Bradford J. McFadyen

Dr. Bradford J. McFadyen

orcid

Research Focus & Metrics

Academic Career Length

40Years (1987-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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1 December 2017 in The Lancet Neurology
Verified
Journal Article
Closed access
AMAndrew I R Maas
Andrew I R Maas
DMDavid K Menon
David K Menon
PAP David Adelson
P David Adelson
NANada Andelic
Nada Andelic
MBMichael J Bell
Michael J Bell
FZFabrizio Zumbo
Fabrizio Zumbo

27 July 2002 in Experimental Brain Research
Verified
Journal Article
Closed access
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SSSheila Schneiberg
Sheila Schneiberg
HSHeidi Sveistrup
Heidi Sveistrup
BMBradford J. McFadyen
Bradford J. McFadyen
PMPatricia McKinley
Patricia McKinley
MLMindy F. Levin
Mindy F. Levin

10 May 2015 in Journal of NeuroEngineering and Rehabilitation
Verified
Journal Article
Open access
PDF file
ADAnuja Darekar
Anuja Darekar
BMBradford J. McFadyen
Bradford J. McFadyen
ALAnouk Lamontagne
Anouk Lamontagne
JFJoyce Fung
Joyce Fung
Rehabilitation interventions involving virtual reality (VR) technology have been developed for the promotion of functional independence post stroke. A scoping review was performed to examine the efficacy of VR-based interventions on balance and mobility disorders post stroke. Twenty-four articles in the English language examining VR game-based interventions and outcomes directed at balance and mobility disorders were included. Various VR systems (customized and commercially available) were used as rehabilitation tools. Outcome measures included laboratory and clinical measures of balance and gait. Outcome measures of dynamic balance showed significant improvements following VR-based interventions as compared to other interventions. Further, it was observed that VR-based intervention may have favorable effects in improving walking speed and the ability to deal with environmental challenges, which may also facilitate independent community ambulation. VR-based therapy thus has the potential to be a useful tool for balance and gait training for stroke rehabilitation. Utilization of motor learning principles related to task-related training may have been an important factor leading to positive results. Other principles such as repetition, feedback etc. were used in studies but were not explored explicitly and may need to be investigated to further improve the strength of results. Lastly, robust study designs with appropriate attention towards the intensity and dose-response aspects of VR training, clear study objectives and suitable outcomes would further aid in determining evidence-based efficacy for VR game-based interventions in the future.

14 December 2004 in Journal of NeuroEngineering and Rehabilitation
Verified
Journal Article
Open access
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AVAntonin Viau
Antonin Viau
AFAnatol G Feldman
Anatol G Feldman
BMBradford J. McFadyen
Bradford J. McFadyen
MLMindy F. Levin
Mindy F. Levin
Background: Virtual reality (VR) is an innovative tool for sensorimotor rehabilitation increasingly being employed in clinical and community settings. Despite the growing interest in VR, few studies have determined the validity of movements made in VR environments with respect to real physical environments. The goal of this study was to compare movements done in physical and virtual environments in adults with motor deficits to those in healthy individuals. Methods: The participants were 8 healthy adults and 7 adults with mild left hemiparesis due to stroke. Kinematics of functional arm movements involving reaching, grasping and releasing made in physical and virtual environments were analyzed in two phases: 1) reaching and grasping the ball and 2) ball transport and release. The virtual environment included interaction with an object on a 2D computer screen and haptic force feedback from a virtual ball. Temporal and spatial parameters of reaching and grasping were determined for each phase. Results: Individuals in both groups were able to reach, grasp, transport, place and release the virtual and real ball using similar movement strategies. In healthy subjects, reaching and grasping movements in both environments were similar but these subjects used less wrist extension and more elbow extension to place the ball on the virtual vertical surface. Participants with hemiparesis made slower movements in both environments compared to healthy subjects and during transport and placing of the ball, trajectories were more curved and interjoint coordination was altered. Despite these differences, patients with hemiparesis also tended to use less wrist extension during the whole movement and more elbow extension at the end of the placing phase. Conclusion: Differences in movements made by healthy subjects in the two environments may be explained by the use of a 2D instead of a 3D virtual environment and the absence of haptic feedback from the VR target. Despite these differences, our findings suggest that both healthy subjects and individuals with motor deficits used similar movement strategies when grasping and placing a ball in the two reality conditions. This suggests that training of arm movements in VR environments may be a valid approach to the rehabilitation of patients with motor disorders.

26 June 2007 in Journal of NeuroEngineering and Rehabilitation
Verified
Journal Article
Open access
PDF file
ALAnouk Lamontagne
Anouk Lamontagne
JFJoyce Fung
Joyce Fung
BMBradford J. McFadyen
Bradford J. McFadyen
JFJocelyn Faubert
Jocelyn Faubert
Walking speed, which is often reduced after stroke, can be influenced by the perception of optic flow (OF) speed. The present study aims to: 1) compare the modulation of walking speed in response to OF speed changes between persons with stroke and healthy controls and 2) investigate whether virtual environments (VE) manipulating OF speed can be used to promote volitional changes in walking speed post stroke.

5 May 2017 in British Journal of Sports Medicine
Verified
Journal Article
Closed access
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JEJean-Francois Esculier
Jean-Francois Esculier
LBLaurent Julien Bouyer
Laurent Julien Bouyer
BDBlaise Dubois
Blaise Dubois
PFPierre Fremont
Pierre Fremont
LMLynne Moore
Lynne Moore
JRJean-Sébastien Roy
Jean-Sébastien Roy
Design: Single-blind randomised clinical trial.Objective: To compare the effects of three 8-week rehabilitation programmes on symptoms and functional limitations of runners with patellofemoral pain (PFP).Methods: Sixty-nine runners with PFP were randomly assigned to one of three intervention groups: (1) education on symptoms management and training modifications (education); (2) exercise programme in addition to education (exercises); (3) gait retraining in addition to education (gait retraining). Symptoms and functional limitations were assessed at baseline (T0), and after 4, 8 and 20 weeks (T4, T8and T20) using the Knee Outcome Survey of the Activities of Daily Living Scale (KOS-ADLS) and visual analogue scales (VASs) for usual pain, worst pain and pain during running. Lower limb kinematics and kinetics during running, and isometric strength were also evaluated at T0and T8. The effects of rehabilitation programmes were assessed using two-way analysis of variance.Results: No significant group × time interactions (p<0.447) were found for KOS-ADLS and VASs. All three groups showed similar improvements at T4, T8and T20compared with T0(p<0.05). Only the exercises group increased knee extension strength following rehabilitation (group × time: p<0.001) and only the gait retraining group (group × time: p<0.001) increased step rate (+7.0%) and decreased average vertical loading rate (−25.4%).Conclusion: Even though gait retraining and exercises improved their targeted mechanisms, their addition to education did not provide additional benefits on symptoms and functional limitations. Appropriate education on symptoms and management of training loads should be included as a primary component of treatment in runners with PFP.Trial registration number: ClinicalTrials.gov (NCT02352909).