Read about how people around the world live with Disability. Here you will read about our highs and lows in life,
09 October 2010
Quadriplegic engineer develops program that helps disabled kids
Sometimes the littlest thing can bring the most joy.
When 32-year-old Eric Wan gently nudges his head to direct movement on a computer screen, the sound of a single note rings out. His beaming smile seems even broader.
While it may not seem like a huge achievement, it is — bringing together technology and the love of music.
The feat is all the more powerful, given the long, tough road Wan has faced since he was 18 and suffered a serious reaction to a routine measles vaccination that left him paralyzed below the shoulders and unable to breathe.
After four months in the intensive care unit, he eventually spent two years in West Park, a long-term rehabilitation hospital, learning how to live with his disability, which requires him to breathe consciously during the day and use a ventilator at night.
In June, he graduated from the University of Toronto with an engineering degree that took him 10 years to complete on a part-time basis. In September, he started a master’s degree in biomedical engineering, with a focus on how to use technology to make life better for children with disabilities.
“I was depressed for some time, but school really helped. It kept me busy,” said Wan, who is amazingly positive despite the daily challenges he faces.
He finds both solace and purpose in his work at the Pediatric Rehabilitation Intelligent Systems Multidisciplinary (PRISM) lab at Holland Bloorview hospital.
The self-described computer geek, who started computer programming at 8, has found a way to meld his fascination with computers to help children with disabilities.
One project he is especially proud of is the virtual musical instrument, which has been commercialized and the software sold in Australia and New Zealand.
“In a way, it’s a first step for me to play a musical instrument again,” said Wan, who played the violin before his paralysis.
“Many children are not able to grow up, physically able to hold a musical instrument,” he said. “We have designed a system that translates movement into music.”
The system, which operates like a Wii console but without the wand, plays a different note with the touch of every object. As he moves his head, that movement triggers an object on the screen, leading to a note.
Users can set the program to play various notes and chords. The sounds range from piano to tuba and even a church bell and a helicopter.
For Wan, his love of technology has turned out to be a natural fit because he knows first-hand how advances can make his own life easier.
When he started his undergraduate degree a decade ago, scanners were not widely available, making it difficult to read textbooks.
“I had a bookstand and a mouth stick,” he said, describing the painfully slow way he would study.
Improvements in software especially have made it easier for him to learn and communicate. He has a sticker attached to the centre of his glasses that can control the mouse and cursor on his computer. And with a textbook scanned in, he can jump from page to page.
Tom Chau, Canada Research chair in pediatric rehabilitiaton engineering, said Wan quickly impressed everyone in his lab when he arrived in 2006, especially with his amazing memory, given that he cannot take notes during a meeting.
“We were blown away,” Chau said. “He’s always been a bright light. And he’s also been very positive. He’s not one who pities himself.”
But Chau added that until Wan joined his team, they didn’t fully understand the daily challenges he faces as a quadriplegic, from housing to transportation to overall health. Or even the fact that he can’t push the button for the elevator.
On one occasion, the air conditioning was on the fritz in the lab, and the warm air was causing Wan to doze off — which is extremely dangerous because if Wan falls asleep without his respirator, he stops breathing.
“There are all these little things that you or I wouldn’t have to think twice about. The system is not set up for people like Eric to succeed,” said Chau. “It’s phenomenal what he’s gone through and to be so positive.”
29 July 2010
Cerebral Palsy Study Dispels Inflated Costs And Biases
In fact, this new study out of India compares the use of various hyperbaric pressures with the use of (ambient) air alone or oxygen enrichment in the treatment of children with Cerebral Palsy (CP). The study shows that low pressure ambient air hyperbaric therapy (1.3 atmospheres-ATA) is as or more effective than high pressure 100% oxygen (1.5 or 1.75 ATA) in the treatment of CP. The children were studied by Dr. Arun Mukherjee, director of the UDAAN Disabled Children's Center, a non-profit organization, recognized and aided by the Indian Ministry of Social Justice & Empowerment.
This landmark study, co-authored with Dr. Pierre Marois (McGill University in Montreal, Canada), further develops the 1999 ground-breaking McGill study (Lancet, February 2001) by expanding the number of subjects and by implementing an accurate placebo-control testing method. Subjects with a functional diagnosis of spastic diplegia cerebral palsy received one of four hyperbaric options, in addition to standard therapies: 1) the placebo therapy (20 subjects); 2) hyperbaric therapy at 1.3 ATA breathing ambient air under pressure (36 subjects); 3) hyperbaric therapy breathing 100% oxygen at 1.5 ATA (32 subjects); and 4 ) 1.75 ATA with 100% oxygen (58). All subjects were reevaluated at six months after conclusion of therapy to negate any traces of the placebo effect. The study showed significant improvements for all three groups receiving therapy (the placebo group showed little or no improvement). There were no significant improvement differences between the therapies, with a slight preference (cognitive improvement) shown towards 1.3 ATA with air only.
These results, combined with the McGill study, refute previous assumptions in the hyperbaric industry that 100% oxygen under higher pressure is a superior treatment, a false "more is better" treatment bias. In the areas of cognitive development, the milder therapy does not trigger the narrowing of the blood vessels (vasoconstriction) in the brain in the way that the other therapies do, thus allowing additional oxygen to pass through tissue unrestricted.
"It brings into focus that the much more affordable mild hyperbaric therapy is an accessible alternative to expensive high-pressure hyperbaric therapy and does not compromise a patient's standard of care," Dr. Mukherjee admits.
This study has far-reaching implications for other neurological conditions as well. Facing the sky-rocketing costs of treating traumatic brain injury for recovering veterans, stroke, and autism, this study brings hope to those families struggling to afford this greatly desired therapy.
Dr. Arun Mukherjee is Senior Consultant in Internal Medicine, Majeedia Hospital, and Hamdard University, New Delhi, India, and a member of the International Hyperbarics Association.
Source: International Hyperbarics Association
06 June 2010
Mayo Clinic Releases First Children's Book Based On Therapy Dog
"In looking for ways to convey the Mayo Clinic model of care, we found a truly remarkable ambassador for Mayo: a little dog named Jack, who actually is a member of the Mayo team," says the book's author Matt Dacy, of Mayo's Department of Development. "This book is the story of Mayo as told through the experience of Jack in a way that children can understand and adults and readers of all ages can appreciate."
"Why do we offer animal-assisted therapy to Mayo Clinic patients? Because it works!" says Brent Bauer, M.D., Mayo Clinic Department of Complementary and Integrative Medicine. "Of course, almost every patient 'feels' better after a visit by a dog like Jack. But scientific studies have shown this type of therapy can reduce pain in children, improve outcomes in adults hospitalized with heart failure, and reduce medication use in elderly patients."
In the book, Dr. Jack wears an identification tag with the Mayo Clinic three shields -- which stand for clinical practice, education and research. When a young boy at Mayo Clinic meets Dr. Jack, he rubs his tag and the two go on an amazing tour of Mayo Clinic, including a helicopter ride on Mayo One. The book includes a biography of Jack by Jenee Marchant and a medical essay on the "Healing Dimension of Pets" by Edward Creagan, M.D., of Mayo's Department of Oncology. Mayo Trustee and former first lady Barbara Bush wrote the book's foreword and John Noseworthy, M.D., Mayo Clinic president and CEO, provided the welcome. The book is illustrated by Robert Morreale, unit head of Mayo's Section of Medical Illustration and Animation.
Source
Mayo Clinic
14 April 2010
21st century treatment proves successful for adults living with cerebral palsy
Researchers at the University of Michigan are finding ways to provide easier access to care using home-based programs that use the Internet to monitor changes in performance.
U-M School of Kinesiology professor Susan Brown and colleague Dr. Edward Hurvitz, the chair of the Department of Physical Medicine and Rehabilitation at the U-M Medical School, have completed a study that looked at the effectiveness of a home and internet-based upper limb training program for adults with CP. Their research effort, "Upper Limb Training and Assessment Program," or ULTrA program, was designed to aid adults with cerebral palsy who have upper limb and hand impairments. Until now, no study has ever looked at changes in upper limb coordination and the potential impact on everyday tasks in adults with CP.
The concept was simple: Allow patients to complete regular therapy exercises from the comfort of their home using the Internet, an at-home computer interface, and trainers on the other end of the computer. The goal was also simple: Make movement-based training more convenient and accessible for adults with cerebral palsy. This particular intervention was unique because it used low-cost technology to monitor participants while collecting invaluable, movement-related home training data.
The study tested 12 adults with CP who had pronounced arm and hand mobility issues. Participants completed a series of arm reaching and hand manipulation tasks in their homes for 40 minutes a day, five days a week for a period of eight weeks. Using the Internet and streaming video, the ULTrA program allowed participants to interact with research personnel at the School of Kinesiology's Motor Control Laboratory. Each participant's home was equipped with a computer-based upper limb training unit, a high-speed Internet connection, and a training guide.
"One of our major goals of the study was to incorporate a variety of arm reaching and hand movements exercises that we hoped would improve mobility and do it at a time that was convenient for them," Brown said.
In one of the most notable training sessions, a participant was asked to slide, or turn, as many playing cards (from a casino-style card slider/holder) as possible in 30 seconds. The number of cards a person was able to turn was recorded—part of the larger data collection effort that would help determine how well the in-home therapy was working. The data showed a 64 percent improvement in task performance by the affected hand, and a 41 percent improvement in the less affected hand. Significant improvement in the ability to grasp and manipulate common objects was also seen, providing evidence that training led to improved hand and arm function.
Participants were able to receive coaching and encouragement via web cameras—which also allowed the staff to modify programs as needed without having participants coming into the research lab or clinic.
"We believe home-based therapy shows great promise for patients who otherwise have limited access to interventions due to insurance coverage, travel barriers and time constraints," Hurvitz said.
Apart from rehabilitation, the researchers said, there is real potential to use this technology beyond adults with CP. A variety of populations with neurological problems could benefit from this type of therapy including stroke, multiple sclerosis, and spinal cord injury. These populations could potentially improve movement speed and hand manipulation skills similar to the gains seen in the participants in this study. Brown and Jeanne Langan, a research fellow at the Motor Control Laboratory, have recently begun studies examining the effectiveness of the home and Internet-based training in individuals with stroke.
The study will appear in an upcoming issue of Neurorehabilitation and Neural Repair, the leading journal in the field of rehabilitation.
The University of Michigan School of Kinesiology continues to be a leader in the areas of prevention and rehabilitation, the business of sport, understanding lifelong health and mobility, and achieving health across the lifespan through physical activity. The School of Kinesiology is home to the Athletic Training, Movement Science, Physical Education, and Sport Management academic programs—bringing together leaders in physiology, biomechanics, public health, urban planning, economics, marketing, public policy, and education and behavioral science since 1894. For more information, visit www.kines.umich.edu
Contact: Christina Camilli-Whisenhunt
Phone: (734) 647-3079
20 March 2010
Promise For Improving Hand Function In Teens With Cerebral Palsy: Modified Home Video Game
The modified system combined a Sony PlayStation 3 console and a commercial gaming glove with custom-developed software and games to provide exercise routines aimed at improving hand speed and range of finger motion.
The Rutgers engineers, who are members of the university's Tele-Rehabilitation Institute, worked with clinicians at the Indiana University School of Medicine to deploy systems in participants' homes for up to 10 months. A description of the modified system and its use in the pilot trial appeared this week in the journal, IEEE Transactions on Information Technology in Biomedicine.
"Based on early experience, the system engages the interest of teens with cerebral palsy and makes it convenient for them to perform the exercises they need to achieve results," said Grigore Burdea, professor of electrical and computer engineering and director of the Rutgers Tele-Rehabilitation Institute.
Each system communicated via the Internet to allow the Indiana and Rutgers researchers to oversee participants' exercise routines and evaluate the effectiveness of the systems. The system is an example of both virtual rehabilitation, where patients interact with computer-generated visual environments to perform exercises, and tele-rehabilitation, where patients perform exercises under remote supervision by physical or occupational therapists.
"All three teens were more than a decade out from their perinatal strokes, yet we showed that improvement was still possible ," said Meredith Golomb, associate professor of neurology at the Indiana University School of Medicine and Riley Hospital for Children pediatric neurologist in this study. "The virtual reality telerehabiltiaiton system kept them exercising by rewarding whatever movements they could make, and all three showed significant progress in hand function."
Golomb oversaw the pilot study where participants were asked to exercise their affected hand 30 minutes a day, five days a week, using games custom developed by the Rutgers engineers. The games were calibrated to the individual teen's hand functionality. An on-screen image of a hand showing normal movements guided the participants in their exercises.
After three months of therapy, two participants progressed from being unable to lift large, heavy objects to being able to do so. Participants showed varying improvement in such activities as brushing teeth, shampooing, dressing, and using a spoon. At 10 months, one participant was able to open a heavy door.
The modified PlayStation 3 is the second system based on commercial video gaming technology that Burdea and his institute have developed to investigate economical and engaging rehabilitation therapy tools. Earlier work involved modifying an older model Microsoft Xbox to help stroke victims recover hand functions.
"Systems like this have the potential for widespread deployment in outpatient clinics or the homes of people needing rehabilitation services for any number of illnesses or injuries," said Burdea, a noted inventor of virtual rehabilitation technology. "Well-designed custom games are likely to hold patients' attention and motivate them to complete their exercises, versus conventional therapy regimens, which patients may find boring or tedious."
Burdea acknowledged the popularity of gaming platforms and many newer games that physically engage their players, but noted that they generally are not suitable off-the-shelf for rehabilitation needs. Games for rehabilitation need to focus on the specific impairment, and they require professional oversight to ensure that patients exercise within therapeutic bounds while not over-exercising and risking stress or injury.
The systems that Burdea and his colleagues built combined a PlayStation 3 console with a Fifth Dimension Technologies 5 Ultra sensing glove, a flat-panel television, mouse, keyboard and digital subscriber line modem for Internet communication. They reprogrammed the game console using the open-source Linux operating system and developed games written in Java3D.
One game promoted range of finger motion by asking participants to clean up bars of "dirty" pixels on the screen to reveal an image. Another promoted finger movement speed by asking participants to flick away an on-screen butterfly. A third promoted hand opening and closing speed by asking participants to manipulate an on-screen unidentified flying object.
The developers also wrote software to manage participant scheduling and performance data and to administer subjective evaluation questionnaires.
In addition to Burdea and Golomb, the article's co-authors are Meghan Huber and Bryan Rabin, both Rutgers undergraduates during the study, and Ciprian Docan and Moustafa AbdelBaky, Rutgers graduate students. The study was funded in part by the National Institutes of Health and the Clarian Foundation.
Source:
Carl Blesch
Rutgers University
11 February 2010
Phone App To Improved Stroke Rehab
Aphasia, a language difficulty attributed to injury of the brain, usually from stroke, is estimated to affect 80,000 Australians. It can vary from mild difficulties with finding words, or reading text, to not being able to understand what people are saying and being unable to speak.
As part of the study, 50 participants with aphasia will wear voice-activated recorders for four weeks to record the amount of time they talk each day.
The small device, to be incorporated into their mobile phone, will function in a similar way as a pedometer is used in the 10,000 steps program, by keeping track of the users "communicative fitness".
Professor Worrall said that participants would then be allocated to appropriate speech pathology programs based on their communicative fitness, which will help them gradually communicate more often.
"Our study aims to examine whether people with aphasia can improve their language and life participation by increasing the amount of time they talk during their everyday lives," she said.
"The benefits of this program for people with aphasia and their families is that it not only aims to improve language function but also to prevent or overcome the effects of social isolation that come from not being able to understand or communicate clearly with others.
"We envisage that this study will lead to better communication outcomes, less social isolation, and better quality of life for people with aphasia and their families."
Professor Worrall said that the CCRE has recruited all known available researchers associated with aphasia in Australia and relevant international experts to achieve this goal, and anticipates that the size of the team will double during the program.
The major outcome from research within the CCRE will be the development of the Australian Aphasia Clinical Pathway in close collaboration with speech pathologists and consumers.
Source
University of Queensland
26 September 2009
Amputees get Wii Fit
Every Thursday patients from across the borough meet at Callaghan House in Heywood to go through a tailored exercise programme that improves their strength and stability after having an amputation.
Sharon Wright, Lead Physiotherapist for Amputee Rehabilitation, believes that using the Wii Fit has massive benefits for her patients. She said: “We work with patients for from four months to two years so it’s important that we find new ways of keeping them interested in their exercise and motivated to complete their training.
“After what has been a traumatic experience, the weekly sessions allow our patients to gain back some independence and meet others who know how they feel. Health professionals from the Manchester Disabled Services Centre (MDSC) also attend the sessions so patients don’t have to travel far for appointments, which can be difficult.”
Alan Carouthers, 71, from Rochdale, has been attending the sessions for five months. He said: “I first came with the hope of being able to walk again and started off doing lots of different exercises and physiotherapy. The Wii Fit is great. It is a challenge but using the slalom and football skills games has helped with my balance tremendously and of course it’s great fun.
“It’s really important to come to these sessions because you meet people who understand how you feel but can have a laugh at the same time. It has really built up my confidence and boosted my morale and I’ve been able to make some great friends.”
Heywood, Middleton and Rochdale Community Healthcare in conjunction with Rochdale Amputee Support Group purchased the Wii Fit equipment using a donation from charity Joining Hands for patients to use as part of their weekly exercise rehabilitation programme.
Help and support for amputees and their families can be found through the Greater Manchester Amputee Support Group, which was founded in 2004 by Malcolm Jones, from Rochdale. Malcolm founded the group after becoming an amputee himself and finding he needed more support. He said: “Having an amputation is a traumatic experience so it’s important that people have a support network once they leave hospital to help them and their families adjust.”
The group meets at Rochdale Infirmary on the second Tuesday of every month from 6:30pm in the Rochdale Infirmary outpatients waiting room.
23 September 2009
Following UK soldiers' rehabilitation
The BBC has been following the treatment of some of the soldiers in a two-part documentary.
Watch here
Caroline Wyatt reports.
Wounded, BBC One, 23 September at 21:00 and 22:35 BST.
21 September 2009
Naidex 2010
Join us at Naidex 2010...the UKs largest disability, homecare and rehabilitation event held at the NEC.
Naidex is the ideal opportunity to raise your profile and get your message across to thousands of healthcare professionals and members of public with a disability.
Charities who have already booked a stand include the Disabled Living Foundation, British Polio Fellowship, Canine Partners, Guide Dogs, Health Professions Council, Holidays for All, Mobilise, Motability, Muscular Dystrophy Campaign, National Trust, RNIB, RNID, Treloar Trust, Stroke Association and Vitalise.
This year was the most successful show to date with over 360 exhibitors and 10,978 visitors (ABC audited).
For Naidex 2010 we are growing the show even further and introducing a new Car Zone, Communication Village and Sensory Garden feature.
Over 70% of space has already been booked - so contact us now to find out about availability and book your stand!
Call Charlotte or Dean on 0207 728 4203 or email naidex@emap.com
28 July 2009
Wii makes therapy more fun
Sunday July 26, 2009, 12:00 AM
Vince Cassaro
Lori Rice of HealthSouth helps Army Maj. Neal Stasny, 43, of Lebanon, work out with a Wii at the rehabilitation center in Wormleysburg. Stasny, who is the deputy chief of staff of information management at Fort Indiantown Gap, is recovering from a stroke. Miriam Dreibelbis had suffered from rheumatoid arthritis for many years. Knee surgery exacerbated the pain in her back, and the West Shore resident ended up in a wheelchair.
Seeking help at HealthSouth Hospitals and Outpatient Centers of Mechanicsburg, Dreibelbis found partial relief in "child's play."
HealthSouth is one of a growing number of outpatient and inpatient facilities that are incorporating Wiihabilitation into their physical therapy and rehabilitation regiments.
Wii (pronounced "wee") is an interactive Nintendo computer game that requires participants to move. A wireless remote connects the player to an on-screen digital icon, which mimics his or her movement in various sports and exercises.
Traditional games available on the Wii Sport software include bowling, tennis and golf. Another game attachment is the balance pad that goes with the Wii Fit software. Players stand on this pad to accomplish such things as walking a tightrope.
"Wii is part of a coordinated approach of physical, occupational and speech therapy at our outpatient facilities," says Laureen Martinelli, site coordinator for the HealthSouth center in Wormleysburg. "It has therapeutic benefits beyond 'straight' exercise. When patients come for outpatient therapy, they've already been through maybe months of conventional therapy. We need different tools to engage the brain, to use new muscles. The graphics of Wii are amazing."
The individuals who come for outpatient rehabilitation and physical therapy at the site include amputees and patients with brain injuries, strokes, Parkinson's disease and spinal cord injuries.
The Lebanon VA Medical Center has had Wii software for two years.
"Initially we introduced it to the long-term care, nursing units," says Jennifer Coy, supervisor of rehabilitation therapies at the VA. "Then we bought it for the rest of the units, including the physical therapy and acute behavioral health units."
According to Coy, Wii "has gone over very well" and brings a lot of benefits, especially for long-term care patients. "It's given them a sense of camaraderie and satisfies their need for competition," she says. "Many of the patients are games- and sports-oriented, especially as our demographic has gotten younger. Wii uses something current that's known to them."
Among the other benefits are that Wii can improve perception, balance and range of motion, the latter especially for physical therapy patients. It also enhances attention span.
One of the other advantages the VA has discovered, says Coy, is that Wii helps fight depression, even if the patient comes just to watch rather than actually participate.
"Wii Sport improves hand-eye coordination and gives the patient a little cardio workout," Martinelli says. "Wii Fit will indicate your body mass index."
For Dreibelbis, Wii was not only effective but "fun."
"It's a nice thing to do," she says. "Wii helps alleviate the tedium of physical therapy exercises and gives patients a sense of progress. Wii worked on my balance, which has always been a problem for me."
Dreibelbis also praised the psychological impact. "I realized I had more capabilities than I thought. It makes you forget about your inabilities," she says.
Like the VA, HealthSouth has found socialization an important part of Wii's appeal and effectiveness.
"It's true Wii means people watching a TV screen, but at least they're moving, and it's interactive," Martinelli says. "It's another tool to add to the therapists' bag of tricks."
14 June 2009
Minister Harney Welcomes Consultation Programme On The National Rehabilitation Hospital, Ireland
Article URL: http://www.medicalnewstoday.com/articles/108291.php
15 May 2009
Rehabilitative Benefits of the Nintendo Wii
by Holly McCarthy on May 14, 2009
This is a guest post on the EasyStand Blog, contributed by Holly McCarthy, who writes on the subject of the sports management degree programs at an accredited university. She invites your feedback at hollymccarthy12 at gmail dot com.
Kids and Adults with disabilities can benefit from recieve rehabilitative benefits from playing Wii, besides having fun!
The Nintendo Wii has been one of the most popular game systems this decade and has even been used in rehabilitative applications for people coping with a variety of ailments. A little over a year ago doctors in Canada thought of using the system, which had been used as entertainment for young spinal cord injury recovering patients, and as therapy for patients after strokes.
What they began to realize is that this system, the Nintendo Wii, could be just what is needed to help with rehabilitation because of its ease of use and friendly interface. There are several benefits of using the Wii in rehabilitative treatments (commonly termed at Wii-hab), a few of which will be explored below.
Balance - Whether the patient is standing or sitting in a wheelchair, the controllers used to play the Wii console require balance and proper form for the best results. Using a standing frame while playing Wii can promote movement while standing, which research has shown to improve bone mineral density and strengthening.
Hand-Eye Coordination - Over time, hand-eye coordination improves through the use of video games. This is especially true of the Wii since the players’ movements are mimicked on the screen.
Entertainment - Therapy becomes more enjoyable when put in the context of a game. People who use a standing frame for Physical or Occupational Therapy can prolong their standing time by “multi-tasking” by playing Wii.
Competitive Spirit - The competitive spirit in patients who may not otherwise be able to compete is awakened. This can be great for increasing social skills as well as self-esteem.
Extension of Therapy to Home - While many things that are found in a therapists office are far too cost-prohibitive to be kept at home, the Wii is an affordable method of treatment that can be taken beyond the office and into the home for around $250. Additionally, friends and family can play along and join in the fun.
Helps With Memory, Problem Solving, and Decision Making Skills - All of these skills are honed through the use of video games according to studies, which may or may not be good news for parents. Playing sophisticated games helps with short-term, long-term, and muscle memory. Strategic games require problem solving and decision making skills, all of which help to enhance the experience.
The Nintendo Wii is finding enthusiasts of many abilities these days. Games and hardware have made participating in many activities from the comfort of your own home possible with a small price tag that can bring benefits to those in and out of rehabilitation care.
Have you used the Nintendo Wii for rehab or fun? What games have you enjoyed the most?
29 January 2009
PhysioFunction Event
The Oxford Centre for Enablement (OCE) on the
12th February 2009
10am – 4pm
Drop in at your convenience
We hope you will be able to pop in during your busy day for some light refreshments and a chat, to learn more about how PhysioFunction helps clients with:-
Stroke, Spinal Injury, Head Injury, Multiple Sclerosis, Parkinson’s Disease and other Neurological conditions, to maximise their physical independence.
· Our team of expert Neurological Physiotherapists will be on hand to answer your questions
· Demonstrations of some innovative technology – Functional Electrical Stimulation, the Saeboflex hand retrainer and Kitcool in action
· Talk to current clients about how they have maximised their independence with our help
· Book a talk or demonstration for your practice while you are with us
We look forward to seeing you on the day.
Physiofunction Ltd, 50 High Street, Long Buckby, Northants. NN6 7RD Registered Office as aboveRegistered in England and Wales No. 4878929 Tel: 0800-043-0327 Fax: 0871-661-3008 Mob: 07798-780364 http://www.physiofunction.co.uk/