Custom-made root-analogue zirconia implants: A scoping review on mechanical and biological benefits

2018 ◽  
Vol 106 (8) ◽  
pp. 2888-2900 ◽  
Author(s):  
Miguel Pessanha-Andrade ◽  
Mariane B. Sordi ◽  
Bruno Henriques ◽  
Filipe S. Silva ◽  
Wim Teughels ◽  
...  
10.2196/19071 ◽  
2020 ◽  
Vol 8 (4) ◽  
pp. e19071
Author(s):  
Elisavet Koutsiana ◽  
Ioannis Ladakis ◽  
Dimitris Fotopoulos ◽  
Achilleas Chytas ◽  
Vassilis Kilintzis ◽  
...  

Background Serious gaming has increasingly gained attention as a potential new component in clinical practice. Specifically, its use in the rehabilitation of motor dysfunctions has been intensively researched during the past three decades. Objective The aim of this scoping review was to evaluate the current role of serious games in upper extremity rehabilitation, and to identify common methods and practice as well as technology patterns. This objective was approached via the exploration of published research efforts over time. Methods The literature search, using the PubMed and Scopus databases, included articles published from 1999 to 2019. The eligibility criteria were (i) any form of game-based arm rehabilitation; (ii) published in a peer-reviewed journal or conference; (iii) introduce a game in an electronic format; (iv) published in English; and (v) not a review, meta-analysis, or conference abstract. The search strategy identified 169 relevant articles. Results The results indicated an increasing research trend in the domain of serious gaming deployment in upper extremity rehabilitation. Furthermore, differences regarding the number of publications and the game approach were noted between studies that used commercial devices in their rehabilitation systems and those that proposed a custom-made robotic arm, glove, or other devices for the connection and interaction with the game platform. A particularly relevant observation concerns the evaluation of the introduced systems. Although one-third of the studies evaluated their implementations with patients, in most cases, there is the need for a larger number of participants and better testing of the rehabilitation scheme efficiency over time. Most of the studies that included some form of assessment for the introduced rehabilitation game mentioned user experience as one of the factors considered for evaluation of the system. Besides user experience assessment, the most common evaluation method involving patients was the use of standard medical tests. Finally, a few studies attempted to extract game features to introduce quantitative measurements for the evaluation of patient improvement. Conclusions This paper presents an overview of a significant research topic and highlights the current state of the field. Despite extensive attempts for the development of gamified rehabilitation systems, there is no definite answer as to whether a serious game is a favorable means for upper extremity functionality improvement; however, this certainly constitutes a supplementary means for motivation. The development of a unified performance quantification framework and more extensive experiments could generate richer evidence and contribute toward this direction.


2020 ◽  
Author(s):  
Elisavet Koutsiana ◽  
Ioannis Ladakis ◽  
Dimitris Fotopoulos ◽  
Achilleas Chytas ◽  
Vassilis Kilintzis ◽  
...  

BACKGROUND Serious gaming has increasingly gained attention as a potential new component in clinical practice. Specifically, its use in the rehabilitation of motor dysfunctions has been intensively researched during the past three decades. OBJECTIVE The aim of this scoping review was to evaluate the current role of serious games in upper extremity rehabilitation, and to identify common methods and practice as well as technology patterns. This objective was approached via the exploration of published research efforts over time. METHODS The literature search, using the PubMed and Scopus databases, included articles published from 1999 to 2019. The eligibility criteria were (i) any form of game-based arm rehabilitation; (ii) published in a peer-reviewed journal or conference; (iii) introduce a game in an electronic format; (iv) published in English; and (v) not a review, meta-analysis, or conference abstract. The search strategy identified 169 relevant articles. RESULTS The results indicated an increasing research trend in the domain of serious gaming deployment in upper extremity rehabilitation. Furthermore, differences regarding the number of publications and the game approach were noted between studies that used commercial devices in their rehabilitation systems and those that proposed a custom-made robotic arm, glove, or other devices for the connection and interaction with the game platform. A particularly relevant observation concerns the evaluation of the introduced systems. Although one-third of the studies evaluated their implementations with patients, in most cases, there is the need for a larger number of participants and better testing of the rehabilitation scheme efficiency over time. Most of the studies that included some form of assessment for the introduced rehabilitation game mentioned user experience as one of the factors considered for evaluation of the system. Besides user experience assessment, the most common evaluation method involving patients was the use of standard medical tests. Finally, a few studies attempted to extract game features to introduce quantitative measurements for the evaluation of patient improvement. CONCLUSIONS This paper presents an overview of a significant research topic and highlights the current state of the field. Despite extensive attempts for the development of gamified rehabilitation systems, there is no definite answer as to whether a serious game is a favorable means for upper extremity functionality improvement; however, this certainly constitutes a supplementary means for motivation. The development of a unified performance quantification framework and more extensive experiments could generate richer evidence and contribute toward this direction.


2010 ◽  
Vol 58 (S 01) ◽  
Author(s):  
J Blumenstein ◽  
J Kempfert ◽  
S Lehmann ◽  
A van Linden ◽  
D Merk ◽  
...  

2013 ◽  
Vol 22 (03) ◽  
pp. 180-187 ◽  
Author(s):  
J. Henke ◽  
J. T. Schantz ◽  
D. W. Hutmacher

ZusammenfassungDie Behandlung ausgedehnter Knochen-defekte nach Traumata oder durch Tumoren stellt nach wie vor eine signifikante Heraus-forderung im klinischen Alltag dar. Aufgrund der bestehenden Limitationen aktueller Therapiestandards haben Knochen-Tissue-Engineering (TE)-Verfahren zunehmend an Bedeutung gewonnen. Die Entwicklung von Additive-Manufacturing (AM)-Verfahren hat dabei eine grundlegende Innovation ausgelöst: Durch AM lassen sich dreidimensionale Gerüstträger in einem computergestützten Schichtfür-Schicht-Verfahren aus digitalen 3D-Vorlagen erstellen. Wurden mittels AM zunächst nur Modelle zur haptischen Darstellung knöcherner Pathologika und zur Planung von Operationen hergestellt, so ist es mit der Entwicklung nun möglich, detaillierte Scaffoldstrukturen zur Tissue-Engineering-Anwendung im Knochen zu fabrizieren. Die umfassende Kontrolle der internen Scaffoldstruktur und der äußeren Scaffoldmaße erlaubt eine Custom-made-Anwendung mit auf den individuellen Knochendefekt und die entsprechenden (mechanischen etc.) Anforderungen abgestimmten Konstrukten. Ein zukünftiges Feld ist das automatisierte ultrastrukturelle Design von TE-Konstrukten aus Scaffold-Biomaterialien in Kombination mit lebenden Zellen und biologisch aktiven Wachstumsfaktoren zur Nachbildung natürlicher (knöcherner) Organstrukturen.


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