text:
@article{morelAdvantagesLimitationsVirtual2015,
	title = {Advantages and limitations of virtual reality for balance assessment and rehabilitation},
	volume = {45},
	issn = {1769-7131},
	doi = {10.1016/j.neucli.2015.09.007},
	abstract = {Virtual reality (VR) is now commonly used in many domains because of its ability to provide a standardized, reproducible and controllable environment. In balance assessment, it can be used to control stimuli presented to patients and thus accurately evaluate their progression or compare them to different populations in standardized situations. In balance rehabilitation, VR allows the creation of new generation tools and at the same time the means to assess the efficiency of each parameter of these tools in order to optimize them. Moreover, with the development of low-cost devices, this rehabilitation can be continued at home, making access to these tools much easier, in addition to their entertaining and thus motivating properties. Nevertheless, and even more with low-cost systems, VR has limits that can alter the results of the studies that use it: the latency of the system (the delay cumulated on each step of the process from data acquisition on the patients to multimodal outputs); and distance perception, which tends to be underestimated in VR. After having described why VR is an essential tool for balance assessment and rehabilitation and illustrated this statement with a case study, this review discusses the previous works in the domain with regards to the technological limits of VR.},
	language = {eng},
	number = {4-5},
	journal = {Neurophysiologie Clinique = Clinical Neurophysiology},
	author = {Morel, M. and Bideau, B. and Lardy, J. and Kulpa, R.},
	month = nov,
	year = {2015},
	pmid = {26527045},
	keywords = {Humans, Stroke, Virtual reality, User-Computer Interface, Assessment, Balance, Équilibre, Évaluation, Postural Balance, Réalité virtuelle, Rééducation, Rehabilitation, Sensation Disorders},
	pages = {315--326},
	file = {Version soumise:C\:\\Users\\Aurélia\\Zotero\\storage\\C3MFMW45\\Morel et al. - 2015 - Advantages and limitations of virtual reality for .pdf:application/pdf}
}

@article{burdeaVirtualRehabilitationBenefits2003,
	title = {Virtual {Rehabilitation} - {Benefits} and {Challenges}},
	volume = {12},
	copyright = {Georg Thieme Verlag KG Stuttgart},
	issn = {0943-4747, 2364-0502},
	url = {http://www.thieme-connect.de/DOI/DOI?10.1055/s-0038-1638156},
	doi = {10.1055/s-0038-1638156},
	abstract = {Virtual rehabilitation represents the provision of therapeutic interventions locally or at a distance, using Virtual Reality hardware and simulations. Such therapy has been applied to various patient populations, including musculo-skeletal, post-stroke, and cognitively- impaired. This article reviews the benefits brought by VR-enhanced and VR-based rehabilitation to the above patient groups. Also discussed are the many challenges in integrating this new technology into the medical care system.},
	language = {en},
	number = {1},
	urldate = {2019-03-11},
	journal = {Yearbook of Medical Informatics},
	author = {Burdea, G.},
	year = {2003},
	keywords = {Review Paper},
	pages = {170--176},
	file = {Full Text PDF:C\:\\Users\\Aurélia\\Zotero\\storage\\U2LHNQUD\\Burdea - 2003 - Virtual Rehabilitation - Benefits and Challenges.pdf:application/pdf;Snapshot:C\:\\Users\\Aurélia\\Zotero\\storage\\XEVZPH7K\\s-0038-1638156.html:text/html}
}

@article{kimEffectsVRbasedWii2014,
	title = {The {Effects} of {VR}-based {Wii} {Fit} {Yoga} on {Physical} {Function} in {Middle}-aged {Female} {LBP} {Patients}},
	volume = {26},
	issn = {0915-5287},
	doi = {10.1589/jpts.26.549},
	abstract = {[Purpose] The purpose of this research was to determine the effects of a virtual reality-based yoga program on middle-aged female low back pain patients. [Subjects and Methods] Thirty middle-aged female patients who suffered from low back pain were assigned to either a physical therapy program or a virtual reality-based yoga program for a period of four weeks. Participants could check their posture and weight bearing on a monitor as they shifted their weight or changed their postures on a Wii balance board. There were a total of seven exercise programs. A 30-minute, three times per week, virtual reality-based Wii Fit yoga program or trunk stabilizing exercise was performed, respectively. [Results] Repeated-measures analysis of covariance revealed significant differences in between pre- and post-training VAS, algometer, Oswestry low-back pain disability index (ODI), Roland Morris disability questionnaire (RMDQ), and fear avoidance beliefs questionnaire (FBQ) scores. The VAS, algometer, ODI, RMDQ, and FBQ scores showed significant differences in groups. Regarding the effect of time-by-group interaction, there were significant differences in VAS, ODI, ODI, and FBQ scores. [Conclusion] In conclusion, for middle-aged female patients who have low back pain, a virtual reality-based yoga program was shown to have positive effects on physical improvements, and this program can be employed as a therapeutic medium for prevention and cure of low back pain.},
	language = {eng},
	number = {4},
	journal = {Journal of Physical Therapy Science},
	author = {Kim, Seong-Sik and Min, Won-Kyu and Kim, Jung-Hee and Lee, Byoung-Hee},
	month = apr,
	year = {2014},
	pmid = {24764631},
	pmcid = {PMC3996419},
	keywords = {Virtual reality, Low back pain, Yoga},
	pages = {549--552},
	file = {Texte intégral:C\:\\Users\\Aurélia\\Zotero\\storage\\D9CJDN6W\\Kim et al. - 2014 - The Effects of VR-based Wii Fit Yoga on Physical F.pdf:application/pdf}
}

@article{sveistrupMotorRehabilitationUsing2004,
	title = {Motor rehabilitation using virtual reality},
	volume = {1},
	issn = {1743-0003},
	url = {https://doi.org/10.1186/1743-0003-1-10},
	doi = {10.1186/1743-0003-1-10},
	abstract = {Virtual Reality (VR) provides a unique medium suited to the achievement of several requirements for effective rehabilitation intervention. Specifically, therapy can be provided within a functional, purposeful and motivating context. Many VR applications present opportunities for individuals to participate in experiences, which are engaging and rewarding. In addition to the value of the rehabilitation experience for the user, both therapists and users benefit from the ability to readily grade and document the therapeutic intervention using various systems. In VR, advanced technologies are used to produce simulated, interactive and multi-dimensional environments. Visual interfaces including desktop monitors and head-mounted displays (HMDs), haptic interfaces, and real-time motion tracking devices are used to create environments allowing users to interact with images and virtual objects in real-time through multiple sensory modalities. Opportunities for object manipulation and body movement through virtual space provide frameworks that, in varying degrees, are perceived as comparable to similar opportunities in the real world. This paper reviews current work on motor rehabilitation using virtual environments and virtual reality and where possible, compares outcomes with those achieved in real-world applications.},
	number = {1},
	urldate = {2019-03-11},
	journal = {Journal of NeuroEngineering and Rehabilitation},
	author = {Sveistrup, Heidi},
	month = dec,
	year = {2004},
	pages = {10},
	file = {Full Text PDF:C\:\\Users\\Aurélia\\Zotero\\storage\\G5J28QJ4\\Sveistrup - 2004 - Motor rehabilitation using virtual reality.pdf:application/pdf;Snapshot:C\:\\Users\\Aurélia\\Zotero\\storage\\ACDUGQ2Z\\1743-0003-1-10.html:text/html}
}

@article{laverVirtualRealityStroke2017,
	title = {Virtual reality for stroke rehabilitation},
	issn = {1465-1858},
	url = {https://www.cochranelibrary.com/cdsr/doi/10.1002/14651858.CD008349.pub4/abstract},
	doi = {10.1002/14651858.CD008349.pub4},
	language = {en},
	number = {11},
	urldate = {2019-03-11},
	journal = {Cochrane Database of Systematic Reviews},
	author = {Laver, Kate E. and Lange, Belinda and George, Stacey and Deutsch, Judith E. and Saposnik, Gustavo and Crotty, Maria},
	year = {2017},
	file = {Full Text PDF:C\:\\Users\\Aurélia\\Zotero\\storage\\D4K4WM4G\\Laver et al. - 2017 - Virtual reality for stroke rehabilitation.pdf:application/pdf;Snapshot:C\:\\Users\\Aurélia\\Zotero\\storage\\WZWDUDGG\\full.html:text/html}
}

@article{araneVirtualRealityPain2017,
	title = {Virtual reality for pain and anxiety management in children},
	volume = {63},
	copyright = {Copyright© the College of Family Physicians of Canada},
	issn = {0008-350X, 1715-5258},
	url = {http://www.cfp.ca/content/63/12/932},
	abstract = {Question Pain and anxiety are common in children who need procedures such as administering vaccines or drawing blood. Recent reports have described the use of virtual reality (VR) as a method of distraction during such procedures. How does VR work in reducing pain and anxiety in pediatric patients and what are the potential uses for it?
Answer Recent studies explored using VR with pediatric patients undergoing procedures ranging from vaccinations and intravenous injections to laceration repair and dressing changes for burn wounds. Interacting with immersive VR might divert attention, leading to a slower response to incoming pain signals. Preliminary results have shown that VR is effective, either alone or in combination with standard care, in reducing the pain and anxiety patients experience compared with standard care or other distraction methods.},
	language = {en},
	number = {12},
	urldate = {2019-03-11},
	journal = {Canadian Family Physician},
	author = {Arane, Karen and Behboudi, Amir and Goldman, Ran D.},
	month = dec,
	year = {2017},
	pmid = {29237632},
	pages = {932--934},
	file = {Full Text PDF:C\:\\Users\\Aurélia\\Zotero\\storage\\B8TWYRRJ\\Arane et al. - 2017 - Virtual reality for pain and anxiety management in.pdf:application/pdf;Snapshot:C\:\\Users\\Aurélia\\Zotero\\storage\\MPHIVM9U\\932.html:text/html}
}

@article{bioulacQuApportentOutils2018,
	title = {Qu’apportent les outils de réalité virtuelle en psychiatrie de l’enfant et l’adolescent ?},
	volume = {44},
	issn = {0013-7006},
	url = {http://www.sciencedirect.com/science/article/pii/S0013700617301240},
	doi = {10.1016/j.encep.2017.06.005},
	abstract = {Résumé
La réalité virtuelle apparaît comme une technologie prometteuse tant dans ses applications d’évaluation que de prise en charge thérapeutique en psychiatrie. Les outils de réalité virtuelle permettent de combiner divers atouts de par leurs interfaces : un aspect plus ludique de la tâche, un meilleur engagement du sujet, une forme de standardisation par l’immersion du sujet dans un environnement « contrôlé » et une dimension écologique qui mime des « fonctions de la vie quotidienne ». En psychiatrie de l’enfant et de l’adolescent, la réalité virtuelle a été jusqu’alors principalement utilisée dans des troubles anxieux caractéristiques (phobies spécifiques, phobie sociale et scolaire). Dans cette indication, tout comme dans les troubles des conduites alimentaires, des environnements spécifiques de réalité virtuelle sont utilisés comme outil de prise en charge par exposition aux situations anxiogènes. Dans les troubles du spectre de l’autisme, les applications thérapeutiques de la réalité virtuelle ont montré une efficacité dans la reconnaissance des émotions, l’amélioration des habilités cognitives et les compétences sociales. Concernant le trouble déficit de l’attention avec hyperactivité, la réalité virtuelle a été utilisée comme outil d’évaluation en situation scolaire de composantes telles que l’attention, l’hyperactivité et l’impulsivité. Si les premières études sont très encourageantes en termes d’évaluation, d’efficacité dans la prise en charge et d’acceptabilité des outils, de nouvelles études seront nécessaires pour renforcer la standardisation des méthodes et vérifier la généralisation et le transfert des bénéfices acquis aux situations réelles de la vie quotidienne.
Virtual reality is a relatively new technology that enables individuals to immerse themselves in a virtual world. It offers several advantages including a more realistic, lifelike environment that may allow subjects to “forget” they are being assessed, allow a better participation and an increased generalization of learning. Moreover, the virtual reality system can provide multimodal stimuli, such as visual and auditory stimuli, and can also be used to evaluate the patient's multimodal integration and to aid rehabilitation of cognitive abilities. The use of virtual reality to treat various psychiatric disorders in adults (phobic anxiety disorders, post-traumatic stress disorder, eating disorders, addictions…) and its efficacy is supported by numerous studies. Similar research for children and adolescents is lagging behind. This may be particularly beneficial to children who often show great interest and considerable success on computer, console or videogame tasks. This article will expose the main studies that have used virtual reality with children and adolescents suffering from psychiatric disorders. The use of virtual reality to treat anxiety disorders in adults is gaining popularity and its efficacy is supported by various studies. Most of the studies attest to the significant efficacy of the virtual reality exposure therapy (or in virtuo exposure). In children, studies have covered arachnophobia social anxiety and school refusal phobia. Despite the limited number of studies, results are very encouraging for treatment in anxiety disorders. Several studies have reported the clinical use of virtual reality technology for children and adolescents with autistic spectrum disorders (ASD). Extensive research has proven the efficiency of technologies as support tools for therapy. Researches are found to be focused on communication and on learning and social imitation skills. Virtual reality is also well accepted by subjects with ASD. The virtual environment offers the opportunity to administer controlled tasks such as the typical neuropsychological tools, but in an environment much more like a standard classroom. The virtual reality classroom offers several advantages compared to classical tools such as more realistic and lifelike environment but also records various measures in standardized conditions. Most of the studies using a virtual classroom have found that children with Attention Deficit/Hyperactivity Disorder make significantly fewer correct hits and more commission errors compared with controls. The virtual classroom has proven to be a good clinical tool for evaluation of attention in ADHD. For eating disorders, cognitive behavioural therapy (CBT) program enhanced by a body image specific component using virtual reality techniques was shown to be more efficient than cognitive behavioural therapy alone. The body image-specific component using virtual reality techniques boots efficiency and accelerates the CBT change process for eating disorders. Virtual reality is a relatively new technology and its application in child and adolescent psychiatry is recent. However, this technique is still in its infancy and much work is needed including controlled trials before it can be introduced in routine clinical use. Virtual reality interventions should also investigate how newly acquired skills are transferred to the real world. At present virtual reality can be considered a useful tool in evaluation and treatment for child and adolescent disorders.},
	number = {3},
	urldate = {2019-03-11},
	journal = {L'Encéphale},
	author = {Bioulac, S. and de Sevin, E. and Sagaspe, P. and Claret, A. and Philip, P. and Micoulaud-Franchi, J. A. and Bouvard, M. P.},
	month = jun,
	year = {2018},
	keywords = {Virtual reality, Réalité virtuelle, Anxious disorders, Attention deficit hyperactivity disorder, Autistic spectrum disorder, Eating disorder, Trouble déficit de l’attention hyperactivité, Trouble des conduites alimentaires, Trouble du spectre de l’autisme, Troubles anxieux},
	pages = {280--285},
	file = {ScienceDirect Full Text PDF:C\:\\Users\\Aurélia\\Zotero\\storage\\FPSKB8P3\\Bioulac et al. - 2018 - Qu’apportent les outils de réalité virtuelle en ps.pdf:application/pdf;ScienceDirect Snapshot:C\:\\Users\\Aurélia\\Zotero\\storage\\M8HLLQL7\\S0013700617301240.html:text/html}
}

@phdthesis{nguyenContributionVirtualReality2010,
	type = {Theses},
	title = {Contribution of virtual reality to functional rehabilitation},
	url = {https://pastel.archives-ouvertes.fr/pastel-00550965},
	urldate = {2019-03-11},
	school = {Arts et Métiers ParisTech},
	author = {Nguyen, Van Hanh},
	month = dec,
	year = {2010},
	keywords = {Virtual reality, Réalité virtuelle, Evaluate the usability of virtual environment, Evaluation d'utilisabilité de l'environnement, Evaluation de mouvement, Fouille de données chronologique, Human motion evaluation, Motor rehabilitation, Rééducation motrice, Time-series data mining.},
	file = {HAL PDF Full Text:C\:\\Users\\Aurélia\\Zotero\\storage\\5FQ6D25Z\\Nguyen - 2010 - Contribution of virtual reality to functional reha.pdf:application/pdf}
}

@article{meriansSensorimotorTrainingVirtual2006,
	title = {Sensorimotor {Training} in a {Virtual} {Reality} {Environment}: {Does} {It} {Improve} {Functional} {Recovery} {Poststroke}?},
	volume = {20},
	issn = {1545-9683},
	shorttitle = {Sensorimotor {Training} in a {Virtual} {Reality} {Environment}},
	url = {https://doi.org/10.1177/1545968306286914},
	doi = {10.1177/1545968306286914},
	abstract = {Objective. To investigate the effectiveness of computerized virtual reality (VR) training of the hemiparetic hand of patients poststroke using a system that provides repetitive motor reeducation and skill reacquisition. Methods. Eight subjects in the chronic phase poststroke participated in a 3-week program using their hemiparetic hand in a series of interactive computer games for 13 days of training, weekend breaks, and pretests and posttests. Each subject trained for about 2 to 2.5 h per day. Outcome measures consisted of changes in the computerized measures of thumb and finger range of motion, thumb and finger velocity, fractionation (the ability to move fingers independently), thumb and finger strength, the Jebsen Test of Hand Function, and a Kinematic reach to grasp test. Results. Subjects as a group improved in fractionation of the fingers, thumb and finger range of motion, and thumb and finger speed, retaining those gains at the 1-week retention test. Transfer of these improvements was demonstrated through changes in the Jebsen Test of Hand Function and a decrease after the therapy in the overall time from hand peak velocity to the moment when an object was lifted from the table. Conclusions. It is difficult in current service delivery models to provide the intensity of practice that appears to be needed to effect neural reorganization and functional changes poststroke. Computerized exercise systems may be a way to maximize both the patients’ and the clinicians’ time. The data in this study add support to the proposal to explore novel technologies for incorporation into current practice.},
	language = {en},
	number = {2},
	urldate = {2019-03-11},
	journal = {Neurorehabilitation and Neural Repair},
	author = {Merians, Alma S. and Poizner, Howard and Boian, Rares and Burdea, Grigore and Adamovich, Sergei},
	month = jun,
	year = {2006},
	pages = {252--267},
	file = {SAGE PDF Full Text:C\:\\Users\\Aurélia\\Zotero\\storage\\I482AWP3\\Merians et al. - 2006 - Sensorimotor Training in a Virtual Reality Environ.pdf:application/pdf}
}

@article{resnikUsingVirtualReality2011,
	title = {Using virtual reality environment to facilitate training with advanced upper-limb prosthesis.},
	volume = {48},
	abstract = {Technological advances in upper-limb prosthetic design offer dramatically increased possibilities for powered movement. The DEKA Arm system allows users 10 powered degrees of movement. Learning to control these movements by utilizing a set of motions that, in most instances, differ from those used to obtain the desired action prior to amputation is a challenge for users. In the Department of Veterans Affairs "Study to Optimize the DEKA Arm," we attempted to facilitate motor learning by using a virtual reality environment (VRE) program. This VRE program allows users to practice controlling an avatar using the controls designed to operate the DEKA Arm in the real world. In this article, we provide highlights from our experiences implementing VRE in training amputees to use the full DEKA Arm. This article discusses the use of VRE in amputee rehabilitation, describes the VRE system used with the DEKA Arm, describes VRE training, provides qualitative data from a case study of a subject, and provides recommendations for future research and implementation of VRE in amputee rehabilitation. Our experience has led us to believe that training with VRE is particularly valuable for upper-limb amputees who must master a large number of controls and for those amputees who need a structured learning environment because of cognitive deficits.},
	number = {6},
	journal = {Journal of rehabilitation research and development},
	author = {Resnik, Linda J. and Etter, Katherine and Klinger, Shana Lieberman and Kambe, Charles J.},
	year = {2011},
	keywords = {Amputation, Amputees, Attempt, Cognition Disorders, Deka, Experience, Limb Prosthesis, Movement, Power (Psychology), Prosthesis Implantation, Vancomycin-Resistant Enterococci},
	pages = {707--718},
	file = {Full Text PDF:C\:\\Users\\Aurélia\\Zotero\\storage\\KJKZSJL7\\Resnik et al. - 2011 - Using virtual reality environment to facilitate tr.pdf:application/pdf}
}

@article{kubickiMotorpredictionImprovementsVirtual2014,
	series = {Special issue from {Société} francophone {Posture}, {Equilibre} et {Locomotion} - 1er et 2nd congrès de la {SOFPEL}, décembre 2012 {Marseille}, décembre 2013, {Genève}.},
	title = {Motor-prediction improvements after virtual rehabilitation in geriatrics: {Frail} patients reveal different learning curves for movement and postural control},
	volume = {44},
	issn = {0987-7053},
	shorttitle = {Motor-prediction improvements after virtual rehabilitation in geriatrics},
	url = {http://www.sciencedirect.com/science/article/pii/S0987705313003250},
	doi = {10.1016/j.neucli.2013.10.128},
	abstract = {Summary
Background
Postural control associated with self-paced movement is critical for balance in frail older adults. The present work aimed to investigate the effects of a 2D virtual reality-based program on postural control associated with rapid arm movement in this population.
Methods
Participants in an upright standing position performed rapid arm-raising movements towards a target. Practice-related changes were assessed by pre- and post-test comparisons of hand kinematics and centre-of-pressure (CoP) displacement parameters measured in a training group and a control group. During these pre- and post-test sessions, patients have to reach towards yellow balls appearing on the screen, form a standardized upright position (with 15cm between the two malleoli). Training group patients took part in six sessions of virtual game. In this, patients were asked to reach their arm towards yellow balls appearing on the screen, from an upright position.
Results
After training, we observed improvements in arm movements and in the initial phase of CoP displacement, especially in the anticipatory postural adjustments. Learning curves for these two types of motor improvements showed different rates. These were continuous for the control of the arm movement, and discontinuous for the control of the CoP during the anticipatory postural adjustments.
Conclusion
These results suggest that some level of motor (re)-learning is maintained in frail patients with low functional reserves. They also suggest that re-learning of anticipatory postural control (i.e. motor prediction) is less robust than explicit motor learning involved for the arm reaching. This last point should encourage clinicians to extend the training course duration, even if reaching movement improvements seems acquired, in order to automate these anticipatory postural activities. However, other studies should be done to measure the retention of these two types of learning on a longer-term period.
Résumé
Introduction
Le contrôle postural associé à un déséquilibre auto-généré (intrinsèque) est essentiel dans la gestion de la fonction d’équilibration, notamment pour des patients âgés fragiles. Ce travail avait pour objectif d’étudier les effets d’un programme d’entraînement, basé sur un outil de réalité virtuelle en 2D, sur le contrôle postural associé à un mouvement rapide du membre supérieur au sein de cette population.
Méthodes
Les participants effectuaient des mouvements rapides du membre supérieur à partir de la position debout. Les changements liés à l’entraînement ont été évalués par des comparaisons pré- et post-test sur les paramètres cinématiques des déplacements de la main et du centre de pression (CdP), mesurés au sein d’un groupe témoin et d’un groupe entraîné. Pendant ces séances pré- et post-tests, les patients devaient pointer en direction de ballons jaunes qui apparaissaient sur l’écran, à partir d’une position debout standardisée (pieds placés avec 15cm d’écartement entre les deux malléoles). Les patients du groupe entraînement prenaient part à 6 séances d’entraînement par utilisation du jeu virtuel. Sur celui-ci, les patients devaient pointer en direction de ballons jaunes qui apparaissaient à l’écran, à partir de la position debout.
Résultats
Après l’entraînement, nous avons observé des améliorations du mouvement du membre supérieur et de la phase initiale du contrôle postural, notamment pendant la phase correspondant aux ajustements posturaux anticipés. Les courbes d’apprentissage, pour ces deux types d’optimisation motrice, étaient différentes. Celle observée pour le contrôle du mouvement du membre supérieur était continue pendant l’ensemble de l’entraînement, alors que celle observée pour le contrôle du centre de pression pendant les ajustements posturaux anticipés, révélatrice de l’optimisation de la prédiction motrice, était discontinue.
Conclusion
Ces résultats suggèrent qu’un certain niveau d’apprentissage (ou de réapprentissage) est maintenu chez des patients fragiles présentant de faibles ressources fonctionnelles. Ils suggèrent également que le réapprentissage du contrôle postural anticipé est moins robuste que l’apprentissage moteur explicite constaté pour le mouvement du membre supérieur. Ce dernier point devrait encourager les cliniciens à prolonger la durée de l’entraînement, même si des améliorations semblent acquises pour le mouvement du membre supérieur, afin d’automatiser les activités posturales anticipées. Néanmoins, d’autres études doivent être mises en place pour mesurer à plus long terme la rétention de ces différents apprentissages.},
	number = {1},
	urldate = {2019-03-11},
	journal = {Neurophysiologie Clinique/Clinical Neurophysiology},
	author = {Kubicki, A. and Bonnetblanc, F. and Petrement, G. and Mourey, F.},
	month = jan,
	year = {2014},
	keywords = {Ajustements posturaux anticipés, Anticipatory postural adjustments, Apprentissage, Contrôle moteur, Fragilité, Frailty, Learning, Motor control, Rééducation en réalité virtuelle, Virtual rehabilitation},
	pages = {109--118},
	file = {ScienceDirect Full Text PDF:C\:\\Users\\Aurélia\\Zotero\\storage\\689ETCEQ\\Kubicki et al. - 2014 - Motor-prediction improvements after virtual rehabi.pdf:application/pdf;ScienceDirect Snapshot:C\:\\Users\\Aurélia\\Zotero\\storage\\XZXCV9P2\\S0987705313003250.html:text/html}
}

@article{corbettaRehabilitationThatIncorporates2015,
	title = {Rehabilitation that incorporates virtual reality is more effective than standard rehabilitation for improving walking speed, balance and mobility after stroke: a systematic review},
	volume = {61},
	issn = {1836-9553},
	shorttitle = {Rehabilitation that incorporates virtual reality is more effective than standard rehabilitation for improving walking speed, balance and mobility after stroke},
	url = {http://www.sciencedirect.com/science/article/pii/S1836955315000569},
	doi = {10.1016/j.jphys.2015.05.017},
	abstract = {Question: In people after stroke, does virtual reality based rehabilitation (VRBR) improve walking speed, balance and mobility more than the same duration of standard rehabilitation? In people after stroke, does adding extra VRBR to standard rehabilitation improve the effects on gait, balance and mobility? Design: Systematic review with meta-analysis of randomised trials. Participants: Adults with a clinical diagnosis of stroke. Intervention: Eligible trials had to include one these comparisons: VRBR replacing some or all of standard rehabilitation or VRBR used as extra rehabilitation time added to a standard rehabilitation regimen. Outcome measures: Walking speed, balance, mobility and adverse events. Results: In total, 15 trials involving 341 participants were included. When VRBR replaced some or all of the standard rehabilitation, there were statistically significant benefits in walking speed (MD 0.15 m/s, 95\% CI 0.10 to 0.19), balance (MD 2.1 points on the Berg Balance Scale, 95\% CI 1.8 to 2.5) and mobility (MD 2.3 seconds on the Timed Up and Go test, 95\% CI 1.2 to 3.4). When VRBR was added to standard rehabilitation, mobility showed a significant benefit (0.7 seconds on the Timed Up and Go test, 95\% CI 0.4 to 1.1), but insufficient evidence was found to comment about walking speed (one trial) and balance (high heterogeneity). Conclusion: Substituting some or all of a standard rehabilitation regimen with VRBR elicits greater benefits in walking speed, balance and mobility in people with stroke. Although the benefits are small, the extra cost of applying virtual reality to standard rehabilitation is also small, especially when spread over many patients in a clinic. Adding extra VRBR time to standard rehabilitation also has some benefits; further research is needed to determine if these benefits are clinically worthwhile. [Corbetta D, Imeri F, Gatti R (2015) Rehabilitation that incorporates virtual reality is more effective than standard rehabilitation for improving walking speed, balance and mobility after stroke: a systematic review.Journal of Physiotherapy61: 117–124]},
	number = {3},
	urldate = {2019-03-12},
	journal = {Journal of Physiotherapy},
	author = {Corbetta, Davide and Imeri, Federico and Gatti, Roberto},
	month = jul,
	year = {2015},
	keywords = {Postural balance, Stroke rehabilitation, Virtual reality exposure therapy, Walking},
	pages = {117--124},
	file = {ScienceDirect Full Text PDF:C\:\\Users\\Aurélia\\Zotero\\storage\\T5EPN7YJ\\Corbetta et al. - 2015 - Rehabilitation that incorporates virtual reality i.pdf:application/pdf;ScienceDirect Snapshot:C\:\\Users\\Aurélia\\Zotero\\storage\\5CICR3NF\\S1836955315000569.html:text/html}
}

@article{chenProgressSensorimotorRehabilitative2014,
	title = {Progress in sensorimotor rehabilitative physical therapy programs for stroke patients},
	volume = {2},
	issn = {2307-8960},
	url = {https://www.ncbi.nlm.nih.gov/pmc/articles/PMC4133420/},
	doi = {10.12998/wjcc.v2.i8.316},
	abstract = {Impaired motor and functional activity following stroke often has negative impacts on the patient, the family and society. The available rehabilitation programs for stroke patients are reviewed. Conventional rehabilitation strategies (Bobath, Brunnstrom, proprioception neuromuscular facilitation, motor relearning and function-based principles) are the mainstream tactics in clinical practices. Numerous advanced strategies for sensory-motor functional enhancement, including electrical stimulation, electromyographic biofeedback, constraint-induced movement therapy, robotics-aided systems, virtual reality, intermittent compression, partial body weight supported treadmill training and thermal stimulation, are being developed and incorporated into conventional rehabilitation programs. The concept of combining valuable rehabilitative procedures into “a training package”, based on the patient’s functional status during different recovery phases after stroke is proposed. Integrated sensorimotor rehabilitation programs with appropriate temporal arrangements might provide great functional benefits for stroke patients.},
	number = {8},
	urldate = {2019-03-15},
	journal = {World Journal of Clinical Cases : WJCC},
	author = {Chen, Jia-Ching and Shaw, Fu-Zen},
	month = aug,
	year = {2014},
	pmid = {25133141},
	pmcid = {PMC4133420},
	pages = {316--326},
	file = {PubMed Central Full Text PDF:C\:\\Users\\Aurélia\\Zotero\\storage\\SSYIBLI7\\Chen et Shaw - 2014 - Progress in sensorimotor rehabilitative physical t.pdf:application/pdf}
}

@article{saposnikEffectivenessVirtualReality2010,
	title = {Effectiveness of {Virtual} {Reality} {Using} {Wii} {Gaming} {Technology} in {Stroke} {Rehabilitation}},
	volume = {41},
	issn = {0039-2499},
	url = {https://www.ncbi.nlm.nih.gov/pmc/articles/PMC4879973/},
	doi = {10.1161/STROKEAHA.110.584979},
	abstract = {Background and Purpose
Hemiparesis resulting in functional limitation of an upper extremity is common among stroke survivors. Although existing evidence suggests that increasing intensity of stroke rehabilitation therapy results in better motor recovery, limited evidence is available on the efficacy of virtual reality for stroke rehabilitation.

Methods
In this pilot, randomized, single-blinded clinical trial with 2 parallel groups involving stroke patients within 2 months, we compared the feasibility, safety, and efficacy of virtual reality using the Nintendo Wii gaming system (VRWii) versus recreational therapy (playing cards, bingo, or “Jenga”) among those receiving standard rehabilitation to evaluate arm motor improvement. The primary feasibility outcome was the total time receiving the intervention. The primary safety outcome was the proportion of patients experiencing intervention-related adverse events during the study period. Efficacy, a secondary outcome measure, was evaluated with the Wolf Motor Function Test, Box and Block Test, and Stroke Impact Scale at 4 weeks after intervention.

Results
Overall, 22 of 110 (20\%) of screened patients were randomized. The mean age (range) was 61.3 (41 to 83) years. Two participants dropped out after a training session. The interventions were successfully delivered in 9 of 10 participants in the VRWii and 8 of 10 in the recreational therapy arm. The mean total session time was 388 minutes in the recreational therapy group compared with 364 minutes in the VRWii group (P=0.75). There were no serious adverse events in any group. Relative to the recreational therapy group, participants in the VRWii arm had a significant improvement in mean motor function of 7 seconds (Wolf Motor Function Test, 7.4 seconds; 95\% CI, −14.5, −0.2) after adjustment for age, baseline functional status (Wolf Motor Function Test), and stroke severity.

Conclusions
VRWii gaming technology represents a safe, feasible, and potentially effective alternative to facilitate rehabilitation therapy and promote motor recovery after stroke.},
	number = {7},
	urldate = {2019-03-15},
	journal = {Stroke; a journal of cerebral circulation},
	author = {Saposnik, Gustavo and Teasell, Robert and Mamdani, Muhammad and Hall, Judith and McIlroy, William and Cheung, Donna and Thorpe, Kevin E. and Cohen, Leonardo G. and Bayley, Mark},
	month = jul,
	year = {2010},
	pmid = {20508185},
	pmcid = {PMC4879973},
	pages = {1477--1484},
	file = {PubMed Central Full Text PDF:C\:\\Users\\Aurélia\\Zotero\\storage\\W4Z8WDL4\\Saposnik et al. - 2010 - Effectiveness of Virtual Reality Using Wii Gaming .pdf:application/pdf}
}

@article{sampaioDoesVirtualRealitybased2016,
	title = {Does {Virtual} {Reality}-based {Kinect} {Dance} {Training} {Paradigm} {Improve} {Autonomic} {Nervous} {System} {Modulation} in {Individuals} with {Chronic} {Stroke}?},
	volume = {9},
	issn = {1941-5893},
	url = {https://www.ncbi.nlm.nih.gov/pmc/articles/PMC5094257/},
	abstract = {Background
Physical inactivity and low resting heart rate variability (HRV) are associated with an increased cardiovascular deconditioning, risk of secondary stroke and mortality. Aerobic dance is a multidimensional physical activity and recent research supports its application as a valid alternative cardiovascular training. Furthermore, technological advances have facilitated the emergence of new approaches for exercise training holding promise, especially those methods that integrate rehabilitation with virtual gaming.

Objective
The purpose of this study was to evaluate cardiac autonomic modulation in individuals with chronic stroke post-training using a virtual reality – based aerobic dance training paradigm.

Methods
Eleven community-dwelling individuals with hemiparetic stroke [61.7( ± 4.3) years] received a virtual reality-based dance paradigm for 6 weeks using the commercially available Kinect dance video game “Just Dance 3.” The training was delivered in a high-intensity tapering method with the first two weeks consisting of 5 sessions/week, next two weeks of 3 sessions/week and last two weeks of 2 sessions/week, with a total of 20 sessions. Data obtained for HRV analysis pre- and post-intervention consists of HRV for ten minutes in (1) supine resting position; (2) quiet standing. High-frequency (HF) power measures as indicators of cardiac parasympathetic activity, low-frequency (LF) power of parasympathetic-sympathetic balance and LF/HF of sympatho-vagal balance were calculated. YMCA submaximal cycle Ergometer test was used to acquire VO2 max pre- and post-intervention. Changes in physical activity during dance training were assessed using Omran HJ-321 Tri-Axis Pedometer.

Results
After training, participants demonstrated a significant improvement in autonomic modulation in the supine position, indicating an improvement in LF=48.4 ( ± 20.1) to 40.3 ( ± 8.0), p=0.03; HF=51.5 ( ± 19) to 59.7 ( ± 8), p= 0.02 and LF/HF=1.6 ( ± 1.9) to 0.8 ( ± 0.26), p=0.05]. Post-training the participants had significantly higher VO2max. Number of steps during dance intervention significantly increased from the 1st to the 20th session (p{\textless}0.05).

Conclusion
The current study is the first to assess the effect of a virtual reality-based aerobic dance training paradigm on HRV among individuals with chronic stroke. Given that the paradigm used in this study improves cardiac autonomic control, future studies should incorporate dance as an adjuvant therapy into clinical treatment program and assess its long-term efficacy.},
	number = {2},
	urldate = {2019-03-15},
	journal = {Journal of Vascular and Interventional Neurology},
	author = {Sampaio, Luciana Maria Malosá and Subramaniam, Savitha and Arena, Ross and Bhatt, Tanvi},
	month = oct,
	year = {2016},
	pmid = {27829967},
	pmcid = {PMC5094257},
	pages = {21--29},
	file = {PubMed Central Full Text PDF:C\:\\Users\\Aurélia\\Zotero\\storage\\WCIDYYM5\\Sampaio et al. - 2016 - Does Virtual Reality-based Kinect Dance Training P.pdf:application/pdf}
}

@article{luque-morenoDecadeProgressUsing2015,
	title = {A {Decade} of {Progress} {Using} {Virtual} {Reality} for {Poststroke} {Lower} {Extremity} {Rehabilitation}: {Systematic} {Review} of the {Intervention} {Methods}},
	volume = {2015},
	issn = {2314-6133},
	shorttitle = {A {Decade} of {Progress} {Using} {Virtual} {Reality} for {Poststroke} {Lower} {Extremity} {Rehabilitation}},
	url = {https://www.ncbi.nlm.nih.gov/pmc/articles/PMC4619784/},
	doi = {10.1155/2015/342529},
	abstract = {Objective. To develop a systematic review of the literature, to describe the different virtual reality (VR) interventions and interactive videogames applied to the lower extremity (LE) of stroke patients, and to analyse the results according to the most frequently used outcome measures. Material and Methods. An electronic search of randomized trials between January 2004 and January 2014 in different databases (Medline, Cinahl, Web of Science, PEDro,  and Cochrane) was carried out. Several terms (virtual reality, feedback, stroke, hemiplegia, brain injury, cerebrovascular accident, lower limb, leg, and gait) were combined, and finally 11 articles were included according to the established inclusion and exclusion criteria. Results. The reviewed trials showed a high heterogeneity in terms of study design and assessment tools, which makes it difficult to compare and analyze the different types of interventions. However, most of them found a significant improvement on gait speed, balance and motor function, due to VR intervention. Conclusions. Although evidence is limited, it suggests that VR intervention (more than 10 sessions) in stroke patients may have a positive impact on balance, and gait recovery. Better results were obtained when a multimodal approach, combining VR and conventional physiotherapy, was used. Flexible software seems to adapt better to patients' requirements, allowing more specific and individual treatments.},
	urldate = {2019-03-15},
	journal = {BioMed Research International},
	author = {Luque-Moreno, Carlos and Ferragut-Garcías, Alejandro and Rodríguez-Blanco, Cleofás and Heredia-Rizo, Alberto Marcos and Oliva-Pascual-Vaca, Jesús and Kiper, Pawel and Oliva-Pascual-Vaca, Ángel},
	year = {2015},
	pmid = {26539480},
	pmcid = {PMC4619784}
}

@article{saposnikgustavoVirtualRealityStroke2011,
	title = {Virtual {Reality} in {Stroke} {Rehabilitation}},
	volume = {42},
	url = {https://www.ahajournals.org/doi/full/10.1161/STROKEAHA.110.605451},
	doi = {10.1161/STROKEAHA.110.605451},
	abstract = {Background and Purpose—Approximately two thirds of stroke survivors continue to experience motor deficits of the arm resulting in diminished quality of life. Conventional rehabilitation provides modest and sometimes delayed effects. Virtual reality (VR) technology is a novel adjunctive therapy that could be applied in neurorehabilitation. We performed a meta-analysis to determine the added benefit of VR technology on arm motor recovery after stroke.Methods—We searched Medline, EMBASE, and Cochrane literature from 1966 to July 2010 with the terms “stroke,” “virtual reality,” and “upper arm/extremity.” We evaluated the effect of VR on motor function improvement after stroke.Results—From the 35 studies identified, 12 met the inclusion/exclusion criteria totaling 195 participants. Among them, there were 5 randomized clinical trials and 7 observational studies with a pre-/postintervention design. Interventions were delivered within 4 to 6 weeks in 9 of the studies and within 2 to 3 weeks in the remaining 3. Eleven of 12 studies showed a significant benefit toward VR for the selected outcomes. In the pooled analysis of all 5 randomized controlled trials, the effect of VR on motor impairment (Fugl-Meyer) was OR=4.89 (95\% CI, 1.31 to 18.3). No significant difference was observed for Box and Block Test or motor function. Among observational studies, there was a 14.7\% (95\% CI, 8.7\%–23.6\%) improvement in motor impairment and a 20.1\% (95\% CI, 11.0\%–33.8\%) improvement in motor function after VR.Conclusions—VR and video game applications are novel and potentially useful technologies that can be combined with conventional rehabilitation for upper arm improvement after stroke.},
	number = {5},
	urldate = {2019-03-20},
	journal = {Stroke},
	author = {{Saposnik Gustavo} and {Levin Mindy} and {null null}},
	month = may,
	year = {2011},
	pages = {1380--1386},
	file = {Snapshot:C\:\\Users\\Aurélia\\Zotero\\storage\\3KKLDP44\\STROKEAHA.110.html:text/html;Texte intégral:C\:\\Users\\Aurélia\\Zotero\\storage\\VUJZCJHZ\\Saposnik Gustavo et al. - 2011 - Virtual Reality in Stroke Rehabilitation.pdf:application/pdf}
}

@article{kinzieRequirementsBenefitsEffective1990b,
	title = {Requirements and benefits of effective interactive instruction: {Learner} control, self-regulation, and continuing motivation},
	volume = {38},
	issn = {10421629},
	shorttitle = {Requirements and benefits of effective interactive instruction},
	abstract = {While educational technologies provide increasing opportunities for interactive exploration in a learning environment, crucial questions remain: Will learners be able to exercise control and effectively regulate their own learning in flexible learning systems? Will they be motivated enough really to explore? Theory and research suggest that learners can and will, if the instructional systems are well-designed and if the learners are adequately prepared. In this paper, the components of learner control, self-regulated learning, and continuing motivation are examined as possible requirements and benefits of effective interactive instruction. A theoretical framework is advanced which illustrates the interdependence and mutual importance of these three components. Educational research in each of these three areas is analyzed, inconsistencies are discussed, and further support is developed for consideration of these components within an instructional situation. Finally, recommendations are offered for future research, to develop further what we know about what makes instruction effective and learners successful.},
	number = {1},
	journal = {Educational Technology Research and Development},
	author = {Kinzie, Mable},
	month = mar,
	year = {1990},
	pages = {5},
	file = {Kinzie - 1990 - Requirements and benefits of effective interactive.pdf:C\:\\Users\\Aurélia\\Zotero\\storage\\J8SXBBQ4\\Kinzie - 1990 - Requirements and benefits of effective interactive.pdf:application/pdf}
}

@article{christophelRelationshipsTeacherImmediacy1990,
	title = {The relationships among teacher immediacy behaviors, student motivation, and learning},
	volume = {39},
	issn = {1479-5795(Electronic),0363-4523(Print)},
	doi = {10.1080/03634529009378813},
	abstract = {Examined the relationship between teacher immediacy and student state motivation and the combined impact of these factors on learning in 2 studies with a total of 1,810 adult Ss. Study 1 Ss completed all instruments based on a preceding class. The scales were randomly split between Ss in Study 2 who completed them based on an intact class. Correlations revealed significant relationships between learning and both immediacy and motivation. Regression analyses indicated both unique and colinear predictability of learning by nonverbal immediacy and state motivation. Immediacy appears to modify motivation, which leads to increased learning. (PsycINFO Database Record (c) 2016 APA, all rights reserved)},
	number = {4},
	journal = {Communication Education},
	author = {Christophel, Diane M.},
	year = {1990},
	keywords = {College Students, College Teachers, Motivation, Nonverbal Communication, School Learning, Teacher Characteristics, Teacher Student Interaction, Verbal Communication},
	pages = {323--340},
	file = {Christophel - 1990 - The relationships among teacher immediacy behavior.pdf:C\:\\Users\\Aurélia\\Zotero\\storage\\FNWV8FRR\\Christophel - 1990 - The relationships among teacher immediacy behavior.pdf:application/pdf;Snapshot:C\:\\Users\\Aurélia\\Zotero\\storage\\V64GTGU5\\1991-08444-001.html:text/html}
}

@article{kangBenefitRetrievalPractice2014,
	series = {Cognition and {Education}},
	title = {Is the benefit of retrieval practice modulated by motivation?},
	volume = {3},
	issn = {2211-3681},
	url = {http://www.sciencedirect.com/science/article/pii/S2211368114000503},
	doi = {10.1016/j.jarmac.2014.05.006},
	abstract = {Retrieval practice tends to produce better long-term learning than rereading, but laboratory studies have typically used arbitrary material that subjects may not care to learn. The observed advantage of retrieval practice may be exaggerated because low motivation may result in deficient processing during (usually passive) rereading. Thus, when subjects are motivated to learn the material, the type of study strategy (whether retrieval practice or rereading) might be less important. To test this hypothesis, we conducted 3 experiments in which we manipulated the incentives (using monetary bonuses or time savings) for learning Swahili–English word pairs. Items that had undergone retrieval practice were better recalled than reread items on a final test 2 days later, but this effect did not interact with incentive level. These results provide some reassurance that lab findings from the testing effects literature likely generalize to real-world situations in which motivation to learn may be greater.},
	number = {3},
	urldate = {2019-03-27},
	journal = {Journal of Applied Research in Memory and Cognition},
	author = {Kang, Sean H. K. and Pashler, Harold},
	month = sep,
	year = {2014},
	keywords = {Motivation, Retrieval practice, Testing effects},
	pages = {183--188},
	file = {ScienceDirect Full Text PDF:C\:\\Users\\Aurélia\\Zotero\\storage\\M6WNHBPF\\Kang et Pashler - 2014 - Is the benefit of retrieval practice modulated by .pdf:application/pdf;ScienceDirect Snapshot:C\:\\Users\\Aurélia\\Zotero\\storage\\NJ2R64M8\\S2211368114000503.html:text/html}
}

@article{holdenUseVirtualEnvironments,
	title = {Use of {Virtual} {Environments} in {Motor} {Learning} and {Rehabilitation}},
	abstract = {The purpose of this chapter is to describe how virtual environments (VEs) can be utilized to facilitate motor learning in normal subjects and to enhance the rehabilitation of disabled subjects. The chapter begins with a review of relevant literature on the use of VEs for training sensorimotor tasks in normal populations in two main areas, spatial-motor and navigation learning studies. Next, clinical literature on the potential and actual applications of VEs to the field of rehabilitation is reviewed. Advantages and disadvantages for the use of VEs, discovered through these studies, are identified and discussed. Next, a system designed by the authors is described. The system provides a new method for motor learning, "by imitation," within a VE. A number of key design issues that were encountered during development of the system, along with solutions chosen to address them, are described. Finally, summaries of results to date are provided, based on using the system to train normal subjects and patients with stroke on selected motor tasks. The chapter concludes with a short description of ongoing work and future directions. (PsycINFO Database Record (c) 2016 APA, all rights reserved)},
	language = {en},
	author = {Holden, Maureen K},
	pages = {35},
	file = {Holden - Use of Virtual Environments in Motor Learning and .pdf:C\:\\Users\\Aurélia\\Zotero\\storage\\JWYG57K6\\Holden - Use of Virtual Environments in Motor Learning and .pdf:application/pdf}
}

@article{bastianUnderstandingSensorimotorAdaptation2008b,
	title = {Understanding sensorimotor adaptation and learning for rehabilitation:},
	volume = {21},
	issn = {1350-7540},
	shorttitle = {Understanding sensorimotor adaptation and learning for rehabilitation},
	url = {https://insights.ovid.com/crossref?an=00019052-200812000-00003},
	doi = {10.1097/WCO.0b013e328315a293},
	abstract = {Purpose of review: Understanding the behavioral mechanisms of sensorimotor adaptation and learning is essential for designing rational rehabilitation interventions.

Recent findings: Adaptation is the trial-and-error process of adjusting movement to new demands and is now thought to be more than a simple error cancellation process. Instead, it may calibrate the brain's prediction of how the body will move and takes into account costs associated with the new task demand. Damage of the cerebellum systematically disrupts adaptation, but damage to other brain regions often does not. Adapting to perturbations driven by a device like a robot or a treadmill leads to only partial generalization to unconstrained 'real-world' movements. Repeated adaptation can lead to learning a new motor calibration, but process of consolidation of this type of learning is less understood in patients.

Summary: Adaptation is inherently important for rehabilitation by making movement flexible, but can also be used to ascertain whether some patients can generate a more normal motor pattern. Repeated adaptation can lead to learning of a new, more permanent motor calibration. Though less understood, this type of learning is likely to be an important method for making long-term improvements in patients' movement patterns.

(C) 2008 Lippincott Williams \& Wilkins, Inc.},
	language = {en},
	number = {6},
	urldate = {2019-04-11},
	journal = {Current Opinion in Neurology},
	author = {Bastian, Amy J},
	month = dec,
	year = {2008},
	pages = {628--633},
	file = {Version acceptée:C\:\\Users\\Aurélia\\Zotero\\storage\\CKI7LSLY\\Bastian - 2008 - Understanding sensorimotor adaptation and learning.pdf:application/pdf}
}


text:
@Book{MedicarePartD,
  title = {Medicare Part {D} Prescriber Data},
  year = {2016},
  url = {https://www.cms.gov/Research-Statistics-Data-and-Systems/Statistics-Trends-and-Reports/Medicare-Provider-Charge-Data/PartD2016.html}
}

@Book{MedicarePartDInfo,
  title = {Medicare Part D Prescription Drug Benefit},
  year = {2018},
  url = {https://fas.org/sgp/crs/misc/R40611.pdf}
}

@Book{OpioidEpidemic,
  title = {What is the U.S. Opioid Epidemic?},
  year = {2019},
  url = {https://www.hhs.gov/opioids/about-the-epidemic/index.html}
}

@Book{DeathbyRace,
  title = {Opioid Overdose Deaths by Race/Ethnicity},
  year = {2017},
  url = {https://public.opendatasoft.com/explore/dataset/opioid-overdose-deaths-by-race-and-ethnicity/information/}
}

@Book{DeathbyOpioid,
  title = {Opioid Overdose Deaths by Type of Opioid},
  year = {2018},
  url = {https://www.kff.org/other/state-indicator/opioid-overdose-deaths-by-type-of-opioid/?currentTimeframe=2&sortModel=%7B%22colId%22:%22Location%22,%22sort%22:%22asc%22%7D}
}

@Book{DeathbyAge,
  title = {Opioid Overdose Deaths by Age Group},
  year = {2018},
  url = {https://www.kff.org/other/state-indicator/opioid-overdose-deaths-by-age-group/?currentTimeframe=0&sortModel=%7B%22colId%22:%22Location%22,%22sort%22:%22asc%22%7D}
}

@Book{CDCOverdose,
  title = {U.S. Opioid Prescribing Rate Maps},
  year = {2017},
  url = {https://www.cdc.gov/drugoverdose/maps/rxrate-maps.html}
}

@Book{OpioidPresc,
  title = {Opioid Prescriptions 2010 + 2015},
  year = {2017},
  url = {https://data.world/associatedpress/opioid-prescriptions-2010-2015}
}

@Book{NCOpioidActionPlan,
  title = {North Carolina’s Opioid Action Plan},
  year = {2019},
  url = {https://www.ncdhhs.gov/about/department-initiatives/opioid-epidemic/north-carolinas-opioid-action-plan}
}

@Book{WVSettlement,
  title = {West Virginia lands 37 million dollar settlement...},
  year = {2019},
  url = {https://abcnews.go.com/US/west-virginia-lands-37m-settlement-pharmaceutical-distributor-massive/story?id=62781219}
}

@Book{CDCMisapplication,
  title = {CDC Advises Against Misapplication of the Guideline for Prescribing Opioids for Chronic Pain},
  year = {2019},
  url = {https://www.cdc.gov/media/releases/2019/s0424-advises-misapplication-guideline-prescribing-opioids.html}
}

license_type: permissive

branch_name: refs/heads/master

extension: bib


text:
@inproceedings{inproceedings,
author = {Chen, Jun and Zhou, Jingbo and Shi, Zhenhui and Fan, Bin and Luo, Chengliang},
year = {2019},
month = {11},
pages = {},
title = {Knowledge Abstraction Matching for Medical Question Answering},
doi = {10.1109/BIBM47256.2019.8982973}
}

license: MIT

branch_name: refs/heads/main

filename: Knowledge Abstraction Matching.bib


text:
DESCRIPTION = "flash plugin"
LICENSE = "GPL"

DEPENDS = "gtk+ gconf swfdec"
PR = "r1"

inherit gnome pkgconfig

do_configure_prepend() {
	sed -i -e 's/^SWFDEC_MAJORMINOR=0\.8/SWFDEC_MAJORMINOR=0.9/' configure.ac
}

SRC_URI[archive.md5sum] = "53d611d9a76a06a703650c4b73fd44cc"
SRC_URI[archive.sha256sum] = "bf48dcadd9ca015f40a9aaa9cc94d402e9daf7c88b747789c79fcc921e9e1626"

repository: overo/overo-oe-natty

repo_name: overo/overo-oe-natty

branch_name: HEAD

extension: bb


text:
#
# base recipe: meta/recipes-support/libksba/libksba_1.3.5.bb
# base branch: warrior

SUMMARY = "Easy API to create and parse X.509 and CMS related objects"
DESCRIPTION = "KSBA (pronounced Kasbah) is a library to make X.509 certificates as\n\
 well as the CMS easily accessible by other applications.  Both\n\
 specifications are building blocks of S/MIME and TLS.\n\
 .\n\
 KSBA provides these subsystems: ASN.1 Parser, BER Decoder, BER\n\
 Encoder, Certificate Handling and CMS Handling."
HOMEPAGE = "http://www.gnupg.org/related_software/libksba/"

LICENSE = "GPLv2+ | LGPLv3+ | GPLv3+"
LIC_FILES_CHKSUM = "file://COPYING;md5=fd541d83f75d038c4e0617b672ed8bda \
                    file://COPYING.GPLv2;md5=b234ee4d69f5fce4486a80fdaf4a4263 \
                    file://COPYING.GPLv3;md5=2f31b266d3440dd7ee50f92cf67d8e6c \
                    file://COPYING.LGPLv3;md5=e6a600fd5e1d9cbde2d983680233ad02 \
                   "

inherit debian-package
require recipes-debian/sources/libksba.inc

DEPENDS = "libgpg-error"

BINCONFIG = "${bindir}/ksba-config"

inherit autotools binconfig-disabled pkgconfig texinfo

FILESEXTRAPATHS =. "${COREBASE}/meta/recipes-support/libksba/libksba:"
SRC_URI += "file://ksba-add-pkgconfig-support.patch"

do_configure_prepend () {
	# Else these could be used in preference to those in aclocal-copy
	rm -f ${S}/m4/gpg-error.m4
}

BBCLASSEXTEND = "native"

repository: meta-debian/meta-debian

repo_name: meta-debian/meta-debian

branch_name: refs/heads/warrior

gha_license_id: MIT

gha_language: BitBake


text:
/* #MY ACCOUNT STYLES
========================================================================================================================= */
.acc-title {text-align:center; color:#555555; font-size:24px; font-weight:500; text-transform:uppercase; margin:20px 0;}
.acc-panel {background:#fff; padding:20px; border-radius:5px; margin:0 10px 35px 10px;}

.acc-nav {display:block; border:1px solid #f5f6f7;height:34px; line-height:34px;}
.acc-nav li {float:left;height:34px; line-height:34px; border-right:1px solid #f5f6f7;}
.acc-nav li a{display:block; font-size:15px; color:#555; padding:0 15px;}
.acc-nav li a:hover,.acc-nav li a.active {background:#737373; color:#fff;}

/*Profile Styles*/
.ptitle {font-size:20px; color:#555; font-weight:300; margin-bottom:15px; padding-bottom:5px; border-bottom:1px solid #f5f6f7;}

.profile-table  {font-size:13px; width:100%;}
.profile-table td{padding:10px; vertical-align:middle; }
.profile-table td a {color:#a7a7a7; text-decoration:underline;}
.profile-table td a:hover {text-decoration:none;}
.profile-table .td1 {width:112px;}

.addresses address{border:1px solid #d6d6d6; font-size:13px; color:#a7a7a7; padding:10px; cursor:default;}
.addresses a {color:#a7a7a7;font-size:13px; text-decoration:underline;}
.addresses a:hover {text-decoration:none;}

.editaddrs-table  {font-size:13px; width:100%;}
.editaddrs-table td{padding:10px; vertical-align:top; }
.editaddrs-table td a {color:#a7a7a7; text-decoration:underline;}
.editaddrs-table td a:hover {text-decoration:none;}
.editaddrs-table .td1 {width:150px;}

.edit-address textarea{width:350px; height:80px; resize:none;}

/*Orders Styles*/
.orders-table  {width:100%;}
.orders-table th {background:#f0f0f0;padding:10px; vertical-align:middle; text-align:left;border:1px solid #eee;}
.orders-table td{padding:10px; vertical-align:middle; text-align:left; font-size:11px;border:1px solid #eee;}
.orders-table td a {color:#555555; text-decoration:underline;}
.orders-table td a:hover {text-decoration:none;}
.orders-table .td1 {width:100px;}
.orders-table .td2 {width:120px;}
.orders-table .td3 {width:100px;}
.orders-table .td4 {width:100px;}
.orders-table .td5 {width:80px;}
.orders-table .estimate {font-size:11px; color:#999999;}
.orders-table .actions{ color:#57a6b9; text-decoration:underline;}
.orders-table .orderno {color:#57a6b9;font-size:13px; font-weight:600; text-decoration:none;}

repository: bshivaramreddy/atithidevobhava

repo_name: bshivaramreddy/atithidevobhava

extension: css


text:
DESCRIPTION = "guitarix virtual versatile amplification for Jack/Linux."
LICENSE = "GPLv2"
LIC_FILES_CHKSUM = "file://COPYING;md5=384f45fb7968a0fe30622ce6160d3b69"

SRC_URI = "git://git.code.sf.net/p/guitarix/git;protocol=http \
	file://0001-lv2-update-TTL-and-modgui-resources.tgz \
	"
SRCREV = "a1d20126e9997d5cca793aa686f54015b7ff2d94"

DEPENDS = "jack glibmm fftwf lv2 libeigen gtk+ gtkmm"

FILES_${PN} = "${libdir}/lv2 ${datadir}"

S = "${WORKDIR}/git/trunk"

EXTRA_OECONF = " --no-standalone --no-faust --no-desktop-update --disable-nls --no-lv2-gui --mod-lv2 --no-avahi --no-bluez --no-nsm --disable-sse --includeresampler --includeconvolver '--cxxflags=${CXXFLAGS}' '--ldflags=${LDFLAGS}' "

inherit waf pkgconfig

INSANE_SKIP_${PN} = "already-stripped"
do_install_append () {
        rm -R ${D}${libdir}/lv2/gx_gcb_95.lv2/manifest.ttl
        rm -R ${D}${libdir}/lv2/gx_mole.lv2/manifest.ttl
        rm -R ${D}${libdir}/lv2/gx_muff.lv2/manifest.ttl
}


text:
DESCRIPTION="Simple Login Manager"
HOMEPAGE="http://slim.berlios.de"
LICENSE = "GPLv2+"

PR = "r1"

inherit update-rc.d

DEPENDS = "virtual/libx11 libxmu libpng jpeg libpam freetype sessreg"
RDEPENDS_${PN} = "perl libpam-meta xauth freetype sessreg"

SRC_URI = " \
  http://download.berlios.de/${PN}/${P}.tar.gz \
  file://fix-manpage.patch;apply=1 \
  file://ftbfs_gcc_4.4.patch;apply=1 \
  file://Makefile.patch;apply=1 \
  file://xauth_secret_support.patch;apply=1 \
  file://delay.patch;apply=1 \
  file://pam-unix2.patch;apply=1 \
  file://types.patch;apply=1 \
  file://rc.slim \
  file://slim-dynwm \
  file://update_slim_wmlist \
  file://Makefile.oe \
  file://slim.pamd \
"

EXTRA_OEMAKE += " \
  USE_PAM=1 \
  PREFIX=${prefix} \
  CFGDIR=${sysconfdir} \
  MANDIR=${mandir} \
  DESTDIR=${D} \
  CFLAGS+=-I${STAGING_INCDIR}/freetype2 \
  CXXFLAGS+=-I${STAGING_INCDIR}/freetype2 \
  LDFLAGS+=-lXft \
  LDFLAGS+=-lX11 \
  LDFLAGS+=-lfreetype \
  LDFLAGS+=-lXrender \
  LDFLAGS+=-lfontconfig \
  LDFLAGS+=-lpng12 \
  LDFLAGS+=-lz \
  LDFLAGS+=-lm \
  LDFLAGS+=-lcrypt \
  LDFLAGS+=-lXmu \
  LDFLAGS+=-lpng \
  LDFLAGS+=-ljpeg \
  LDFLAGS+=-lrt \
  LDFLAGS+=-lpam \
"

do_compile_prepend() {
  cp -pP ${WORKDIR}/Makefile.oe ${S}/Makefile
}

do_install() {
  oe_runmake install
  install -d ${D}${bindir}
  install -m 0755 ${WORKDIR}/slim-dynwm ${D}${bindir}/
  install -m 0755 ${WORKDIR}/update_slim_wmlist ${D}${bindir}/
  install -d ${D}${sysconfdir}/pam.d/
  install -m 0644 ${WORKDIR}/slim.pamd ${D}${sysconfdir}/pam.d/slim
  install -d ${D}${sysconfdir}/init.d/
  install -m 0755 ${WORKDIR}/rc.slim ${D}${sysconfdir}/init.d/slim-init

  echo 'sessionstart_cmd    /usr/bin/sessreg -a -l $DISPLAY %user' >> ${D}${sysconfdir}/slim.conf
  echo 'sessionstop_cmd     /usr/bin/sessreg -d -l $DISPLAY %user' >> ${D}${sysconfdir}/slim.conf
}

INITSCRIPT_NAME = "slim-init"
INITSCRIPT_PARAMS = "start 99 5 2 . stop 20 0 1 6 ."

pkg_postinst_${PN} () {
# Register SLiM as default DM
mkdir -p ${sysconfdir}/X11/
echo "${bindir}/slim" > ${sysconfdir}/X11/default-display-manager
}

pkg_postrm_${PN} () {
sed -i /slim/d ${sysconfdir}/X11/default-display-manager || true
}

SRC_URI[md5sum] = "727d0acb24c0fbf0751134c37a9c895f"
SRC_URI[sha256sum] = "acd7a4024bfd7c2a4f3cd5d77ffed4956d13727a8f554042126d0568defe0f77"

repository: balister/openembedded

repo_name: balister/openembedded