I will discuss these solutions along with lifestyle changesduring your consultation

E-Posters - RECOVERY, REHABILITATION AND OUTCOME 03.00 - RECOVERY, REHABILITATION AND OUTCOME - 03.01 - REHABILITATION P2313 - ESOC25-2368 FEASIBILITY AND USABILITY OF AN OMNIDIRECTIONAL TREADMILL-BASED VIRTUAL REALITY REHABILITATION GAME: A MIXED-METHODS FEASIBILITY STUDY Adria Quigley 1,2 , Dru Pierson 1 , Juhui Jeong 1 , Youngbin Choi 1 , Mayra Barrera MacHuca 1 , Courtney Pollock 3 , Anouk Lamontagne 4 , Heather Neyedli 1 , Alison McDonald 2 , Melanie Dunlop 1,2 , Tsz Hei Yip 5 , Gregory Jones 6 , Janice Eng 3 1 Dalhousie University, Halifax, Canada, 2 Nova Scotia Health Authority, Halifax, Canada, 3 University of British Columbia, Vancouver, Canada, 4 McGill University, Montreal, Canada, 5 The Hong Kong Polytechnic University, Hong Kong, Hong Kong, 6 No affiliation, Halifax, Canada Background and Aims: Virtual reality (VR) and omnidirectional (360) treadmills have emerged in stroke rehabilitation to enhance walking and balance recovery
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Tool: Noticing & Appreciating New Things 01:32:50 Art, Mindfulness, Education, Awards 01:39:30 Labels, Borderline Effect
87 This approach is advantageous due to its broad reach, targeting large populations with minimal behaviour change