed and accuracy. Nevertheless, reductions in speed and accuracy can also reflect compensation as well as deficit. We used a manual tracing and a driving task to identify generalized spatial and temporal compensations and deficits associated with old age. In Experiment 1,…
Descriptors: Older Adults, Psychomotor Skills, Computer Simulation, Cognitive Processes
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Johnson-Glenberg, Mina C.; Birchfield, David A.; Tolentino, Lisa; Koziupa, Tatyana – Journal of Educational Psychology, 2014
These 2 studies investigate the extent to which an Embodied Mixed Reality Learning Environment (EMRELE) can enhance science learning compared to regular classroom instruction. Mixed reality means that physical tangible and digital components were present. The content for the EMRELE required that students map abstract concepts and relations onto…
Descriptors: Cooperative Learning, Human Body, Science Education, Science Instruction