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Background: Digital technologies such as robotics and treadmill-systems (RobTS), virtual-reality and active video-gaming (VR-AVG), and telehealth and apps (T&Apps) used within pediatric motor rehabilitation may promote recovery and improve function. However, digital technology uptake may be limited in clinical practice.

Aim: To explore access to and use of digital technologies for pediatric motor rehabilitation (DT4R) in Europe as a function of individual and environmental factors, as well as potential barriers to their use.

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Article Synopsis
  • Some children with cerebral palsy (CP) in underserved areas have trouble getting therapy, so a study was done using a fun video game called Bootle Blast to help them practice their arm movements at home for 8 weeks.
  • The kids set weekly goals for playing and improving daily activities, while researchers measured their progress with different tests before and after the game sessions.
  • Out of 15 kids who started, 13 finished the program, and many showed improvements in their arm movement skills, with most enjoying the game and spending lots of time playing it.
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Barriers to Effective Infection Prevention in the Neonatal Intensive Care Unit: A Qualitative Study.

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Department of Pediatrics (Drs Weser, Murray, Truesdell, Marks, Martinello, and Hieftje), Department of Internal Medicine (Dr Martinello), Yale School of Medicine, New Haven, Connecticut; Yale School of Nursing (Ms Crocker), New Haven, Connecticut; Yale New Haven Children's Hospital (Dr Murray and Ms Ciaburri), New Haven, Connecticut; Department of Infection Prevention (Drs Murray and Martinello), Yale New Haven Health, New Haven, Connecticut; Department of Molecular, Cellular, and Developmental Biology (Mr Wright), Yale University, New Haven, Connecticut.

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Methods: This was a qualitative study using focus groups to gather data from neonatal nurses and patient family members.

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Background: Barriers to moderate-to-vigorous physical activity (MVPA) for adolescents with type 1 diabetes (T1D) include physiology, transition to autonomy, and diabetes-specific stigma. Opportunities for T1D peer activities with T1D role model support are limited. To address this need, our single-arm pilot study tested Virtual Exercise Games for Youth with T1D (ExerT1D) for feasibility.

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Introducing HiBoP: a Unity-based visualization software for large iEEG datasets.

J Neurosci Methods

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Lyon Neuroscience Research Center, EDUWELL team, INSERM UMRS 1028, CNRS UMR 5292, Université Claude Bernard Lyon 1, Université de Lyon, Lyon F-69000, France. Electronic address:

Background: Intracranial EEG data offer a unique spatio-temporal precision to investigate human brain functions. Large datasets have become recently accessible thanks to new iEEG data-sharing practices and tighter collaboration with clinicians. Yet, the complexity of such datasets poses new challenges, especially regarding the visualization and anatomical display of iEEG.

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