Visuospatial II is a series of seven visual spatial training programs. Perceptual/Motor I requires the user to position a line so that it mimics a target line. Guess Which Shape fills in a figure so that it emulates one of four, eight, or 16 target shapes; the user has to identify which target shape is being filled in. How Many Block requires the user to enter the number of blocks required to create a randomly-drawn pattern. Labyrinth is a 3-dimensional maze that is run within a designated time
The Soft Tools programs are menu driven disk versions of computer programs published in each issue of Cognitive Rehabilitation, a bimonthy publication. The programs are primarily therapeutic games, although programs for use by the clinicians themselves are included. The Soft Tools packages are published on an annual basis. The Soft Tools 94-98 collection contains 30 cognitive rehabilitation exercises that were published between 1994 and 1998 in the Journal of Cognitive Rehabilitation and the Sof
Memory I is a series of four different types of memory training programs. Spatial Memory asks users to learn an escape route from a concentric maze, where a correct guess advances the user and an incorrect one returns the cursor to the beginning. Verbal Memory (Sequenced Words) presents a series of words and asks the user to select the same words from an array of sixteen words, in the order that they were presented. Auditory Memory presents one or more tones that seem to slide up or down the sca
Memory II is a series of different memory training programs, an advanced version of Memory I (see separate entry). Spatial Memory (Objects/ Locations) presents an array of 30 objects with a frame briefly around one or two objects; the user must recall and select the framed item. Visual Memory (Sequenced/Spatial) asks the user to recall which of 12 squares changed colors, first a single square change then a sequence of color changes. Recognition Recall presents 19 objects for a clinician-set peri
Multiport is a game peripheral port adapter that allows the user to select between different game control devices with a single switch, without unplugging different devices. Three devices can be switch selected on the Apple computers and two devices on the IBM. COMPATIBILITY: For use on Apple and IBM PC computers.
The Paddle Panel is a replacement for hand-held game paddle devices designed to allow better control as well as bilateral manipulation activities. Paddle Panel has two buttons and two knob controls, and plugs directly into the game I/O port on the back of the computer. COMPATIBILITY: For use on Apple IIc, Apple IIe, IBM PC, and Atari computers.
Firm Grip Joystick Holder
The Firm Grip Joystick Holder was designed to allow easy use of the joystick for persons with limited or no use of one hand. Two straps hold the joystick in place, while four suction cups on the bottom of the device secure it to a flat surface in front of the computer. An optional plexiglass undersheet ($20.00) provides a workspace and assures a good hold for the suction cups. DIMENSIONS: 6 x 5 inches. WEIGHT: Less than 1 pound.
Foundations I is a series of seven types of visual and auditory reaction training programs. Simple Visual Reaction Time I-II records reaction time to a square presented randomly in time and place. Visual Reaction Stimulus Discrimination I-II records reaction to the choice of a colored square presented at random intervals. Visual Reaction Differential Response records right or left reaction to a square presented on either side of a vertical line. Visual Reaction Auditory Prestimulus operates like
Visuospatial I is a series of six visual spatial training programs. Maze I, II records time and errors for user to maneuver through a floor plan as rapidly as possible without hitting the walls. Cube-in-the-Box I, II records time intervals for user to keep a cursor in a randomly jumping frame. Line Orientation I, II displays an array of lines and asks the user to rotate a single line on the right of the screen to match a randomly selected item in the array, matching either visually or from memor
Foundations II is a series of seven types of visual scanning, tracking, and reaction training programs. Visual Reaction Multiple Stimuli records reaction time to change in stimuli color. Visual Tracking records percent success of reaction to change in color of a randomly tracking stimulus. Visual Scanning II records reaction time and success in recognizing a cluster of digits surrounding a presented target symbol (e.g. $, ##, or %). Visual Scanning III records search reaction times for user to s