This document summarizes a research study that aimed to develop a mobile game prototype to assist with stroke rehabilitation exercises. Through observations and interviews at a rehabilitation clinic, the researchers identified common rehabilitation tasks and needs of stroke patients. Two prototypes were created and tested, which led to design improvements. The final prototype is a multi-level, interactive game involving tasks like pronation and supination that can be adapted to patients' skill levels. It is meant to make rehabilitation exercises more motivating. Feedback from therapists helped refine the design to better match patients' physical capabilities following a stroke.
This short document lists different emotions that a person may feel, including being sad, happy, angry, hungry, dizzy, and scared. Each line names a single emotion that is being experienced by the person. Overall, the document provides a brief overview of some common feelings and emotional states.
The PIC16F84A has 1024 words of program memory, 68 bytes of data RAM, and 64 bytes of EEPROM data memory. It has 13 I/O pins that are configurable. The device has an 8-level hardware stack and its program memory is mapped with the reset and interrupt vectors at addresses 0000h and 0004h respectively.
Cleansing the body through removing impurities and flooding it with nutrients can strengthen the immune system, support vital organs and healthy brain chemistry, slow aging, aid in weight loss and improve mood, support liver function and metabolism, and help restore antioxidants which can block and destroy free radicals.
The document summarizes key events in the European and North African theaters of World War 2 between 1942 and 1945. It discusses major battles such as Stalingrad, the North Africa campaign, and D-Day as the Allies gained ground against German forces. It also covers the liberation of Nazi death camps and Hitler's suicide as Soviet forces closed in on Berlin, culminating in the unconditional surrender of Nazi Germany in 1945.
This 3 sentence document is difficult to summarize meaningfully as it does not contain any coherent words, sentences or ideas. The document appears to be random characters and does not communicate any discernible information that could be condensed into a multi-sentence summary.
Design For Sustainable Development Compost Design Presentationaprmcewan
The document discusses waste reduction through composting food scraps and yard waste. It notes that over 30 million tons of food waste is sent to landfills in the US each year, despite composting being beneficial. Composting food and yard waste can reduce the need for fertilizers and promote plant growth while helping the environment. The document proposes two solutions for composting food scraps from the kitchen: a pull-out compost bin in the kitchen island or an indoor/outdoor system to move food scraps from the kitchen to an exterior composting area.
This short document lists different emotions that a person may feel, including being sad, happy, angry, hungry, dizzy, and scared. Each line names a single emotion that is being experienced by the person. Overall, the document provides a brief overview of some common feelings and emotional states.
The PIC16F84A has 1024 words of program memory, 68 bytes of data RAM, and 64 bytes of EEPROM data memory. It has 13 I/O pins that are configurable. The device has an 8-level hardware stack and its program memory is mapped with the reset and interrupt vectors at addresses 0000h and 0004h respectively.
Cleansing the body through removing impurities and flooding it with nutrients can strengthen the immune system, support vital organs and healthy brain chemistry, slow aging, aid in weight loss and improve mood, support liver function and metabolism, and help restore antioxidants which can block and destroy free radicals.
The document summarizes key events in the European and North African theaters of World War 2 between 1942 and 1945. It discusses major battles such as Stalingrad, the North Africa campaign, and D-Day as the Allies gained ground against German forces. It also covers the liberation of Nazi death camps and Hitler's suicide as Soviet forces closed in on Berlin, culminating in the unconditional surrender of Nazi Germany in 1945.
This 3 sentence document is difficult to summarize meaningfully as it does not contain any coherent words, sentences or ideas. The document appears to be random characters and does not communicate any discernible information that could be condensed into a multi-sentence summary.
Design For Sustainable Development Compost Design Presentationaprmcewan
The document discusses waste reduction through composting food scraps and yard waste. It notes that over 30 million tons of food waste is sent to landfills in the US each year, despite composting being beneficial. Composting food and yard waste can reduce the need for fertilizers and promote plant growth while helping the environment. The document proposes two solutions for composting food scraps from the kitchen: a pull-out compost bin in the kitchen island or an indoor/outdoor system to move food scraps from the kitchen to an exterior composting area.
The document discusses plans for a final project to develop assistive technologies for stroke rehabilitation. It aims to explore how technologies can augment the lives of stroke victims and help them regain independence through physical and occupational therapy exercises in the home. The document provides examples of similar projects using virtual reality and gaming technologies for arm and wrist rehabilitation. It outlines future plans to conduct user research, develop prototype solutions, and test them through an iterative process with therapists.
1. The document outlines a lesson plan for teaching nursing students about neurological assessment. It includes objectives, content, teaching methods, and an evaluation plan.
2. The content section defines neurological assessment and lists its purposes. It also describes the components of a neurological exam including vital signs, consciousness, motor function, and cranial nerve assessment.
3. The document explains how to assess various parts of the neurological exam in detail, such as the Glasgow Coma Scale for consciousness, cranial nerve examination techniques, and evaluating the motor system.
Cherish Brooks conducted research with several psychologists and organizations. With Lt. Leedjia Svec, she helped construct a visual aid to explain the hypothesis that conventional laser eye protection can alter color perception. With Dr. Lendell Braud at Good Shepherd Residential Treatment Center, she administered tests and facilitated relaxation therapy sessions to reduce behavioral and emotional problems in children. With Dr. Valerie Jackson through Solutions for a Better Living, she screened over 140 individuals at food pantries for depression, anxiety, and stress, finding high rates of multiple diagnoses.
This document summarizes a study examining adherence to a home-based virtual reality rehabilitation system for the upper limb following stroke. The study found that adherence varied considerably between participants, with no one achieving the recommended 56 hours of use but some coming close. Most participants used the system on multiple days, though median daily durations were often less than an hour. Barriers to use included equipment outages, lack of computer literacy, and competing commitments. Facilitators included the flexibility of the system and immersion in the games. The findings suggest such systems can increase activity levels but may not replace therapist involvement.
The neurological examination assesses the nervous system and consists of 8 aspects: 1) level of consciousness 2) mental status 3) special cerebral functions 4) cranial nerve function 5) motor function 6) sensory function 7) cerebellar function 8) reflexes. The exam evaluates various mental, sensory, and motor skills to detect abnormalities that could indicate neurological diseases.
Does Postural Stability Affect the Performance of eye Hand coordination in St...Phinoj K Abraham
This study examined eye-hand coordination and postural stability in 15 community-dwelling stroke survivors. It found that stroke survivors had slower reaction times and longer movement times when performing a finger pointing task with their paretic arm, especially when standing. Total sway and anterior-posterior displacement also increased when pointing with the paretic arm while standing. There were correlations between better eye-hand coordination and greater muscle strength, functional reach, and balance. The findings suggest that rehabilitation should train eye-hand coordination in both sitting and standing postures and address balance to improve upper limb function during daily activities.
This document provides guidance on performing a neurological examination. It outlines the components of the exam including mini-mental status testing, cranial nerve assessment, muscle strength testing, reflex testing, sensory function assessment, coordination tests, and gait observation. The cranial nerve assessment section describes how to test each of the 12 cranial nerves.
1. The document describes the human nervous system and how it detects stimuli and produces responses. It discusses the main parts of the nervous system including the central nervous system and peripheral nervous system.
2. Voluntary actions are conscious actions controlled by the brain, like walking. Involuntary actions are unconscious reflex responses controlled by the spinal cord or brainstem, like withdrawing your hand from a hot object.
3. The document includes diagrams of the pathways that nerve impulses travel in both voluntary and involuntary actions. It also includes examples of daily activities and asks students to identify the stimulus and response in each.
1. The neurological examination document outlines the process and components of examining a patient's nervous system, including terminology, indications, and aspects of the exam such as level of consciousness, cranial nerve function, motor function, and reflexes.
2. Nurses play an important role in conducting and documenting the neurological exam. This includes setting up equipment, assessing vital signs, performing tests of mental status, cranial nerves, motor skills, sensation, and reflexes, and communicating findings to doctors.
3. The goal of the neurological exam is to determine if there is any disease or abnormality present in the nervous system by thoroughly assessing multiple domains of neurological function.
The document compares vibrotactile feedback for navigation using a head-mounted device versus an abdomen-mounted device. It discusses prior research showing the head is more sensitive to vibration than the abdomen. An experiment was conducted with 9 participants performing a simulated navigation task with both devices. Results showed the head-mounted device had greater accuracy, shorter completion times, and faster response times, though some participants found it less comfortable. The study provides insights into whether a head-mounted or abdomen-mounted tactile display is better for navigation assistance.
The article discusses an interactive rehabilitation tool called the Stepping Tiles being developed by UTS's Interactivation Studio to help patients recover from injuries like strokes and spinal cord injuries. The pressure-sensitive floor tiles provide real-time feedback to patients on a screen as they do balance and stepping exercises. This feedback helps patients see small improvements and stay motivated. The cross-disciplinary team is continually refining the tiles based on patient and therapist feedback to enhance recovery outcomes.
The document discusses the design of a rehabilitation game for patients with visual field defects caused by brain injuries. It begins by explaining the motivation for focusing on this topic, as 1/3 of stroke patients experience some form of visual disability. It then defines the specific visual defect of hemianopsia and discusses current rehabilitation methods, noting that existing computer-based approaches are boring. The document outlines communication research conducted including playtesting an initial rhythm game concept. It proposes a fishing game interfaced for specific visual defects and controlled by eye-tracking as a more engaging design. Plans for further testing and improvements are noted with an August deadline.
This document provides information about balance training for stroke patients. It discusses how strokes can cause balance issues due to motor, sensory and cognitive impairments. It describes different types of strokes that affect balance and various tests used to assess balance. It then outlines different types of balance training techniques including proprioception training, functional training, body weight support training, virtual reality training and more. It concludes by summarizing the findings of recent studies on various balance training methods and their effectiveness.
This study examined patterns of cortical activity using four different EEG testing protocols: an extended 8-minute baseline with alternating eyes open and closed, viewing a 10-minute dyadic social interaction video, and completing a personality survey. The protocols elicited different levels of activity in the alpha band and theta/beta ratio. Specifically, all protocols differed significantly in alpha activity, and the three eyes-open conditions still differed when just compared to each other. This suggests protocol design impacts EEG results and more representative real-world designs should be explored.
IRJET- Neural Rehabilitator – Design and Fabrication for Motion of Four LimbsIRJET Journal
This document describes the design and fabrication of a Neural Rehabilitator device to aid in rehabilitation for patients with neurological disorders like cerebral palsy. The device uses repetitive passive motion of ropes attached to the four limbs to help improve nerve processes and motor skills through continued therapy over time. It was created to address limitations in adjustability and flexibility of existing devices. The modified design includes components like a sliding base, adjustable chair, and pulley system to provide a customizable therapy experience and support improved walking ability for patients. Testing showed the device could help patients gain increased mobility.
This study investigated the relationship between body awareness and mental rotation performance. It compared the performance of elite female athletes, female patients with anorexia nervosa, and healthy female controls on an object-based and egocentric mental rotation task. Both the athletes and patients with anorexia nervosa had higher body awareness than the controls, though in different ways - positively for the athletes and negatively for the patients. The results showed that both the athletes and patients with anorexia nervosa performed better on the mental rotation tasks than the controls, suggesting that any occupation with the body, whether positive or negative, relates to improved visual spatial abilities. There was no difference in performance between athletes and patients. The findings provide support for the embodied
An overview of how to perform a paramedic neurological assessment. For more information about this lecture, please go to www.paramedicine.com/episode6.
This document discusses response inhibition and delay aversion as two subtypes of impulsivity. Response inhibition is the ability to inhibit planned or ongoing behaviors when they are no longer appropriate. It can be measured using tasks like the stop-signal task. Delay aversion refers to an inability to wait for delayed rewards, causing the subjective value of rewards to decrease faster with delays. The document reviews evidence that these subtypes have distinct neural underpinnings and pharmacology, but may also interact in ways that can lead to impulsive behavior. It aims to establish the subtypes as separate concepts while proposing a framework for their integration.
This study evaluated three splint designs for a patient with radial nerve palsy using a single-subject experimental design. The patient underwent assessments at baseline and after 3 weeks wearing each splint. Only the dynamic tenodesis suspension splint and dorsal wrist cock-up with dynamic finger extension splint resulted in statistically significant improvements compared to baseline based on standardized measures. Clinically, the patient completed all tasks while using these two splints but not the static volar wrist cock-up splint. The patient also preferred the dorsal wrist cock-up splint based on a questionnaire.
The document discusses plans for a final project to develop assistive technologies for stroke rehabilitation. It aims to explore how technologies can augment the lives of stroke victims and help them regain independence through physical and occupational therapy exercises in the home. The document provides examples of similar projects using virtual reality and gaming technologies for arm and wrist rehabilitation. It outlines future plans to conduct user research, develop prototype solutions, and test them through an iterative process with therapists.
1. The document outlines a lesson plan for teaching nursing students about neurological assessment. It includes objectives, content, teaching methods, and an evaluation plan.
2. The content section defines neurological assessment and lists its purposes. It also describes the components of a neurological exam including vital signs, consciousness, motor function, and cranial nerve assessment.
3. The document explains how to assess various parts of the neurological exam in detail, such as the Glasgow Coma Scale for consciousness, cranial nerve examination techniques, and evaluating the motor system.
Cherish Brooks conducted research with several psychologists and organizations. With Lt. Leedjia Svec, she helped construct a visual aid to explain the hypothesis that conventional laser eye protection can alter color perception. With Dr. Lendell Braud at Good Shepherd Residential Treatment Center, she administered tests and facilitated relaxation therapy sessions to reduce behavioral and emotional problems in children. With Dr. Valerie Jackson through Solutions for a Better Living, she screened over 140 individuals at food pantries for depression, anxiety, and stress, finding high rates of multiple diagnoses.
This document summarizes a study examining adherence to a home-based virtual reality rehabilitation system for the upper limb following stroke. The study found that adherence varied considerably between participants, with no one achieving the recommended 56 hours of use but some coming close. Most participants used the system on multiple days, though median daily durations were often less than an hour. Barriers to use included equipment outages, lack of computer literacy, and competing commitments. Facilitators included the flexibility of the system and immersion in the games. The findings suggest such systems can increase activity levels but may not replace therapist involvement.
The neurological examination assesses the nervous system and consists of 8 aspects: 1) level of consciousness 2) mental status 3) special cerebral functions 4) cranial nerve function 5) motor function 6) sensory function 7) cerebellar function 8) reflexes. The exam evaluates various mental, sensory, and motor skills to detect abnormalities that could indicate neurological diseases.
Does Postural Stability Affect the Performance of eye Hand coordination in St...Phinoj K Abraham
This study examined eye-hand coordination and postural stability in 15 community-dwelling stroke survivors. It found that stroke survivors had slower reaction times and longer movement times when performing a finger pointing task with their paretic arm, especially when standing. Total sway and anterior-posterior displacement also increased when pointing with the paretic arm while standing. There were correlations between better eye-hand coordination and greater muscle strength, functional reach, and balance. The findings suggest that rehabilitation should train eye-hand coordination in both sitting and standing postures and address balance to improve upper limb function during daily activities.
This document provides guidance on performing a neurological examination. It outlines the components of the exam including mini-mental status testing, cranial nerve assessment, muscle strength testing, reflex testing, sensory function assessment, coordination tests, and gait observation. The cranial nerve assessment section describes how to test each of the 12 cranial nerves.
1. The document describes the human nervous system and how it detects stimuli and produces responses. It discusses the main parts of the nervous system including the central nervous system and peripheral nervous system.
2. Voluntary actions are conscious actions controlled by the brain, like walking. Involuntary actions are unconscious reflex responses controlled by the spinal cord or brainstem, like withdrawing your hand from a hot object.
3. The document includes diagrams of the pathways that nerve impulses travel in both voluntary and involuntary actions. It also includes examples of daily activities and asks students to identify the stimulus and response in each.
1. The neurological examination document outlines the process and components of examining a patient's nervous system, including terminology, indications, and aspects of the exam such as level of consciousness, cranial nerve function, motor function, and reflexes.
2. Nurses play an important role in conducting and documenting the neurological exam. This includes setting up equipment, assessing vital signs, performing tests of mental status, cranial nerves, motor skills, sensation, and reflexes, and communicating findings to doctors.
3. The goal of the neurological exam is to determine if there is any disease or abnormality present in the nervous system by thoroughly assessing multiple domains of neurological function.
The document compares vibrotactile feedback for navigation using a head-mounted device versus an abdomen-mounted device. It discusses prior research showing the head is more sensitive to vibration than the abdomen. An experiment was conducted with 9 participants performing a simulated navigation task with both devices. Results showed the head-mounted device had greater accuracy, shorter completion times, and faster response times, though some participants found it less comfortable. The study provides insights into whether a head-mounted or abdomen-mounted tactile display is better for navigation assistance.
The article discusses an interactive rehabilitation tool called the Stepping Tiles being developed by UTS's Interactivation Studio to help patients recover from injuries like strokes and spinal cord injuries. The pressure-sensitive floor tiles provide real-time feedback to patients on a screen as they do balance and stepping exercises. This feedback helps patients see small improvements and stay motivated. The cross-disciplinary team is continually refining the tiles based on patient and therapist feedback to enhance recovery outcomes.
The document discusses the design of a rehabilitation game for patients with visual field defects caused by brain injuries. It begins by explaining the motivation for focusing on this topic, as 1/3 of stroke patients experience some form of visual disability. It then defines the specific visual defect of hemianopsia and discusses current rehabilitation methods, noting that existing computer-based approaches are boring. The document outlines communication research conducted including playtesting an initial rhythm game concept. It proposes a fishing game interfaced for specific visual defects and controlled by eye-tracking as a more engaging design. Plans for further testing and improvements are noted with an August deadline.
This document provides information about balance training for stroke patients. It discusses how strokes can cause balance issues due to motor, sensory and cognitive impairments. It describes different types of strokes that affect balance and various tests used to assess balance. It then outlines different types of balance training techniques including proprioception training, functional training, body weight support training, virtual reality training and more. It concludes by summarizing the findings of recent studies on various balance training methods and their effectiveness.
This study examined patterns of cortical activity using four different EEG testing protocols: an extended 8-minute baseline with alternating eyes open and closed, viewing a 10-minute dyadic social interaction video, and completing a personality survey. The protocols elicited different levels of activity in the alpha band and theta/beta ratio. Specifically, all protocols differed significantly in alpha activity, and the three eyes-open conditions still differed when just compared to each other. This suggests protocol design impacts EEG results and more representative real-world designs should be explored.
IRJET- Neural Rehabilitator – Design and Fabrication for Motion of Four LimbsIRJET Journal
This document describes the design and fabrication of a Neural Rehabilitator device to aid in rehabilitation for patients with neurological disorders like cerebral palsy. The device uses repetitive passive motion of ropes attached to the four limbs to help improve nerve processes and motor skills through continued therapy over time. It was created to address limitations in adjustability and flexibility of existing devices. The modified design includes components like a sliding base, adjustable chair, and pulley system to provide a customizable therapy experience and support improved walking ability for patients. Testing showed the device could help patients gain increased mobility.
This study investigated the relationship between body awareness and mental rotation performance. It compared the performance of elite female athletes, female patients with anorexia nervosa, and healthy female controls on an object-based and egocentric mental rotation task. Both the athletes and patients with anorexia nervosa had higher body awareness than the controls, though in different ways - positively for the athletes and negatively for the patients. The results showed that both the athletes and patients with anorexia nervosa performed better on the mental rotation tasks than the controls, suggesting that any occupation with the body, whether positive or negative, relates to improved visual spatial abilities. There was no difference in performance between athletes and patients. The findings provide support for the embodied
An overview of how to perform a paramedic neurological assessment. For more information about this lecture, please go to www.paramedicine.com/episode6.
This document discusses response inhibition and delay aversion as two subtypes of impulsivity. Response inhibition is the ability to inhibit planned or ongoing behaviors when they are no longer appropriate. It can be measured using tasks like the stop-signal task. Delay aversion refers to an inability to wait for delayed rewards, causing the subjective value of rewards to decrease faster with delays. The document reviews evidence that these subtypes have distinct neural underpinnings and pharmacology, but may also interact in ways that can lead to impulsive behavior. It aims to establish the subtypes as separate concepts while proposing a framework for their integration.
This study evaluated three splint designs for a patient with radial nerve palsy using a single-subject experimental design. The patient underwent assessments at baseline and after 3 weeks wearing each splint. Only the dynamic tenodesis suspension splint and dorsal wrist cock-up with dynamic finger extension splint resulted in statistically significant improvements compared to baseline based on standardized measures. Clinically, the patient completed all tasks while using these two splints but not the static volar wrist cock-up splint. The patient also preferred the dorsal wrist cock-up splint based on a questionnaire.
1. Design for Motivation –
Game & Interactive Design
for SWAN Rehab
The Final Design Persentation of IND 544
Yong hao. Qu – Literature Review & Purpose
April P. McEwan – Introduction
Zheng .Xu – Design Process
1
2. Abstract
With research design consisting of literature review, observations, semi-conducted
interviews, visual ethnography, prototyping, testing, and qualitative data analysis
methods, this research study aims at developing a mobile and adaptable game,
consisting of multi-level tasks for stroke victims in rehabilitation. Two prototypes
have been built and tested to find the most desired combination of tasks for stroke
victims varying in levels of skill. Ideally, a finished game prototype will be both
motivating and mobile. It will provide adaptable tasks for the patient and therapist,
caregiver, family member, or friend that patients can use in therapy centers, at
home, or anywhere.
Significance
The purpose of this study is to develop an understanding of stroke victims’ needs;
and to construct a motivating game prototype that will assist stroke victim patients
of SWAN Rehabilitation with their rehabilitation exercises. It is essential for stroke
victims to exercise their affected limbs during rehabilitation if they seek recovery
after stroke. Such exercises are usually repetitive and can become quite boring. Our
goal has been to develop a prototype of a game that promotes healthy interaction
between patients, their care givers, and therapists.
2
3. Purpose of Study
The purpose of this study is to develop an understanding of stroke victims’ needs;
and to construct a motivating game prototype that will assist stroke victim patients
of SWAN Rehabilitation with their rehabilitation exercises. It is essential for stroke
victims to exercise their affected limbs during rehabilitation if they seek recovery
after stroke. Such exercises are usually repetitive and can become quite boring. Our
goal has been to develop a prototype of a game that promotes healthy interaction
between patients, their care givers, friends, family, and therapists. For the purposes
of stroke rehabilitation therapy, a game that is mobile and adaptable, as well as
motivating, is the objective of this research.
Research Design & Methodology
In order to establish an understanding of stroke victims’ needs; and to construct a
motivating game prototype, we decided to design our research using observation,
interview, discussion, note-taking, and visual ethnography methods. Observations
and interviews were conducted at SWAN Rehab during normal hours of operation.
One patient participated in the initial prototype testing. Three semi-conducted
interviews and discussions were conducted with patient therapists. For purposes of
this research study, one particular therapist was assigned to our research, Warren
Lake. With permission from SWAN Rehab and Warren, we were able to visit SWAN
Rehab during working hours in order to take photos and conduct observations,
interviews, discussions, and prototype testing.
3
4. Research Findings
During our first observation at SWAN Rehabilitation, we observed the many tasks
that stroke victim patients practice during rehabilitation. Some patients practiced
pronation and supination (see Figures 3 & 4) with such things as rings; and some
patients practiced shoulder, arm, and finger movements by stretching and reaching
for objects and placing them in slots or containers specified by the patient’s
therapist. Other patients practiced walking and hip movements.
4
6. Feedbacks
We have included the tasks of pronation and
supination into our prototype.
As defined by Merriam-Webster’s Online Dictionary (2009), pronation is the rotation of
the hand and forearm so that the palm faces backwards or downwards, and supination is
the rotation of the forearm or hands so that the palm faces forward or upward…
During our first observation at SWAN Rehabilitation, we observed the many tasks that
stroke victim patients practice during rehabilitation. Some patients practiced pronation
and supination (see Figures 3 & 4) with such things as rings; and some patients practiced
shoulder, arm, and finger movements by stretching and reaching for objects and placing
them in slots or containers specified by the patient’s therapist. Other patients practiced
walking and hip movements
6
8. Prototypes
What did we learn from prototypes one and two?
First Prototype Testing
Through our initial prototype testing, we found it beneficial to
offer an adaptable game that varies in levels of difficult for
patients with different or adjusting levels of skill.
8
9. Feedbacks
Most patients’ shoulders, then elbows, then
hands are affected by a stroke, in that order. It
is easier for a patient to move his/her shoulder
than it is to move his/her fingers (therapists).
9
10. Design 2D drawings& 3D model by Zheng Xu
AutoCAD drawings by April P. McEwan-for
laser cutting of prototype
10
11. Scenarios
The game can be folded to a box
Velcro is used to connect pieces
11
15. Final prototype
Figure 2. Shown here in Figure 2 is the final working
prototype; a proposed game for stroke victims participating
in stroke rehabilitation.
15
17. Thank you!
We would like to express our
appreciation to Donald Herring, Kay
Wing, Warren Lake, and the rest of
South West Advanced Neurological
Rehabilitation, as well as their
patients, for their participation,
constructive criticism, and time.
Thank you for the educational
experience!