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  <front>
    <journal-meta>
      <journal-title-group>
        <journal-title>Single-Case Experimental Designs in Neuropsychological
Rehabilitation. Journal of Clinical and Experimental Neuropsychology</journal-title>
      </journal-title-group>
    </journal-meta>
    <article-meta>
      <article-id pub-id-type="doi">10.1080/01688638708410767</article-id>
      <title-group>
        <article-title>NEURONUP´S NEXT STEP: STRUCTURED AND CLINICALLY VALIDATED PROGRAMS</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Fdz de Piérola</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Iñigo</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Sastre</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Carolina</string-name>
          <email>carolina@neuronup.com</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>: CEO NeuronUP</institution>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>: Neuropsychologist</institution>
          ,
          <addr-line>NeuronUP</addr-line>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2015</year>
      </pub-date>
      <volume>9</volume>
      <issue>5</issue>
      <abstract>
        <p>NeuronUP is a web platform (SAS) designed to be a fundamental support for professionals involved in the processes of rehabilitation and cognitive stimulation. It consists of infinite customizable materials and resources to design sessions and an User Manager Tool (being the user the patient) to save the results of each session and individual in an organized way. It´s hosted in a cloud computing system, ie a web page that professionals can access anytime, from anywhere to review the results of their patients, planning sessions, consult exercises, etc. Thanks to this, the constant generation of new material and updates of the platform are available in real time. Having proven the positive results of Cognitive Stimulation in the profiles NeuronUP works with, we are developing specific programs within our platform, focused on specific rehabilitation and cognitive stimulation processes. Designing and clinically validating specific programs, of which we already have the first results.</p>
      </abstract>
      <kwd-group>
        <kwd>Rehabilitation</kwd>
        <kwd>Stimulation</kwd>
        <kwd>Validation</kwd>
        <kwd>Customization</kwd>
        <kwd>Escalation</kwd>
        <kwd>Serious Games</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. INTRODUCTION</title>
      <p>as providing a platform and flexible materials for neuropsychology professionals.
NeuronUP was founded in response to several urgent questions in the field of
neuropsychological rehabilitation in general, and clinical and experimental practice in
particular. In line with the urgent need to carry out a more ecological
neuropsychological assessment (Tirapu, 2007) that allows clinicians to assess the
accurate functional condition of individuals who come for a consultation, there has
emerged a school of thought that seeks to use more ecological, motivational and
personalized contents in the process of cognitive stimulation and rehabilitation.
Therefore, in addition to the assessed functions, an ecological approach can be applied
to neuropsychological rehabilitation (Wilson; 1987, 1989).</p>
      <p>Ecological validity refers to—Kvavilashvili &amp; Ellis (2004)—both the representativeness
of a task (the degree of correspondence in form and context in regards to a real life
situation), and the generalizability of the results produced by that task. There are three
different levels of generalizability:


</p>
      <p>Level 1. Keeping the outcomes from session to session, using the same
situations and materials.</p>
      <p>Level 2. The achieved progress has to reflect in similar tasks.</p>
      <p>Level 3. Transferring the skills acquired during training sessions to activities of
daily living.</p>
      <p>In NeuronUP we design materials involving activities and situations of daily living that
are related not only to basic neuropsychological functions— since they are multifaceted
activities—but also to variables of daily functioning (Yantz, Johnson-Greene,
Higginson, &amp; Emmerson, 2010).</p>
    </sec>
    <sec id="sec-2">
      <title>2. COMPUTER-ASSISTED REHABILITATION BENEFITS</title>
      <p>Why use a web platform of computer-assisted rehabilitation? Although it would be
incorrect to conceptualize NeuronUP as solely computer-based (since many materials
can be printed out), below we propose some advantages in the use of computer format
(Ginarte-Arias, 2002; Lynch, 2002; Roig &amp; Sánchez Carrión, 2005)
How have we corrected problems associated with computer-assisted neuropsychological
rehabilitation?
1. We have developed a flexible system so that it is not applied in a rigid and
inappropriate manner (Ginarte Arias, 2002).
2. We adapt the contents to the evolutionary moment of the persons undergoing
rehabilitation (Tam &amp; Man, 2004). Additionally, this expert system can adapt to
language, educational level, or the type of brain injury of patients.</p>
      <p>We believe that the use of cognitive rehabilitation platforms and programs cannot
replace the contact, support, effort and supervision of the therapists. The programs must
be continually revised and updated based on patient evolution and performance
(Sánchez Carrión, Gómez Pulido, García Molina, Rodríguez Rajo, &amp; Roig Rovira,
2011). To consider an intervention that only takes into consideration the cognitive
sphere without acknowledging psychosocial, emotional and behavioral disorders is an
insufficient approach (Salas, Báez, Garreaud, &amp; Daccarett, 2007).</p>
      <p>Computer-Based Cognitive Rehabilitation Technologies may be used in a wide range of
populations. Cole (1999) has already shown that cognitive orthoses should be highly
customizable to the needs of the person. Moreover, the use of “therapist-friendly” and
“user-friendly” interfaces (Cole, Ziegmann, Wu, Yonker, Gustafson &amp; Cirwithen, 2000)
should be used. These interfaces should provide a simplified file access, save and print
commands for word processing to increase the ability to access, modify, and print
longer, detailed amounts of information. According to Lynch (2002), these types of
activities should be used to train tasks related to Activities of Daily Living, including
work.</p>
      <p>Due to heterogeneity in cognitive profiles (strengths and weaknesses), materials and
guides used in computer-based technologies must be adapted in terms of complexity–
number and difficulty of decision-making points-presentation of information
sequentially, and others (LoPresti, Mihailidis &amp; Kirsch, 2004). For that purpose, users
must be included in the design process, according to the concept of “user sensitive
inclusive design” proposed by Newell &amp; Gregor (2000). These recommendations point
to the need for a computer-based personalized cognitive training in neuropsychological
rehabilitation. Peretz, Korczyn, Shatil, Aharonson, Birnboim &amp; Giladi (2011) compared
a computer-based personalized cognitive training group with a group that received a
classical computer games training. Improvements in the personalized condition were
significant in all the cognitive domains trained (focused attention, sustained attention,
recognition, recall, visuospatial learning, visuospatial working memory, executive
functions, and mental flexibility), while classical computer games group improved
significantly only in four domains (focused attention, sustained attention, memory
recognition and mental flexibility).</p>
      <p>For a more extensive review, the reader can consult the following: Gillespie et al.
(2012); Kueider, Parisi, Gross &amp; Rebok (2012); Cicerone et al. (2011); Stahmer,
Schreibman &amp; Cunningham (2010); Faucounau, Wu, Boulay, De Rotrou, Rigaud
(2009); Lange, Flynn &amp; Rizzo (2009); Tang &amp; Posner (2009); LoPresti et al. (2004),
Kapur, Glisky &amp; Wilson (2004), Bergman (2002) and Lynch (2002).</p>
      <p>In relation to specific neuropsychological functions, a broad amount of research has
been done to date. Computer-based interventions have proved effective in the
rehabilitation of different domains such as attention (Borghese, Bottini &amp; Sedda, 2013;
Jiang et al., 2011; Flavia, Stampatori, Zanotti, Parrinello &amp; Capra, 2010; Barker-Collo
et al., 2009; Dye, Green &amp; Bavelier, 2009; Green &amp; Bavelier, 2003; Cho et al., 2002;
Grealy, Johnson &amp; Rushton, 1999; Gray, Robertson, Pentland, Anderson, 1992; Sturm
&amp; Wilkes, 1991; Niemann, Ruff &amp; Baser, 1990; Sohlberg &amp; Mateer, 1987), memory
(Caglio et al., 2012, 2009; das Nair &amp; Lincoln, 2012; McDonald, Haslam, Yates, Gurr,
Leeder &amp; Sayers, 2011; Bergquist et al., 2009; Gillette &amp; DePompei, 2008; Wilson,
Emslie, Quirk, Evans &amp; Watson, 2005; Ehlhardt, Sohlberg, Glang &amp; Albin, 2005;
Glisky, Schacter &amp; Tulving, 2004; Kapur, Glisky &amp; Wilson, 2004; Tam &amp; Man, 2004;
Webster et al., 2001; Wilson, Emslie, Quirk &amp; Evans, 2001; van der Broek, Downes,
Johnson, Dayus &amp; Hilton, 2000), visuospatial skills (Boot, Kramer, Simons, Fabiani &amp;
Gratton, 2008), language (Allen, Mehta, McClure &amp; Teasell, 2012; Fink, Brecher, Sobel</p>
      <p>
        Computer-based interventions (and micro-computing interventions) have also been
applied with positive outcomes to a wide range of psychological impaired profiles such
as those occurring due to TBI (Cernich et al., 2010; Gentry, Wallace, Kvarfordt &amp;
Lynch, 2008; Thornton &amp; Carmody, 2008; Michel &amp; Mateer, 2006), stroke (Cha &amp;
Kim, 2013; Lauterbach, Foreman &amp; Engsberg, 2013; Akinwuntan, Wachtel &amp; Rosen,
2012; Cameirão, Bermúdez I Badia, Duarte Oller &amp; Verschure, 2009; Michel &amp; Mateer,
2006; Deutsch, Merians, Adamovich, Poizner &amp; Burdea, 2004; Teasel et al., 2003;
Wood et al., 2004), dementia (Crete-Nishihata et al., 2012; Mihailidis, Fernie &amp;
Barbenel, 2010; Cipriani, Bianchetti &amp;Trabucchi, 2006; Cohene, Baecker &amp; Marziali,
2005; Alm et al., 2004; Hofman et al., 2003; Zanetti et al., 2000), multiple sclerosis
(Flavia et al., 2010; Shatil, Metzer, Horvitz &amp; Miller, 2010; Vogt et al., 2009; Gentry,
2008), autism spectrum disorders (Sitdhisanguan, Chotikakamthorn, Dechaboon &amp; Out,
2012; Wainer &amp; Ingersoll, 2011; Tanaka et al., 2010; Beaumont &amp; Sofronoff, 2008;
Sansosti &amp; Powell-Smith, 2008; Stromer, Kimball, Kinney &amp; Taylor, 2006; Goldsmith
&amp; LeBlanc, 2004; Silver &amp; Oakes, 2001; Werry, Dautenhahn, Ogden &amp; Harwin, 2001;
Lane &amp; Mistrett, 1996), ADHD (Steiner, Sheldrick, Gotthelf &amp; Perrin, 2011; Rabiner,
Murray, Skinner &amp; Malone, 2010; Shalev, Tsal &amp; Mevorach, 2007; Mautone, DuPaul &amp;
Jitendra, 2005; Shaw &amp; Lewis, 2005), learning disabilities
        <xref ref-type="bibr" rid="ref1">(Nisha &amp; Kumar, 2013; Seo
&amp; Bryant, 2009 –with recommendations regarding effectiveness-; Kim, Vaughn,
Klingner &amp; Woodruff, 2006; Hasselbring &amp; Bausch, 2005; Lee &amp; Vail, 2005; Maccini,
Gagnon &amp; Hughes, 2002; MacArthur, Ferretti, Okolo &amp; Cavalier, 2001; Hall, Hughes &amp;
Filbert, 2000)</xref>
        , intellectual disabilities (Cihak, Kessler &amp; Alberto, 2008; Mechling &amp;
Ortega-Hurndon, 2007; Ayres, Langone, Boon &amp; Norman, 2006; Ortega- Tudela &amp;
Gómez-Ariza, 2006; Standen &amp; Brown, 2005; Furniss et al., 1999), schizophrenia
(Sablier et al., 2011; Suslow, Schonauer &amp; Arolt, 2008 –with recommendations for
future research-; Medalia, Aluma, Tryon &amp; Merriam, 1998; Hermanutz &amp; Gestrich,
1991), or social phobia (Neubauer, von Auer, Murray, Petermann, Helbig-Lang &amp;
Gerlach, 2013; Schmidt, Richey, Buckner &amp; Timpano, 2009). Computer-based
interventions can also be a tool for training of cognitive skills in normal aging (Kueider,
Parisi, Gross &amp; Rebok, 2012; Cassavaugh &amp; Kramer, 2009; Basak, Boot, Voss &amp;
Kramer, 2008; Flnkel &amp; Yesavage, 2007; Rebok, Carlson &amp; Langbaum, 2007; Jobe et
al., 2001).
      </p>
      <p>In conclusion, computer-based interventions can effectively facilitate improvement in
many activities that would otherwise not be possible, but future research must control
relevant parameters in computer-based cognitive rehabilitation studies.
NeuronUP is a game-based SAS tool for professionals involved in Neuro Rehabilitation
and Cognitive Stimulation processes. We firmly believe in the role of professionals as
an axis in each individual's intervention.</p>
      <p>Therefore -the way our platform is currently designed- the professional chooses,
customizes and adapts contents to create stimulation. Professional can also plan
activities, tailoring them to each stage, life moment and evolution of every patient.</p>
    </sec>
    <sec id="sec-3">
      <title>Short and Middle Term of NeuronUP´s work. Progresses.</title>
      <p>Besides every customizable resource we already offer, we have been internally working
for the last six months in a new Tool. It´s called "Programs" and it´s being designed to
provide the professionals with a resource to develop their own Intervention Programs.
The foundation behind this new tool is to create and clinically validate structured
intervention programs hand in hand with Investigation Centers, Clinical Centers and
Universities we already work with. The idea is not to validate the whole NeuronUP
offer in cognitive specific profiles, but to work more precisely in Intervention Programs
for concrete Cognitive Functions and Profiles.</p>
      <p>We can work with the same resources with an Alzheimer GDS2 patient with education
and with a patient lacking it.</p>
      <sec id="sec-3-1">
        <title>Which NeuronUP contents are better to work with a specific TEA? This is the work we have already started and of which we have beginning first investigations on Structured and Clinically Validated Programs. We already have the first essay results:</title>
      </sec>
      <sec id="sec-3-2">
        <title>Investigations</title>
        <p>1. Integrated Metacognitive and Neurocognitive Training using NeuronUP in</p>
        <p>Schizophrenia: A Single-Blind Randomized Controlled Trial.
2. Prospective Observational Study to explore the effectiveness of a Cognitive
Rehabilitation with technological support (NeuronUP) carried out by Multiple
Sclerosis patients in a face-to-face or distance modality.</p>
      </sec>
      <sec id="sec-3-3">
        <title>3. Non-pharmacological Treatment of Alzheimer´s Disease.</title>
        <p>4. Clinical Trial for the study of NeuronUP´s effectiveness in a Multiple Sclerosis</p>
        <p>Population.</p>
        <p>Two Doctoral Thesis on the development of structured programs for brain damage
population are currently on progress. One at Universidad de Guadalajara and the second
at Universidad de Deusto.</p>
        <p>This is the plan we are following to create more specific interventions using NeuronUP
platform. .</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>5. REFERENCES</title>
      <p>Barker-Collo, S. L., Feigin, V. L., Lawes, C. M. M., Parag, V., Senior, H., &amp; Rodgers,
A. (2009). Reducing Attention Deficits After Stroke Using Attention Process Training
A Randomized Controlled Trial. Stroke, 40(10), 3293-3298.
doi:10.1161/STROKEAHA.109.558239
Bergman, M. M. (2002). The benefits of a cognitive orthotic in brain injury
rehabilitation. The Journal of head trauma rehabilitation, 17(5), 431- 445.
Bernabeu M., Roig T. (1999). La rehabilitación del traumatismo craneoencefálico: un
enfoque rehabilitador. Barcelona. Fundació Institut Guttmann
Borghese, N. A., Bottini, G., &amp; Sedda, A. (2013). Videogame Based Neglect
Rehabilitation: A Role for Spatial Remapping and Multisensory Integration? Frontiers
in Human Neuroscience, 7. doi:10.3389/fnhum.2013.00116
Cho, B.-H., Ku, J., Jang, D. P., Kim, S., Lee, Y. H., Kim, I. Y., … Kim, S. I. (2002).
The Effect of Virtual Reality Cognitive Training for Attention Enhancement.
CyberPsychology &amp; Behavior, 5(2), 129-137. doi:10.1089/109493102753770516</p>
      <sec id="sec-4-1">
        <title>Christensen, A.-L., &amp; Uzzell, B. P. (2000). International Neuropsychological Rehabilitation. Springer</title>
      </sec>
      <sec id="sec-4-2">
        <title>Handbook</title>
        <p>of
Cicerone, Keith D, Langenbahn, D. M., Braden, C., Malec, J. F., Kalmar, K., Fraas, M.,
… Ashman, T. (2011). Evidence-based cognitive rehabilitation: updated review of the
literature from 2003 through 2008. Archives of physical medicine and rehabilitation,
92(4), 519-530. doi:10.1016/j. apmr.2010.11.015
Cole, E., Ziegmann, M., Wu, Y., Yonker, V., Gustafson, C., &amp; Cirwithen, S. (2000).
Use of “therapist-friendly” tools in cognitive assistive technology and telerehabilitation.
In: Proceedings of the RESNA 2000 Annual Conference: Technology for the New
Millennium, June 28-July 2, 2000, Omni Rosen Hotel, Orlando, Florida (p. 31). RESNA
Press
Dye, M. W. G., Green, C. S., &amp; Bavelier, D. (2009). The development of attention skills
in action video game players. Neuropsychologia, 47(8–9), 1780-1789.
doi:10.1016/j.neuropsychologia.2009.02.002
Flavia, M., Stampatori, C., Zanotti, D., Parrinello, G., &amp; Capra, R. (2010). Efficacy and
specificity of intensive cognitive rehabilitation of attention and executive functions in
multiple sclerosis. Journal of the Neurological Sciences, 288(1– 2), 101-105.
doi:10.1016/j.jns.2009.09.024
Gillespie, A., Best, C., &amp; O’Neill, B. (2012). Cognitive function and assistive
technology for cognition: a systematic review. Journal of the International
Neuropsychological Society: JINS, 18(1), 1-19. doi:10.1017/S1355617711001548
Ginarte-Arias, Y. (2002). [Cognitive rehabilitation. Theoretical and methodological
aspects]. Revista de neurologia, 35(9), 870-876
Green, C. S., &amp; Bavelier, D. (2003). Action video game modifies visual selective
attention. Nature, 423(6939), 534-537. doi:10.1038/nature01647
Jiang, L., Guan, C., Zhang, H., Wang, C., &amp; Jiang, B. (2011). Brain computer interface
based 3D game for attention training and rehabilitation. En 2011 6th IEEE Conference
on Industrial Electronics and Applications (ICIEA) (pp. 124- 127). Presentado en 2011
6th IEEE Conference on Industrial Electronics and Applications (ICIEA).
doi:10.1109/ICIEA.2011.5975562
Kapur, N., Glisky, E. L., &amp; Wilson, B. A. (s. f.). Technological memory aids for people
with memory deficits. Neuropsychological rehabilitation, 14(1-2), 41-60.
Kueider, A. M., Parisi, J. M., Gross, A. L., &amp; Rebok, G. W. (2012). Computerized
Cognitive Training with Older Adults: A Systematic Review. PLoS ONE, 7(7).
doi:10.1371/journal. pone.0040588
Kvavilashvili, L., &amp; Ellis, J. (2004). Ecological validity and twenty years of
reallife/laboratory controversy in memory research: A critical (and historical) review.
History and Philosophy of Psychology , vol 6 , pp. 59-80.</p>
        <p>LoPresti, E., Mihailidis, A., &amp; Kirsch, N. (2004). Assistive technology for cognitive
rehabilitation: State of the art. Neuropsychological Rehabilitation, 14(1-2), 5-39.
doi:10.1080/09602010343000101
Lynch, B. (2002). Historical review of computer-assisted cognitive retraining. The
Journal of head trauma rehabilitation, 17(5), 446-457.</p>
        <p>Newell, A. F., &amp; Gregor, P. (2000). “User Sensitive Inclusive Design” in search of a
new paradigm. In: Proceedings on the 2000 conference on Universal Usability (CUU
‘00), John Thomas (Ed.). ACM, New York, NY, USA, 39-44. Association for
Computing Machinery.</p>
        <p>Peretz, C., Korczyn, A. D., Shatil, E., Aharonson, V., Birnboim, S., &amp; Giladi, N. (2011).
Computer-based, personalized cognitive training versus classical computer games: a
randomized double-blind prospective trial of cognitive stimulation. Neuroepidemiology,
36(2), 91-99. doi:10.1159/000323950
Prigatano, G. P. (1999). Principles of Neuropsychological Rehabilitation. Oxford
University Press Inc.</p>
        <p>Salas, C., Báez, M. T., Garreaud, A. M., &amp; Daccarett, C. (2007). Experiences and
challenges in cognitive rehabilitation: towards a model of contextualized intervention?
Rev. chil. neuropsicol. (Impr.), 2(1), 21-30
Sohlberg, M., &amp; Mateer, C. A. (1989). Introduction to Cognitive Rehabilitation.
Guilford Publications.
Tam, S.-F., &amp; Man, W.-K. (2004). Evaluating computer-assisted memory retraining
programmes for people with post-head injury amnesia. Brain injury: [BI], 18(5),
461470. doi:10.1 080/02699050310001646099
Wilson, B. (1989). Models of cognitive rehabilitation. En R. L. Wood &amp; P. Eames
(Eds.), Models of brain injury rehabilitation (pp. 117-141). Baltimore, MD, US: Johns
Hopkins University Press.</p>
        <p>Yantz, C. L., Johnson-Greene, D., Higginson, C., &amp; Emmerson, L. (2010). Functional
cooking skills and neuropsychological functioning in patients with stroke: an ecological
validity study. Neuropsychological rehabilitation, 20(5), 725-738.
doi:10.1080/09602011003765690
You can find a more in depth reference list in this document presented at the II</p>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>International Workshop on Gamification in Health :</title>
      <p>www.neuronup.com/media/pdf/Theoretical_Framework_en.pdf</p>
    </sec>
  </body>
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