Judith E. Deutsch
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American academic
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Judith E. Deutschpsychology Degrees
Psychology
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Educational Psychology
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Cognitive Psychology
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Psychology
Why Is Judith E. Deutsch Influential?
(Suggest an Edit or Addition)According to Wikipedia, Judith E. Deutsch, PT, PhD, FAPTA, is a professor of physical therapy in the Department of Rehabilitation & Movement Sciences at Rutgers University. She is also the director of the Research in Virtual Environments and Rehabilitation Sciences Lab.
Judith E. Deutsch's Published Works
Number of citations in a given year to any of this author's works
Total number of citations to an author for the works they published in a given year. This highlights publication of the most important work(s) by the author
Published Works
- Virtual Reality for Stroke Rehabilitation (2011) (1195)
- Use of a Low-Cost, Commercially Available Gaming Console (Wii) for Rehabilitation of an Adolescent With Cerebral Palsy (2008) (700)
- Virtual reality for gait training: can it induce motor learning to enhance complex walking and reduce fall risk in patients with Parkinson's disease? (2011) (352)
- Motor Imagery in Physical Therapist Practice (2007) (321)
- Effects of Training With a Robot-Virtual Reality System Compared With a Robot Alone on the Gait of Individuals After Stroke (2009) (300)
- Virtual reality for stroke rehabilitation. (2015) (236)
- A Stewart Platform-Based System for Ankle Telerehabilitation (2001) (234)
- The Role of the Frontal Lobe in Complex Walking Among Patients With Parkinson’s Disease and Healthy Older Adults (2016) (195)
- Home-based motor imagery training for gait rehabilitation of people with chronic poststroke hemiparesis. (2008) (190)
- Effects of virtual reality training on gait biomechanics of individuals post-stroke. (2010) (188)
- Cochrane review: virtual reality for stroke rehabilitation. (2012) (186)
- Post-Stroke Rehabilitation with the Rutgers Ankle System: A Case Study (2001) (181)
- Nintendo Wii Sports and Wii Fit Game Analysis, Validation, and Application to Stroke Rehabilitation (2011) (176)
- Predicting home and community walking activity in people with stroke. (2010) (171)
- Feasibility, safety and outcomes of playing Kinect Adventures!™ for people with Parkinson's disease: a pilot study. (2014) (133)
- Development and application of virtual reality technology to improve hand use and gait of individuals post-stroke. (2004) (131)
- Virtual Reality for Stroke Rehabilitation (2011) (124)
- Orthopedic rehabilitation using the "Rutgers ankle" interface. (2000) (120)
- Virtual reality and motor imagery: Promising tools for assessment and therapy in Parkinson's disease (2013) (117)
- Technical and Patient Performance Using a Virtual Reality-Integrated Telerehabilitation System: Preliminary Finding (2007) (110)
- Virtual reality for stroke rehabilitation: an abridged version of a Cochrane review. (2015) (107)
- Wii-based compared to standard of care balance and mobility rehabilitation for two individuals post-stroke (2009) (103)
- Haptic effects for virtual reality-based post-stroke rehabilitation (2003) (102)
- Virtual Reality for Sensorimotor Rehabilitation Post-Stroke: The Promise and Current State of the Field (2013) (86)
- “Kinect-ing” With Clinicians: A Knowledge Translation Resource to Support Decision Making About Video Game Use in Rehabilitation (2014) (75)
- Rehabilitation of Musculoskeletal Injuries Using the Rutgers Ankle Haptic Interface: Three Case Reports (2001) (72)
- Energy Expenditure and Exercise Intensity of Interactive Video Gaming in Individuals Poststroke (2014) (69)
- Motor imagery practice in gait rehabilitation of chronic post-stroke hemiparesis: four case studies (2006) (67)
- An Integrated Framework for Decision Making in Neurologic Physical Therapist Practice (2006) (64)
- Recommendations for the Optimal Design of Exergame Interventions for Persons with Disabilities: Challenges, Best Practices, and Future Research. (2015) (61)
- Virtual Reality-Based Approaches to Enable Walking for People Poststroke (2007) (60)
- Altered brain activation in complex walking conditions in patients with Parkinson's disease. (2016) (55)
- Virtual Reality and Serious Games in Neurorehabilitation of Children and Adults: Prevention, Plasticity, and Participation. (2017) (45)
- IMPROVED GAIT AND ELEVATION SPEED OF INDIVIDUALS POST-STROKE AFTER LOWER EXTREMITY TRAINING IN VIRTUAL ENVIRONMENTS. (2004) (43)
- Effects of integrated motor imagery practice on gait of individuals with chronic stroke: a half-crossover randomized study. (2013) (41)
- Construct validity of the Health Science Reasoning Test. (2011) (40)
- VRACK — virtual reality augmented cycling kit: Design and validation (2010) (40)
- Dual Stewart platform mobility simulator (2005) (40)
- Virtual Reality-based System for Ankle Rehabilitation Post Stroke (2002) (38)
- Dual Stewart platform mobility simulator (2004) (34)
- Patient-Centered Integrated Motor Imagery Delivered in the Home With Telerehabilitation to Improve Walking After Stroke (2012) (32)
- Formative Evaluation and Preliminary Findings of a Virtual Reality Telerehabilitation System for the Lower Extremity (2005) (31)
- The clinical decision-making process of prescribing power mobility for a child with cerebral palsy. (2007) (29)
- Using Virtual Reality to Improve Walking Post-Stroke: Translation to Individuals with Diabetes (2011) (28)
- Auditory and visual cueing modulate cycling speed of older adults and persons with Parkinson’s disease in a Virtual Cycling (V-Cycle) system (2016) (28)
- Usability of the Remote Console for Virtual Reality Telerehabilitation: Formative Evaluation (2006) (25)
- Virtual Reality for Sensorimotor Rehabilitation Post Stroke: Design Principles and Evidence (2016) (24)
- Haptics and Virtual Reality Used to Increase Strength and Improve Function in Chronic Individuals Post‐stroke: Two Case Reports (2002) (24)
- Feasibility of Virtual Reality Augmented Cycling for Health Promotion of People Poststroke (2013) (23)
- Real-time web-based telerehabilitation monitoring. (2003) (23)
- High Metabolic Cost and Low Energy Expenditure for Typical Motor Activities Among Individuals in the Chronic Phase After Stroke (2014) (22)
- Effects of Feldenkrais Awareness Through Movement on Balance in Adults With Chronic Neurological Deficits Following Stroke: A Preliminary Study (2005) (21)
- Virtual reality for stroke rehabilitation (Protocol) (2010) (20)
- Development and Assessment of a Web‐Based Patient Simulation Program (2011) (19)
- Street Crossing Using a Virtual Environment Mobility Simulator (2004) (19)
- Modular mechatronic system for stationary bicycles interfaced with virtual environment for rehabilitation (2014) (19)
- Virtual reality and gaming systems to improve walking and mobility for people with musculoskeletal and neuromuscular conditions. (2009) (18)
- Remote console for virtual telerehabilitation. (2005) (18)
- Virtual Reality-Integrated Telerehabilitation System: Patient and Technical Performance (2006) (15)
- Formative Evaluation of a Virtual Reality Telerehabilitation System for the Lower Extremity (2003) (14)
- A Comparison of 2 Case Delivery Methods: Virtual and Live (2013) (12)
- Validity and Reliability of the Kinect for Assessment of Standardized Transitional Movements and Balance: Systematic Review and Translation into Practice. (2019) (12)
- VRACK: Measuring pedal kinematics during stationary bike cycling (2013) (12)
- Robotics and Virtual Reality Applications in Mobility Rehabilitation (2007) (11)
- Complementary Therapies for Physical Therapy: A Clinical Decision-Making Approach (2007) (10)
- Tracking Change in Critical‐Thinking Skills (2013) (10)
- Validity of Virtual Reality Environments for Sensorimotor Rehabilitation (2014) (9)
- A Knowledge Translation Intervention Designed and Implemented by a Knowledge Broker Improved Documented Use of Gait Speed: A Mixed-Methods Study (2019) (9)
- Formative evaluation and preliminary validation of kinect open source stepping game (2015) (9)
- Validity and usability of a professional association’s web-based knowledge translation portal: American Physical Therapy Association’s PTNow.org (2015) (9)
- Effects of Robot-Virtual Reality Compared with Robot Alone Training on Gait Kinetics of Individuals Post Stroke (2007) (8)
- A knowledge translation intervention designed using audit and feedback and the Theoretical Domains Framework for physical therapists working in inpatient rehabilitation: A case report (2018) (8)
- Haptic effects modulate kinetics of gait but not experience of realism in a virtual reality walking simulator (2008) (7)
- Comparison of neuromuscular and cardiovascular exercise intensity and enjoyment between standard of care, off-the-shelf and custom active video games for promotion of physical activity of persons post-stroke (2021) (6)
- Is There Evidence That Active Videogames Increase Energy Expenditure and Exercise Intensity for People Poststroke and with Cerebral Palsy? (2015) (6)
- Time since injury limits but does not prevent improvement and maintenance of gains in balance in chronic stroke (2018) (6)
- Influence of cueing, feedback and directed attention on cycling in a virtual environment: Preliminary findings in healthy adults and persons with Parkinson's disease (2015) (6)
- Treatment of chronic pain through the use of structural integration (Rolfing) (2000) (6)
- JNPTʼs Podcast Success (2007) (6)
- Usability of the 'Kinect-ing' with Clinicians Website: A Knowledge Translation Resource Supporting Decisions About Active Videogame Use in Rehabilitation. (2018) (5)
- Knowledge Translation Research to Promote Behavior Changes in Rehabilitation: Use of Theoretical Frameworks and Tailored Interventions: A Scoping Review. (2021) (5)
- Usability of the Remote Console ( ReCon ) for Virtual Reality Telerehabilitation : Formative Evaluation (2005) (4)
- Complementary therapies for physical therapy (2008) (4)
- Virtual Reality Augmented Training for Improving Walking and Reducing Fall Risk in Patients with Neurodegenerative Disease (2014) (3)
- Nine great years: Looking back and looking ahead (2008) (3)
- Virtual reality and gaming for rehabilitation (2009) (3)
- Integrating IIISTEP into Practice, Education and Research (2006) (3)
- REPRESENTATION OF IMAGINED and EXECUTED SEQUENTIAL FINGER MOVEMENTS OF ADULTS POST STROKE and HEALTHY CONTROLS. (2005) (3)
- Standardizing Examination of Outcomes (2004) (3)
- Factors influencing the delivery of telerehabilitation for stroke: A systematic review (2022) (3)
- Structural Integration Applied to Patients with a Primary Neurologic Diagnosis: Two Case Studies. (1997) (3)
- A knowledge broker facilitated intervention to improve the use of standardized assessment tools by physical therapists: A cluster randomized trial (2021) (2)
- Updating Neurologic Curriculum Using a Peer Review Process (2000) (2)
- CHARACTERIZATION AND VALIDATION OF VIRTUAL REALITY WALKING SIMULATOR (2006) (2)
- Chapter 19 – The Ida Rolf Method of Structural Integration (2008) (2)
- Factors Related to Foreign Nurse Graduates' Test‐Taking Performance (1979) (2)
- Participation outcomes differed between video game-based balance training and standard of care training: Pilot clinical trial (2017) (2)
- A comparison of virtual reality and active video game usage, attitudes and learning needs among therapists in Canada and the US (2019) (2)
- JNPT Podcasts—In Your Own Voice (2006) (1)
- Updated Integrated Framework for Making Clinical Decisions across the Lifespan and Health Conditions. (2022) (1)
- JNPT Unveils its Strategic Plan (2007) (1)
- Virtual reality telerehabilitation: an inter-disciplinary collaboration (2003) (1)
- Using a Web-Based Patient Simulation Program to Teach Clinical Reasoning to Physical Therapy Students: Feasibility and Pilot Studies (2008) (1)
- Invited Commentary (2011) (1)
- Modular mechatronic system for stationary bicycles interfaced with virtual environment for rehabilitation (2014) (1)
- Editorsʼ Note: Health Related Quality of Life Applied to Patients with Neurologic Diagnoses (2000) (1)
- Editor's note: Jnpt promotes knowledge translation using podcasts (2006) (1)
- JNPT is Indexed in MEDLINE (2005) (1)
- JNPJ Complies with NIH Open Access Policy (2008) (1)
- Editor's note: enabling our patients. (2005) (1)
- Editorial: Virtual Reality for Sensorimotor Rehabilitation of Neurological Health Conditions Across the Lifespan (2021) (1)
- Editor's note: JNPT Special Topic Issues--translational research and educational resources. (2005) (1)
- Greater Transfer to Walking of Lower Extremity Training with Robotics and Virtual Reality than Robotics Training Alone: Preliminary Findings (2006) (1)
- BRAIN ACTIVATION DURING KINESTHETIC and VISUAL IMAGERY OF WALKING. (2005) (1)
- JNPT at the World Congress of Physical Therapy (2007) (1)
- JNPT is Officially Indexed in MEDLINE (2005) (1)
- The effect of video game interaction on walking intensity: Preliminary study of young, older adults and persons post-stroke (2015) (1)
- Playing self-paced video games requires the same energy expenditure but is more enjoyable and less effortful than standard of care activities (2019) (1)
- Chapter 4 – Whole Medical Systems (2008) (1)
- Open Rehab Initiative: Second development iteration (2017) (0)
- Speech breathing and parkinson’s disease: Abstract and commentary (1994) (0)
- Student and Faculty Perspectives about Usefulness and Usability of a Digital Health Educational Tool to Teach Standardized Assessment of Persons Post-Stroke: Mixed Methods (Preprint) (2022) (0)
- JNPT Partners with LWW (2007) (0)
- VSTEP: Balance, Mobility, and Fitness Rehabilitation Game (2017) (0)
- Continuity and growth at JNPT. (2008) (0)
- Dynamic Standing Balance is a Predictor of Lower Extremity Musculoskeletal Injury in Collegiate Soccer Players (2015) (0)
- Editorʼs Note: Informing the Future of Neurology Report (2000) (0)
- Feedback about walking activity does not increase walking activity levels during inpatient rehabilitation after stroke [commentary]. (2015) (0)
- Evidence based practice confidence upon entry to physical therapy school is related to previous research-related experience (2015) (0)
- Chapter 1 – CAM Use in Illness and Wellness (2008) (0)
- Stimulus paradigm parameters: The influence of inter-stimulus interval duration on motor and auditory-language tasks (1997) (0)
- Not "financing a sham". (2002) (0)
- Abstract WP317: High Metabolic Cost of Mobility and Balance Activities in Individuals Post-Stroke (2013) (0)
- Editors note: The Year in Review and Looking Ahead (2002) (0)
- Categorizing Bicycling Interventions to Reduce Motor Symptoms and Improve Motor Performance Persons with Parkinson’s Disease: A Scoping Review (2020) (0)
- JNPT’s Efforts at Knowledge Translation Using Innovation Online and in Print! (2008) (0)
- Immersive Virtual Tasks with Motor and Cognitive Components: A Feasibility Study of Adults and Older Adult Fallers and Nonfallers (2023) (0)
- Can Individuals Poststroke Improve Their Performance in Reaction and Movement Times in a Nonimmersive Serious Game with Practice? A Cross-Sectional Study. (2022) (0)
- Conference Craziness Converges on JNPT (2007) (0)
- Energy demands of individuals post-stroke during interactive video gaming (2011) (0)
- The Effect of Selective Mental Activity on Resting Breathing Patterns in Healthy Adults (1993) (0)
- Comparison of neuromuscular and cardiovascular exercise intensity and enjoyment between standard of care, off-the-shelf and custom active video games for promotion of physical activity of persons post-stroke (2021) (0)
- Differential neural activation in healthy older adults compared to subjects with Parkinson's disease during motor imagery of walking in virtual environments (2015) (0)
- Poster 50: Increased Ankle Moments and Forces During Walking as a Result of Lower-Extremity Virtual Reality Training of Persons Poststroke (2006) (0)
- and Prepared Movements Lateral Somatotopic Organization During Imagined (2015) (0)
- Chapter 18 – Manipulative and Body-Based Therapies (2008) (0)
- Excited about EXCITE and JNPT (2006) (0)
- Auditory and visual cueing modulate cycling speed of older adults and persons with Parkinson’s disease in a Virtual Cycling (V-Cycle) system (2016) (0)
- Telehealth and Virtual Reality in Musculoskeletal Practice (2017) (0)
- Custom game paced video games played by persons post-stroke have comparable exercise intensity but higher accuracy, greater enjoyment and less effort than off-the-shelf game (2019) (0)
- Editorʼs Note: Disseminating the Conversations from Scientific Meetings (2000) (0)
- Conceptual Framework for Clinical Decision Making in Complementary and Alternative Medicine (2008) (0)
- The effect of mental practice on motor performance and the activation of the sensorimotor cortex (2001) (0)
- Motor imagery and movement execution of an individual post-stroke: A behavioral and functional imaging case study (2001) (0)
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