A Lindén's research while affiliated with Skåne University Hospital and other places

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Publications (11)


Figure 1. Participants' self-perceived ability to perform the most important activities and their self-perceived satisfaction with performance of the most important activities before and after intervention, and at follow-up assessed by the Canadian Occupational Performance Measure (COPM). 
Improvements of task performance in daily life after acquired brain injury using commonly available everyday technology
  • Article
  • Full-text available

October 2010

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185 Reads

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21 Citations

Disability and rehabilitation. Assistive technology

Anita Lindén

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To investigate how individualised occupation-based interventions with commonly available everyday technology (ET) can compensate for perceived difficulties with daily life tasks after an aquired brain injury (ABI) and improve satisfaction with occupational performance. This intervention study was designed as a multiple case study according to Yin. Ten men and women with an ABI (traumatic or non-traumatic) participated. Data were collected through interviews, observations and field notes before and after the intervention and at follow-up (on average 11 weeks afterwards). The interventions focused on enabling each participant's prioritised goals related to task performance in daily life. All participants achieved all their goals by learning to use both new functions in their own familiar ET and new ET. The participant's perceived difficulties in occupational performance decreased and their satisfaction with occupational performance increased with the use of ET. An individualised intervention process, involving the use of own familiar ET or ET off-the-shelf, has the potential to compensate for perceived difficulties following an ABI and improve satisfaction with occupational performance in daily life.

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Perceived difficulties using everyday technology after acquired brain injury: Influence on activity and participation

November 2009

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290 Reads

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38 Citations

Scandinavian Journal of Occupational Therapy

Using everyday technology (ET) is a prerequisite for activities and participation at home and in the community. It is well known that persons with an acquired brain injury (ABI) can have limitations in activities of daily living but our knowledge of their difficulties using ET is not known. Thirty-six persons (27 men and 9 women, mean age 44 years, age range 26-60) with an ABI (2-10 years post injury) were interviewed, using the Everyday Technology Use Questionnaire (ETUQ), about their perceived difficulties using ET and how these difficulties influenced their everyday activities and their possibilities to participate at home and in the community. A majority (78%) of the persons reported difficulties using ET. The most common difficulties were related to the use of telecommunication and computers. Despite these difficulties, a majority still used most objects and services independently. Twenty-six participants (72%) perceived that their difficulties using ET influenced their everyday activities and their possibility to participate at home and in the community. The results indicate that rehabilitation following an ABI should consider whether clients' use of ET influences their activity and participation and adopt interventions accordingly. The results also indicate that difficulties using ET need to be considered in the design of community services to prevent societal barriers.


Effects of a Goal-Oriented Rehabilitation Program in Mild Cognitive Impairment: A Pilot Study

April 2008

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347 Reads

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71 Citations

American Journal of Alzheimer's Disease & Other Dementias

American Journal of Alzheimer's Disease & Other Dementias

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K. Boschian

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A. Lindén

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Memory disturbance, deficient concentration, and fatigue are symptoms seen in amnestic mild cognitive impairment (MCI) as well as in mild traumatic brain injury (TBI). The aim of this study was to assess if an established rehabilitation program commonly used in TBI can aid MCI patients to develop compensatory memory strategies that can improve their cognition, occupational performance, and quality of life (QoL). Fifteen patients with MCI participated in the program 2 days per week for 8 weeks. Cognitive function, occupational performance, and self-perceived QoL were assessed at baseline, at the end of the intervention, and at follow-up after 6 months. Significant improvements were seen in cognitive processing speed, occupational performance, and in some of the QoL domains. As this goal-oriented rehabilitation program in MCI resulted in some improvements in cognition, occupational performance, and QoL, further randomized controlled studies are warranted.


Initial Usability Testing of Navigation and Interaction Methods in Virtual Environments: Developing Usable Interfaces for Brain Injury Rehabilitation

February 2007

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65 Reads

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5 Citations

Presence Teleoperators & Virtual Environments

It is speculated that virtual environments (VE) might be used as a training tool in brain injury rehabilitation. The rehabilitation process often involves practicing so- called instrumental activities of daily living (IADL), such as shopping, cooking, and using a telephone. If a brain injury patient is to practice such activities in a VE, the patient must be able to navigate the viewpoint and interact with virtual objects in an understandable way. People with brain injury may be less tolerant to a poor interface and a VE might therefore become unusable due to, for example, an un- suitable input device. In this paper we present two studies aimed to do initial us- ability testing of VE interaction methods on people without experience of 3D com- puter graphics. In the first study four navigation input device configurations were compared: the IntelliKeys keyboard and the Microsoft Sidewinder joystick, both pro- grammed with two and three degrees of freedom (DOF). The purpose of the sec- ond study was to evaluate a method for interaction with objects, and to find a suf- ficiently usable input device for this purpose. The keyboard was found to be more suitable for navigation tasks in which the user wants to give the viewpoint a more advantageous position and orientation for carrying out a specific task. No big differ- ences could be found between two and three DOFs. The method for interaction with objects was found to work sufficiently well. No difference in performance could be found between mouse and touch screen, but some evidence was found that they affect the usability of the VE interface in different ways.


Assessment of Motor and Process Skills reflects brain-injured patients’ ability to resume independent living better than neuropsychological tests

February 2005

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62 Reads

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36 Citations

To compare recovery of cognitive functions and activities of daily living during the first year of rehabilitation after severe brain trauma. Sixteen patients were evaluated by neuropsychological tests and occupational performance (assessment of motor and process skills, AMPS) on admission to the rehabilitation centre and 3, 6 and 12 months later. Cognitive functions improved continuously. Motor skills recovered rapidly and were relatively stable after 3 months. For process skills recovery was protracted. Six of 15 patients were still below the cut-off level after 12 months. Eleven of 13 patients deteriorated regarding process skills after leaving the rehabilitation centre. AMPS gives a different view of the patient's restitution than neuropsychological tests and may be a better indicator of the patients' ability to resume independent living. The deterioration of process skills post-rehabilitation suggests that lasting contact in an outpatient setting might facilitate return to social life.


Figure 1. Experimental set-up. 
Figure 2 . The first approach: the virtual cash dispenser . 
Figure 3 . The second approach: the virtual train ticket machine 
Figure 4. The modules and the Main object 
Developing virtual vending and automatic service machines for brain injury rehabilitation

January 2002

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126 Reads

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6 Citations

Two different approaches for developing virtual environments (VE) for brain injury rehabilitation are described and discussed. The two VEs are built with the VR software World Up in the form of virtual vending and automatic service machines. The result from the first approach is a virtual cash dispenser that has been tested on five patients with brain injury. Improving the VE according to the test results was found to be quite hard, since it is implemented in a way that makes it difficult to update the code. In the second approach independent programming modules were identified and isolated. The modules were used to build a VE in the form of a train ticket machine. The second approach seems to provide a fast and understandable way of building virtual vending and automatic service machines for brain injury rehabilitation. There might also be the possibility to add a graphical user interface on top of the modules so that, for example, an occupational therapist with no programming experience could build an arbitrary virtual vending machine.


Neuropsychological assessments in relation to CBF in severe head injuries

October 2001

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23 Reads

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5 Citations

Acta Neurologica Scandinavica

Acta Neurologica Scandinavica

To determine whether neuropsychological outcome is related to cerebral blood flow (CBF) early in the recovery phase. Twelve consecutive patients (mean age of 30 years, range 15-48 years) with severe traumatic brain injuries were subjected to a neuropsychological test battery at admission to the rehabilitation unit and after 3, 6 and 12 months. CBF measurements were performed at admission and 6 and 12 months later with a high-resolution, two-dimensional regional cerebral blood flow system with 254 stationary detectors after 1 min of (133)Xe inhalation (70-100 MBq/l). Mean CBF values were within normal range already in the early post-acute phase and remained virtually unchanged during the first year of rehabilitation. A correlation was found between the individual CBF level and neuropsychological outcome 1 year after injury, particularly with regard to verbal memory capacity, reasoning capacity, and information processing speed.


Figure 1: A scene from the VR coffee brewing environment. Table 1. Activity Analysis of brewing coffee 
A practical example using Virtual Reality in the assessment of brain injury

January 1998

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271 Reads

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40 Citations

Virtual Reality (VR) as a complementary tool for medical practitioners in the assessment and rehabilitation of people who have suffered a brain injury is discussed. A pilot-study has been undertaken on a prototype VR assessment tool. The design involved nine occupational therapists with expertise in the care of traumatic brain-injured patients and one (computer experienced) patient. The aim was to begin a dialogue and to ascertain the potential of a VR system. A common method for occupational therapists to assess function and ability is to ask a patient to brew coffee. From the performance of such a task, an individual's "functional signature" can be determined. The prototype was built using Superscape ® , a personal computer based VR system, to be close to the real coffee making task, including effects of making mistakes, realistic graphics and sound effects. The world was designed to be as easy to use and intuitive as possible, though problems of mental abstraction level, transfer of training and realistic interaction have yet to be resolved. The comments from the test participants have highlighted problem areas, given positive insight and pointed out other scenarios where VR may be of use in the rehabilitation of people with a traumatic brain injury.



Figure 2. Two functional prototype Service Machines modelled in Virtual Reality. (a) is an Automatic Teller Machine, and (b) is a local train ticket machine. 
Figure 3. Virtual Environments for learning to find one's way. (a) and (b) are from prototype one-a corridor at the university, (c) and (d) from prototype two-a corridor from the hospital. 
Three applications of virtual reality for brain injury rehabilitation of daily tasks

352 Reads

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33 Citations

Part of the process of rehabilitation after a brain injury is the relearning of various daily tasks such as preparing food, managing finances, getting from one place to another and so forth. These tasks require learning on all levels from physical to cognitive. Remembering a PIN code for a bank card, for example, can become automatic and 'in the fingers' after much repetition. However, other tasks require a certain cognitive process, for example, procedures must be followed, quantities estimated, numbers of items remembered or dangerous situations avoided. Even in these cases, repetition of the task many times can help fix the important aspects in the mind. This paper describes three applications of a Virtual Reality based method of rehabilitation which are a part of a larger project to investigate the potential and pitfalls of Virtual Reality technology as a complement to physical training in Brain Injury Rehabilitation. Virtual Reality has the advantage of providing a safe, controlled and highly repeatable environment that a patient can experience in a relaxed manner before having to encounter the potentially dangerous or stressful real environment. The three applications considered here are: kitchen work, an automatic teller machine (ATM) and finding ones way in a complex environment.


Citations (10)


... Case studies of patients using the virtual kitchen and a virtual ATM (automatic teller machine) suggested that virtual reality could be a valuable training tool for patients with TBI, although concern was raised that the development of training environments may not be cost-effective [170]. Recommendations were proposed for a modular approach to virtual environment construction that would allow for re-use of generic components of a virtual activity [171]. A virtual kitchen and hot drink-making task was also developed for stroke rehabilitation [172]. ...

Reference:

A Decade of Research and Development in Disability, Virtual Reality and Associated Technologies: Review of ICDVRAT 1996-2006.
Developing virtual vending and automatic service machines for brain injury rehabilitation

... With automatic navigation the VE application uses the input of the user to calculate a suitable position and orientation for the viewpoint. We investigated this navigation method in a pilot study in which two brain injury patients and four able-bodied subjects performed the task of brewing coffee in a virtual kitchen environment (Lindén et al., 2000; see Figure 1). The navigation appeared to provide no difficulties for the subjects except when the viewpoint was close to the kitchen bench and the subject wanted to move backwards in order to take a whole view again ( Figure 1b). ...

Special considerations for navigation and interaction in virtual environments for people with brain injury

... This review is based on 95 references . We identified the utility of VR in neurosurgery, beyond planning, in the areas of neurosurgery training [2,, neuronavigation [15,[35][36][37][38][39][40][41][42][43][44][45][46][47][48][49][50][51], robotic neurosurgery [8,[52][53][54][55], pain management [56][57][58][59][60][61][62][63][64][65][66], rehabilitation [67][68][69][70][71][72][73][74][75][76], and consent taking [77][78][79][80], as well as diagnostic tools [81][82][83][84][85][86][87][88][89][90][91][92][93][94][95] (Table 1). ...

Three applications of virtual reality for brain injury rehabilitation of daily tasks

... Por ello, muchos autores comparan los resulta dos obtenidos en los tests clásicos y los tests de rea lidad virtual con el fin de mostrar validez ecológica, lo que, en ocasiones, ha llevado a la mera informa tización de los tests clásicos de lápiz y papel, y otras a pruebas más elaboradas y realistas. En este senti do, hay multitud de entornos virtuales que se han usado con este propósito: ciudades [43,44], super mercados [45], casas [46], cocinas [47,48], escuelas [49], oficinas [50,51], unidades de rehabilitación [52] e incluso una playa [53]. ...

A practical example using Virtual Reality in the assessment of brain injury

... A gamepad is used to allow participants to navigate in the virtual environment and their position is monitored in real time with head ultrasound tracking. This is deemed to create a strong sense of presence since the user perceives the space approximately on a one to one scale [29]. ...

Initial Usability Testing of Navigation and Interaction Methods in Virtual Environments: Developing Usable Interfaces for Brain Injury Rehabilitation
  • Citing Article
  • February 2007

Presence Teleoperators & Virtual Environments

... Prior to the popularity and prevalence of these devices, AT was stigmatized because it created a hindrance to the motivation and participation of people with disabilities towards occupational performance [11][12][13]. However, the use of TST, as AT, was found successful and effective in reducing that stigma [14] due to the social acceptability of prevalent and trendy devices and the "cool" features they offer [15], which resulted in reduced user-resistance and increased motivation to practice skills and achieve therapy objectives [16,17]. Moreover, using a client's own device with a familiar technology as an AT intervention increases satisfaction outcomes [14,18]. ...

Improvements of task performance in daily life after acquired brain injury using commonly available everyday technology

Disability and rehabilitation. Assistive technology

... However, ABI patients may have deficits in motor and/or executive functions such as reasoning, planning, mental flexibility, and attention (Barker-Collo & Feigin, 2006;Cicerone et al., 2000;McDonald et al., 2002), which may interfere with the use of new technologies (Wilson et al., 1989). In fact, although many ABI patients show an interest in electronic devices (Hart et al., 2004), they frequently experience difficulties using technology such as computers or telephones (Lindén et al., 2010;Lovgren Engstrom et al., 2010). ...

Perceived difficulties using everyday technology after acquired brain injury: Influence on activity and participation

Scandinavian Journal of Occupational Therapy

... 45 Particularly, reduced CBF may forecast decreased capacities of reasoning, confabulation, and message handling. 46 Apart from changes in CBF amount, whether hemispheric CBF was initially asymmetric also remarkably affected late-stage memory performance and confabulatory behavior, which was explained by the hypothesis that subjects with former brain damage, one cause of interhemispheric asymmetry, would suffer from milder brain damage than those with normal brains. Even among normal subjects, notable asymmetry of CBF appeared to anticipate better performance in counting cubes. ...

Neuropsychological assessments in relation to CBF in severe head injuries
  • Citing Article
  • October 2001

Acta Neurologica Scandinavica

Acta Neurologica Scandinavica

... In line with this, it has been shown that the AMPS and the FIM are only moderately associated; hence, the two instruments do not seem to measure the same ADL construct (24). The AMPS has been suggested to be a predictor of independence in ADL in small studies of patients with acquired brain injury (25,26). The AMPS may therefore also be able to predict LOS during inpatient rehabilitation as independence in ADL function is highly associated with discharge from rehabilitation (2,27). ...

Assessment of Motor and Process Skills reflects brain-injured patients’ ability to resume independent living better than neuropsychological tests
  • Citing Article
  • February 2005

Acta Neurologica Scandinavica

Acta Neurologica Scandinavica

... Strategic memory training (SMT) is one of the most frequently studied interventions for patients with MCI and older adults at risk for MCI or dementia with promising memory-enhancing effects. [15][16][17][18][19][20][21][22][23][24] SMT is an evidence-based training that teaches external and/or internal strategies to compensate for existing forgetfulness and to facilitate encoding, consolidating, and retrieval in memory processes. Repeated empirical evidence suggests that training focused on superordinate memory strategies and strategies in everyday life can facilitate objective memory performance in older adults with normal cognitive status, 15,17,25 subjective memory complaints (SMC), 22,23 and MCI. ...

Effects of a Goal-Oriented Rehabilitation Program in Mild Cognitive Impairment: A Pilot Study
American Journal of Alzheimer's Disease & Other Dementias

American Journal of Alzheimer's Disease & Other Dementias