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2012 Full Papers ~ Abstracts
and Papers
Abstracts are listed in alphabetical order, based
on first author. Click links
below each paper to view publication.
Development of an augmented treadmill for the
rehabilitation of children with cerebral palsy: pilot perspectives from young
healthy adult users, M
Al-Amri, D Abásolo, S Ghoussayni, D Ewins, University of Surrey, Guildford/ Queen Mary’s Hospital,
Roehampton, London, UK
A Real-time Treadmill
Speed Control Algorithm (RTSCA) has been developed for gait rehabilitation of
children with cerebral palsy (CP). The objective of the work described in this
paper was to investigate the feasibility of the RTSCA prior to use by children
with CP. Thirteen healthy subjects aged between 19 and 25 were recruited to
walk on the treadmill using conventional speed buttons without the virtual
reality (VR) environment, and the RTSCA with and without VR. The participants
were asked to undertake three treadmill tests and to complete a questionnaire
to provide feedback on the control of the treadmill. The descriptive results
show that for 10 participants changing walking speed from stationary when using
the RTSCA was similar or more comfortable to using conventional treadmill speed
control buttons. For those who found it less comfortable the core issue was
insufficient time to practise with the system. All the participants were
satisfied with the safety and the performance of the RTSCA when incorporated
into the VR scenario. A Wilcoxon test was conducted to examine whether there was
a significant difference between walking speeds on the treadmill when using the
conventional speed buttons and the RTSCA. The results showed that participants
walked at significantly higher speeds when using the RTSCA. This may suggest
that they walked more naturally or confidently on the treadmill when using the
RTSCA as compared to the use of conventional treadmill speed control buttons.
Augmented reality improves myoelectric
prosthesis training, F Anderson,
W F Bischof, University of Alberta,
CANADA
This paper presents
the ARM Trainer, a new augmented reality-based system that can be used to train
amputees in the use of myoelectric prostheses. The ARM Trainer provides users
with a natural and intuitive method to develop the muscles used to control a
myoelectric prosthetic. In addition to improving the training process, the new
interface has the potential to mitigate psychological issues arising from
amputation that are not addressed by existing approaches (e.g., self-image,
phantom limb pain). We conducted an empirical study comparing our system to an
existing commercial solution (Myoboy) and found the ARM Trainer to be superior
along a number of subjective dimensions (enjoyment, perceived effort,
competency, and pressure). We also found no significant difference in terms of
muscle control development between the two systems. This study shows the
potential of augmented reality-based training systems for myoelectric
prostheses.
User perspectives on multi-touch tabletop
therapy, M Annett, F Anderson, W F Bischof, University of Alberta, CANADA
Technology-based activities are becoming increasingly popular in therapy
programs. In particular, multi-touch tabletops seem to be well suited for many
therapy activities. To better understand the benefits of using multi-touch
tabletops during rehabilitation, we examined users’ attitudes towards
rehabilitation activities on a multi-touch tabletop and on a non-interactive
surface. Using a standardized questionnaire and semi-structured interviews, we
identified many advantages and limitations of using multi-touch tabletops in
rehabilitation. We discuss the implications of user expectations and
experiences on the design of future activities.
Combining virtual
reality and a myo-electric limb orthosis to restore active movement after
stroke: a pilot study, S Bermúdez i Badia, E Lewis, S Bleakley, Universidade da Madeira, Funchal, PORTUGAL/Myomo Inc.,
Cambridge, MA/University of Pittsburgh, PA, USA
We introduce a novel
rehabilitation technology for upper limb rehabilitation after stroke that
combines a virtual reality training paradigm with a myo-electric robotic limb
orthosis. Our rehabilitation system is based on clinical guidelines and is
designed to recruit specific motor networks to promote neuronal reorganization.
The main hypothesis is that the restoration of active movement facilitates the
full engagement of motor control networks during motor training. By using a
robotic limb orthosis, we are able to restore active arm movement in severely
affected stroke patients. In a pilot study, we have successfully deployed and
evaluated our system with 3 chronic stroke patients by means of behavioral data
and self-report questionnaires. The results show that our system is able to
restore up to 60% of the active movement capacity of patients. Further, we show
that we can assess the specific contribution of the biceps/triceps movement of
the paretic arm to the virtual reality bilateral training task. Questionnaire
data show enjoyment and acceptance of the proposed rehabilitation system and
its VR training task.
What are the current limits of the Kinect™
sensor?, B Bonnechère, B Jansen, P Salvia, H Bouzahouene,
L Omelina, J Cornelis, M Rooze, S Van Sint Jan, Université Libre de
Bruxelles/Vrije Universiteit Brussel/ Interdisciplinary Institute for Broadband
Technology, Ghent, BELGIUM
The Kinect sensor
offers new perspectives for the development and application of affordable,
portable and easy-to-use markerless motion capture (MMC) technology. However,
at the moment, accuracy of this device is still not known. In this study we
compare results from Kinect (MMC) with those of a stereophotogrammetric system
(marker based system [MBS]). 27 subjects performed a deep squatting motion.
Parameters studied were segments lengths and joint angles. Results varied
significantly depending on the joint or segment analysed. For segment length
MMC shows poor results when subjects were performing movement. Differences were
also found concerning joint angles, but regression equations were computed for
each joint that produced the same results for MMC and MBS after correction.
When sighted people are in the skin of
visually impaired ones: perception and actions in virtual reality situation, Y Boumenir, A Kadri, N Suire, C Mury, E Klinger, Arts et Métiers ParisTech, Angers-Laval/Institut pour
malvoyants des Hauts Thébaudières, Vertou, FRANCE
Most of us do not
know how a visually impaired person perceives and acts within the environment
in everyday life. In this context, an experimental study was conducted using a
virtual reality simulation in which sighted people were immersed in low vision
situations: Blurred vision, Tunnel vision, central Scotoma. After a brief
familiarization procedure with a virtual reality tool called “SENSIVISE” which
includes a virtual apartment, 24 adults had to explore two rooms through low
vision simulation or full vision (as control group) to identify their location,
and then were instructed to find particular targets. Perception and actions
performances were measured in terms of time needed to answer questions related
to visual perception, and distances between the participants’ body and the
screen. The results show that low vision simulation impairs perception among
sighted people. It was expressed by a statistically significant effect of lower
times needed to execute tasks compared to the control condition. Consequently,
the sighted individuals realized how it is difficult to perceive and move when
vision is limited.
Information and
communication technology – a person-centered approach to stroke care, J Broeren, J Jalminger, L-Å Johansson, A Parmerud,
L Pareto, M Rydmark, Sahlgrenska University Hospital, Västra Götaland County/
Alkit Communications, Mölndal/University West, Trollhättan/University
University of Gothenburg, SWEDEN
This report describes
the possibilities of information and communication technology (ICT) in stroke
care, addressing a person-centered care (PCC) approach. Attention is paid to
user involvement, design, videogames, and communication between health care
professionals mutually as well as with patients, and how to share performance data with an electronic health record. This is the first step towards a supportive ICT system
that facilitates interoperability, making healthcare information and services
available to citizen’s across organizational boundaries.
Camera-based software as a significant tool
in rehabilitation/therapy intervention, A L Brooks, Aalborg University,
Esbjerg, DENMARK
Use of an affordable,
easily adaptable, ‘non-specific camera-based software’ that is rarely used in
the field of rehabilitation is reported in a study with 91 participants over
the duration of six workshop sessions. ‘Non-specific camera-based software’
refers to software that is not dependent on specific hardware. Adaptable means
that human tracking and created artefact interaction in the camera field of
view is relatively easily changed as one desires via a user-friendly GUI. The
significance of having both available for contemporary intervention is argued.
Conclusions are that the mature, robust, and accessible software EyeCon is a
potent and significant tool in the field of rehabilitation/therapy and warrants
wider exploration.
Second-hand
masculinity: do boys with intellectual disabilities use computer games as part
of gender practice?, D
Charnock, P J Standen,
University of Nottingham, UK
The process of
gendered practice in the pursuit of masculine identity is complex with many
obstacles and hegemonic forms to negotiate on the journey. Add to this the multifaceted and diverse
nature of intellectual disability (ID) and the opportunity for normalised
gendered practice is further complicated.
Focused on the talk of boys with ID, this paper offers an account of the
development of ideas about masculinity to show how gaming may offer a space for
gendered practice not available in other areas of the boys’ lives. The paper tentatively argues that gaming may
offer an opportunity for the boys and those working with them to explore
gendered practice safely to facilitate the construction of their identities as
men and to challenge problematic images of the hyper-masculine ideal found in
these games.
Study of the impact of added contextual
stimuli on the performance in a complex virtual task among patients with brain
injury and controls, H
Cherni, P-A Joseph, E Klinger, Arts Métiers ParisTech,
Angers-Laval/ EA4136, Bordeaux, FRANCE
During the last
years, researchers showed the feasibility and the interest of using Virtual
Reality (VR) among patients with cognitive impairments for the recovery of
capacities. While interacting, the VR system provides various kinds of
information for different purposes: display of the virtual environment,
understanding of the task, but also highlighting of functionalities or delivery
of instructions. Generally, in order to improve the patient performance,
additional cues are provided to enhance information saliency, such as arrows,
change of colors. We define a “contextual Additional Software Stimulus”
(contextual ASS) as any additional information delivered by the virtual system,
related to the interaction whose absence in the virtual environment does not
have an effect on the unfolding of the task. This work was designed to study the
effects of contextual ASS on the performance in a daily living simulated task:
purchasing items in the Virtual Action Planning Supermarket (The VAP-S). In
this purpose, we started by implementing ASS in the VAP-S then we carried out
experiments in which 23 healthy subjects (12 M and 11F) and 12 patients with
brain injury (12 M) took part. Results show that the deliverance of contextual
ASS during the virtual task improves significantly some parameters describing
the performance of healthy subject and patients with brain injury.
So much technology, so little time: factors
affecting use of computer-based brain training games for cognitive
rehabilitation following stroke, B
B Connor, P J Standen, Sierra
Nevada Memorial Hospital, Grass Valley, CA, USA/University of Nottingham, UK
Rehabilitation
following stroke typically focuses on regaining use of the affected lower and
upper limbs. Impairment of cognitive processes, however, is predictive of
rehabilitation outcomes. Stroke survivors and their caregivers report
difficulty finding time to practice gait and upper limb training at home due to
the time demands of routine activities of daily living (ADL), leaving little
time for cognitive retraining. Cognitive activities have become more readily
accessible to the home user through web-based games that engage brain functions
often disrupted by stroke. With neuropsychological testing, it is possible to
“prescribe” brain training that targets the specific cognitive functions
disrupted by an individual’s acquired brain injury. We asked if computer-based
braining training were made available in-home at no cost, would stroke
survivors complete the training? Five stroke survivors participated, none
completed the recommended 40 training sessions. Interviews with participants
and caregivers reveal barriers to training including physical and cognitive
limitations, as well as time and fatigue management. Training also showed
effects on ADLs and mood.
Metabolic response to virtual reality
augmented cycling training, J E
Deutsch, M J Myslinski, R Ranky, M Sivak, C Mavroidis, J A Lewis, University of Medicine and
Dentistry of New Jersey/Northeastern University, Boston, MA/VRehab, USA
A virtual reality
(VR) augmented cycling system was developed to address motor control and
fitness deficits. In this paper we report on the use of the system to train
fitness for individuals (N=4) in the chronic phase post-stroke who were limited
community ambulators. Fitness was evaluated using a sub-maximal bicycle
ergometer test before and after training. There was a statistically significant
13% (p = .035) improvement in VO2
(with a range of 6-24.5 %). For these
individuals, VR augmented cycling, using their heartrate to set the avatar’s
speed, fostered training of sufficient duration and intensity to promote
fitness.
Robotic/virtual
reality intervention program individualized to meet the specific
sensorimotor impairments of an individual patient: a case study, G G Fluet, A S Merians, Q Qiu, S Saleh, V Ruano, A R Delmonico, S V Adamovich, University of Medicine & Dentistry of New
Jersey/New Jersey Institute of Technology, NJ, USA
A majority of studies
examining repetitive task practice facilitated by robots for the treatment of
upper extremity paresis utilize standardized protocols applied to large groups.
Others utilize interventions tailored to subjects but don’t describe the
clinical decision making process utilized to develop and modify interventions.
This study will describe a virtually simulated, robot-based intervention
customized to match the goals and clinical presentation of a gentleman with
upper extremity hemiparesis secondary to stroke. MP, the subject of this case,
is an 85 year-old man with left hemiparesis secondary to an intracerebral
hemorrhage five years prior to examination. Outcomes were measured before and
after a one month period of home therapy and after a one month virtually
simulated, robotic intervention. The intervention was designed to address
specific impairments identified during his PT examination. When necessary,
activities were modified based on MP’s response to his first week of treatment.
MP’s home training program produced a 3 second decline in Wolf Motor Function
Test (WMFT) time and a 5 second improvement in Jebsen Test of Hand Function
(JTHF) time. He demonstrated an additional 35 second improvement in JTHF and an
additional 44 second improvement in WMFT subsequent to the robotic training
intervention. 24 hour activity measurement
and the Hand and Activities of Daily Living scales of the Stroke Impact Scale
improved following the robotic intervention Based on his responses to training
we feel that we have established that, a customized program of virtually
simulated, robotically facilitated rehabilitation was feasible and resulted in
larger improvements than an intensive home training program in several
measurements of upper extremity function in our
patient with chronic hemiparesis.
Virtual exercises to promote cognitive
recovery in stroke patients: the comparison between head mounted displays versus
screen exposure methods, P Gamito,
J Oliveira, N Santos, J Pacheco, D Morais, T Saraiva, F Soares, C SottoMayor, A F Barata, CEPCA/ULHT, Lisbon/Alcoitão Hospital, Alcabideche,
PORTUGAL
Stroke can be
considered as a major cause of death and the consequences are associated with
different syndromes of the impaired physical, cognitive, behavioral and
emotional domains. The cognitive rehabilitation is often related to improvement
on executive functioning through repeated and systematic training in memory and
attention exercises, in which virtual reality has proven to be a valid
approach. Several devices have been used as visual outputs. Head mounted
displays (HMD) and desktop screens displays are amongst them. HMD is usually
perceived has being more immersive than screens. However, it presents several
shortcomings if a widespread use is the objective. In this way, this study aims
at assessing the prospect of opting for screen displays as an alternative to
HMD within virtual reality (VR) based applications to rehabilitate memory and
attention impairments in stroke patients. A sample of 17 patients with memory
and attention deficits resulting from stroke were recruited from the hospital Centro de Medicina da Reabilitação do
Alcoitão. The patients were randomly assigned to two different groups: (1)
HMD based VR; and (2) desktop screen based VR. The patients in the experimental
groups underwent a virtual reality (VR) training programme with 12 sessions
regarding memory and attention exercises. These patients were assessed before
and after the VR training sessionswith the Wechsler Memory Scale for memory and
the Toulouse Pieron for attention functioning. The results showed increased
working memory and sustained attention from initial to final assessment
regardless of the VR device used. These data may suggest better functional
independence following VR-based intervention and support the use of
non-expensive displays as an alternative to high-end setups commonly used in VR
applications devised for rehabilitation purposes.
Assessing prospective
memory in young healthy adults using virtual reality, J
Gonneaud, P Piolino, G Lecouvey, S
Madeleine, E Orriols, P Fleury, F
Eustache, B Desgranges,
Université de Caen Basse Normandie/Université Paris Descartes, FRANCE
Virtual Reality (VR)
is a very relevant tool for the study of complex cognitive functions, such as
Prospective Memory (PM; remember to execute an intention at an appropriate time
in the future). Thirty-five young subjects performed a PM task while immersed
in a virtual city. On a theoretical level, we reached a better characterisation
of PM functioning, notably regarding the influence of the link between the
“when” and “what” components of PM on performance in event- and time-based PM
tasks. This work validates utility of VR in PM assessment and opens
perspectives in evaluation and rehabilitation of PM deficits.
Rehabilitation tools along
the reality continuum: from mock-up to virtual interactive shopping to a living
lab, S Y Hadad, J Fung, P
L Weiss, C Perez, B Mazer, M
F Levin, R Kizony,
University of Haifa/Sheba Medical Center, Tel Hashomer, ISRAEL/McGill
University, Montreal/Jewish Rehabilitation Hospital, Laval, Quebec, CANADA
The purpose of this
study was to compare shopping performance using the 4-item test, between three
types of environments; a real environment (small, in-hospital “cafeteria”), a
store mock-up (physical simulation) and a virtual environment (Virtual
Interactive Shopper-VIS), in a post-stroke group compared to a control group.
To date, 5 people with stroke and 6 controls participated in the study.
Participants performed the original 4-item test (“buy” 4 items) in the VIS and
the store mock-up as well as a modified 4-item test (“buy” 4 items with budget
constraints) in all three environments. Results were analyzed descriptively and
findings to date, indicate that the post-stroke group performed more slowly
than the control group. In addition, in both groups, the time to complete the
test within the VIS was longer than in the store mock-up and the cafeteria.
Performance in the VIS, the store mock-up and the cafeteria were correlated in
the post-stroke group. Finally, participants’ responses to their experience in
the VIS were positive. The preliminary results of this small sample show that
the test within the VIS is complex and realistic and may be used to assess and
train the higher cognitive abilities required for shopping.
Augmented reflection
technology for stroke rehabilitation – a clinical feasibility study,
S Hoermann, L Hale, S J Winser, H
Regenbrecht, University of Otago, Dunedin, NEW ZEALAND
This paper presents a clinical feasibility
study of a novel Augmented Reflection Technology system, called TheraMem. The
feasibility of the system for physical rehabilitation of the upper limb and the
potential to improve motor impairments following stroke were evaluated. Five
patients participated in a total of 20 sessions of upper limb training with the
system. Tailored support for patients performing the exercises was provided
based on the severity and level of their impairment. Various configurations of
the system were evaluated and adjusted to best match the patient’s preferences
as well as the therapeutic requirements. We found that all patients were able
to successfully participate and complete the TheraMem intervention. Patients’
engagement and motivation was high over the course of the therapy sessions.
Development of the system for continuous
medical rehabilitation for patients with post-stroke and spinal cord injury
motor disorders, O A Jafarova,
E A Tarasov, R Yu Guk, M B Shtark,
Russian Academy of Medical Sciences, Novosibirsk/Siberian Clinical Center FMBA,
Krasnoyarsk, RUSSIA
This paper describes an experience of
developing a computer system for continuous medical rehabilitation involving
patients with post-stroke and spinal cord injury motor disorders. Particular
focus is made on the concept of telerehabilitation for this specific group of
patients. Telerehabilitation has to be continuous and regular. It is also
necessary to provide the possibility of conducting treatment/communication
sessions asynchronously. The empirical results of four year implementation of
this system in Russia showed high efficiency and revealed some limitations of a
distant network rehabilitation program based on electromyographic biofeedback.
Virtual reality based
technologies are one of the emerging tools that appear to have great potential
for use in cognitive rehabilitation but it stills unclear how brain capacities
are involved and what is the best way for such training. At first, virtual
reality was mainly used in single user virtual environments, but social
interaction should also be addressed using collaborative virtual environments
(CVE). In a CVE, multiple users can interact and collaborate with each other,
solve complex tasks and learn with each other. Regarding to impact of
behavioral disturbances in family burden and social reentry, such tools need to
have larger use in next years.
Quantitative aspects are
encouraging as some improvement had been shown after few training sessions.
Home retraining or telerehabilitation based on VR may bridge the gap between
lack of specialized resources and growing number of patients. Qualitative
design of VR tools is more questionable. Choice of errorless or errorfull designs may depend of severity of disturbances.
Most VR tools emphasize the explicit component of task,
even procedural aspects are a main strength of VR retraining programs. VR and
augmented reality tools give various stimuli and indicators but their best
modalities stay unclear, as most data are coming from educational in normal
subjects more than rehabilitation studies in brain injured patients. Specific
research studies to explore impact of sensorial transmodal
effects and emotional involvement in VR tasks are requested. Rehabilitation
protocols utilizing virtual environments are moving from single applications to
cognitive impairment (i.e. alert, memory, neglect, language, executive
functions) to comprehensive rehabilitation programs with the aim of efficient
improvement in autonomy and transfer of benefits in real life conditions. A
core issue that presents challenges to rehabilitation is decreased ability of
persons with brain injury to transfer learning from one situation or context to
another. The multicontext approach to cognitive
rehabilitation proposes treatment methods for teaching use of strategies across
a wide range of meaningful activities to promote generalization and enhance
functional performance.
VR offers a very promising
and exciting support for cognitive rehabilitation but we have to move from
mimicking “in room” or desk rehabilitation practice to specific VR programs to
maximize benefits and to get optimal improvement in cognitive and behavioral
autonomy of patients.
Dynamic
spatial positioning system based on sounds and augmented reality for visually
impaired people, C Kirner, C S Cerqueira, T G Kirner,
Federal University of Itajubá/National Institute for Space Research, São Paulo,
BRAZIL
This paper presents
an application which intends to exercise spatial association of a three
dimensional stimulus with its corresponding motor feedback, inspired on the
Ping Pong Game. The application uses a low cost and easily built artifact,
enhanced with an augmented reality layer provided by a free authoring tool. The
augmented reality resources empower the artifact with sound feedback, so
visually impaired people can use it. Besides, the visual feedback can be useful
for non-visually impaired people and also for therapists, who can prepare
exercises, promoting a therapeutic application and involving social inclusion
capabilities.
Measuring the effect of affective stimuli on
autonomic responses and task performance in a virtual environment by children
with and without cerebral palsy, S
Kirshner, P L Weiss, E Tirosh, University of Haifa/Technion- Israel Institute of Technology/The Child
Development Center, Bnai-Zion Medical Center, Haifa, ISRAEL
This study examined
whether a functional virtual environment (VE) may be used to provide affective
stimuli (AS) that lead to changes in the emotional responses and task
performance of children with and without cerebral palsy (CP). Fifteen children
with CP and 19 typically developing (TD) peers (6 to 12 years) prepared seven
virtual meals in a predefined order within a virtual meal-making VE, referred
to as the Emotional Meal-Maker (EMM), run on a 2D video capture VR platform.
During each of six meals either a negative, positive, or neutral visual
stimulus, selected from the International Affective Picture System (IAPS), was
displayed. Heart rate (HR) and skin conductance (SCR) were recorded online in
synchrony with stimulus onset. These variables were also recorded when the
children passively viewed the same sequence of affective pictures displayed onscreen
while rating their valence and arousal levels. Autonomic responses were
calculated as the amount of change in the autonomic variables compared to
baseline. Correlations between behavioural characteristics (i.e., trait and
state anxiety) with both autonomic responses and task performance were also
calculated. Significant differences were found between groups in task
performance and heart rate variability (HRV) components, i.e., a higher “low
frequency” (LF) to “high frequency” (HF) ratio in the children with CP during
the meals in which a negative stimulus was displayed (U= 59.00, p= 0.011) and
during the passive visual display, regardless of type of stimulus. For children
with CP, the amplitude of skin conductance response during the passive pictures
display was significantly higher for negative stimuli (0.80 ± 0.46 µS) than for
positive stimuli (0.52 ± 0.28; Z= -2.38, p= 0.017), but there were no
significant changes in autonomic responses as a function of stimuli during
meal-making. Positive correlations were found in the CP group between trait
anxiety and the LF:HF ratio during virtual meal-making with positive (p<
0.05) and negative stimuli (p<0.01) but not during meals when stimuli were
neutral. The implications of these results are discussed.
Using a virtual
supermarket as a tool for training executive functions in people with mild
cognitive impairment, R Kizony, M
Korman, G Sinoff, E Klinger, N
Josman, University of Haifa/Sheba Medical Center, Tel
Hashomer/School for Special Education, Tzohar Le’Tohar, Rechasim/Carmel Medical
Center, Haifa, ISRAEL/Arts et Métiers ParisTech, Angers-Laval, FRANCE
Cognitive and
executive functions (EF) intervention programs for people with mild cognitive
impairment (MCI) has not been studied enough, especially with the use of
virtual reality. The purpose of the current study was to examine the
effectiveness of using the Virtual Action Planning – Supermarket (VAP-S) to
improve performance of a shopping task and EF among people with MCI. Seven
participants with non-amnestic or multi-domain amnestic MCI completed the study
protocol which followed an ABA single subject design. The outcome measures
included the Multiple Errands Test (MET) to assess EF while performing a
shopping task and the WebNeuro to assess EF impairments. Results showed that 4
participants improved their EF as assessed by the WebNeuro and 4 improved their
performance of the shopping task in the MET. It seems that in some cases a
learning effect occurred which explains why some of the participants did not
improve. The results point to the potential of using the VAP-S as an
intervention tool for training EF in people with MCI.
Design of virtual reality based physical and
cognitive stimulation exercises for elderly people, E Klinger, E Martinet, A L Lucas, D Perret, Arts et Métiers ParisTech/CIGMA, CIDEVIM, Laval, FRANCE
Elderly
people are the most growing part of the population in developed countries
(Europe, North America and Japan). This population is getting more and more
alone and isolating this part of the population is the big issue of this
century. This isolation can lead to a lack in physical and cognitive activity.
Because virtual reality has given good results in health domain, we decided to
design an application that combines physical activities and cognitive
stimulation. The “Balade à l’EHPAD” application was then tested on different
kind of population. Then, the expectations and needs of elderly people were
collected and analyzed. The results clearly indicate that preconceived ideas
exist in every people and also in professional caregivers who generally have a
better knowledge of this population. Elderly people would like to have raw
colors and virtually practice more violent sports (e. g., skiing, rugby). The overall study clearly indicates that
more than for younger adults, the involvement of elderly people into the
application design process is a prerequisite for the appropriation by this
population.
User-centered development of a virtual
reality cognitive assessment, S T
Koenig, D Krch, N Chiaravalloti, J Lengenfelder, O Nikelshpur,
B S Lange, J DeLuca, A A Rizzo,
Institute for Creative Technologies, University of Southern California, Playa
Vista, CA/Kessler Foundation Research Center, NJ, USA
In recent years
user-centered design, participatory design and agile development have seen much
popularity in the field of software development. More specifically, applying
these methods to user groups with cognitive and motor disabilities has been the
topic of numerous publications. However, neuropsychological assessment and
training require special consideration to include therapists and brain-injured
patients into the development cycle. Application goals, development tools and
communication between all stakeholders are interdependent and outlined in a
framework that promotes elements of agile development. The framework is
introduced by example of a virtual reality cognitive assessment for patients
with traumatic brain injuries. The assessment has seen a total of 20 iterations
over the course of nine months including changes in task content, task
difficulty, user interaction and data collection. The framework and development
of the cognitive assessment are discussed.
Web-based home rehabilitation gaming system
for balance training, V I
Kozyavkin, O O Kachmar, V E Markelov, V V Melnychuk, B O Kachmar,
International Clinic of Rehabilitation, UKRAINE
Currently, most
systems for virtual rehabilitation and motor training require quite complex and
expensive hardware and can be used only in clinical settings. Now, a low-cost
rehabilitation game training system has been developed for patients with
movement disorders; it is suitable for home use under the distant supervision
of a therapist. It consists of a patient-side application installed on a home
computer and the virtual rehabilitation Game Server in the Internet. System can
work with different input gaming devices connected through USB or Bluetooth,
such as a Nintendo Wii balance board, a Nintendo Wii remote, a MS Kinect
sensor, and custom-made rehabilitation gaming devices based on a joystick. The
same games can be used with all training devices. Assessment of the Home
Rehabilitation Gaming System for balance training was performed on six patients
with Cerebral Palsy, who went through daily training sessions for two weeks.
Preliminary results showed balance improvement in patients with Cerebral Palsy
after they had completed home training courses. Further studies are needed to
establish medical requirements and evidence.
Improving orientation and mobility skills
through virtual environment for people who are blind: past research and future potential, O Lahav, Tel-Aviv University, ISRAEL
This presented paper
describes and examines 21 virtual environments developed specifically to
support people who are blind in collecting spatial information before arrival
at a new location and to help people who are newly blind practice orientation
and mobility skills during rehabilitation. The paper highlights weaknesses and
strengths of virtual environments that have been developed in the past 15 years
as orientation and mobility aids for people who are blind. These results have
potential to influence future research and development of a new orientation and
mobility aid that could enhance navigation abilities.
Development
of a visual impairment simulator using the Microsoft XNA Framework, J Lewis, L Shires, D J Brown, Nottingham Trent
University, UK
This paper describes
the development of a visual impairment simulator based upon a virtual
environment developed using Microsoft's XNA framework and High Level Shader
Language. Shaders were developed to simulate the effects of cataracts, macular
degeneration, glaucoma, myopia and hyperopia. These were then used to impair
the real time display of an explorable 3D virtual environment. The simulator
was evaluated by a qualified optician and trialled with a group of students.
The paper concludes that further development is required to fully and
accurately represent the impairments, however the simulator remains effective
in improving participants level of understanding of visual impairments.
Balance rehabilitation using custom-made Wii
Balance Board exercises: clinical effectiveness and maintenance of gains in
acquired brain injury population, R
Lloréns, S Albiol, J A Gil-Gómez, M Alcañiz, C Colomer, E Noé, Universitat Politècnica de
València/Univesity of Jaume I, Castellón/Servicio de Neurorrehabilitación de
los Hospitales NISA Valencia al Mar y Sevilla/Aljarafe, SPAIN
Balance disorders are
a common impairment of some of the pathologies with the highest incidence and
prevalence rates. Conventional physical therapy treatment focuses on the
rehabilitation of balance skills in order to enhance patients’ self-dependency.
In the last years, some studies have reported the clinical benefits of virtual
reality systems in the balance recovery. The force platform Wii Balance Board
has been adopted with rehabilitative purposes by many services due to its low
cost and widespread battery of exercises. However, this entertainment system is
oriented to healthy people and cannot adapt to the patient’s motor (and
possible cognitive) deficits. In previous studies we have developed custom-made
adaptive exercises that use the Wii Balance Board with promising results in
acquired brain injury population. In this contribution, we present some
conclusions derived from the past and undergoing clinical studies.
Virtual reality learning software for
individuals with intellectual disabilities: comparison between touchscreen and
mouse interactions, E
Loup-Escande, O Christmann, R Damiano, F Hernoux, S Richir,
Arts et Métiers ParisTech, Laval, France
The aim of this article is to analyze the impact of two user interfaces
- a tactile interface and a computer mouse - on a virtual environment allowing
self-learning tasks as dishwashing by workers with mental deficiencies. We
carried out an experiment within the context of a design project named
“Apticap”. The methods used were an experiment, an identification questionnaire
and a post-experimentation interview, with six disabled workers. The results of
this study demonstrate the interest of a virtual reality tool associated with a
tactile interaction for learning of real tasks by workers with mental
deficiencies.
Movement rehabilitation in virtual reality
from then to now: how are we doing?, A S Merians, G Fluet, E Tunik, Q Qiu, S Saleh, S Adamovich,
University of Medicine and Dentistry of New Jersey/New Jersey Institute of
Technology, NJ, USA
During the past
decade there has been a continuous exploration of how virtual environments can
be used to facilitate motor recovery and relearning after neurological
impairment. The goals for using virtual environments have been to either
improve patients’ rehabilitation outcomes beyond our current capabilities, or
to supplement labor intensive and time consuming therapies with technology
based interventions. After over a decade
of investigation it seems appropriate to determine whether we are succeeding in
meeting our goals.
Collaborative virtual environment for
conducting design sessions with students with autism spectrum conditions, L Millen, S V G Cobb, H Patel, T Glover, University of Nottingham, UK
Young students with
autism spectrum conditions (ASC) often find it difficult to communicate with
others face-to-face. Virtual reality offers a platform in which students can
communicate in a safe and predictable environment where face-to-face
communication is not necessary. Participatory design with end-users is an
important part of developing successful, usable and enjoyable technology. As
designers of technology for young students with ASC, we seek to involve these
end-users in the design of software. Therefore, we have developed the Island of
Ideas: a collaborative virtual environment (CVE) designed to facilitate
participatory design activities with students with ASC. In this paper we report
an experimental trial of the Island of Ideas CVE as a meeting space in which a
researcher talks with students to find out their views on computer game design
and their ideas for new game levels.
Helping deaf and hard-of-hearing people by
combining augmented reality and speech technologies, M R Mirzaei, S Ghorshi, M Mortazavi,
Sharif University of Technology, Kish Island, IRAN
Recently, many
studies have shown that the Augmented Reality (AR), Automatic Speech
Recognition (ASR) and Text-to-Speech Synthesis (TTS) can be used to help people
with disabilities. In this paper, we combine these technologies to make a new
system, called "ASRAR", for helping deaf people. This system can take
a narrator's speech and convert it into a readable text, and show the text
directly on AR displays. Since most deaf people are unable to make meaningful
sounds, we use a TTS system to make the system more usable for them. The results
of testing the system show that its accuracy is over 85 percent, using
different ASR engines, in different places. The results of testing TTS engines
show that the processing time is less than three seconds and the spelling of
correct words is 90 percent. Moreover, the result of a survey shows that more
than 80 percent of deaf people are very interested in using the ASRAR system
for communication.
Haptic presentation of 3D objects
in virtual reality for the visually disabled, M
Moranski, A Materka, Technical University of Lodz, POLAND
The paper presents an initial research on haptic perception of 3D
objects in a virtual reality environment for aiding the visually disabled
persons in learning new routes and obstacle
identification. The study spans a number of fields, from the very technical,
such as scene segmentation and obstacle detection algorithms to
psychological aspects such as the effectiveness in utilizing haptic
information. The authors constructed a prototype system for the tactile
presentation of real objects in a virtual reality.
Using virtual environments
to teach coping skills in addiction treatment, L North, C
Robinson, A Haffegee, P M
Sharkey, F Hwang,
Swanswell, Rugby/University of Reading, UK
This paper presents a
novel application of virtual environments to assist in encouraging behaviour
change in individuals who misuse drugs or alcohol. We discuss the background
and development, through user-led design, of a series of scenes to engage users
around the identification of triggers and encourage discussion about relevant
coping skills. We then lay out the results of some initial testing of this
application that show some positive reaction to the scenes and some positive
learning outcomes and discuss the conclusions drawn from these.
Virtual reality exposure therapy for post-traumatic
stress disorder patients controlled by a fuzzy logic system, F M de
Oliveira, R S Lanzillotti,
R M E M da Costa, R Gonçalves, P Ventura, L A V de Carvalho, Universidade do
Estado do Rio de Janeiro, BRAZIL
This paper describes the main characteristics of two
integrated systems that explore Virtual Reality technology and Fuzzy Logic to
support and to control the assessment of people with Post-Traumatic Stress
Disorder during the Virtual Reality Exposure Therapy. The integration of
different technologies, the development methodology and the test procedures are
described throughout the paper.
Serious games for physical rehabilitation:
designing highly configurable and adaptable games, L Omelina, B Jansen, B Bonnechère, S Van Sint Jan, J Cornelis, Vrije Universiteit Brussel/Interdisciplinary Institute
for Broadband Technology, Ghent/Université Libre de Bruxelles, BELGIUM
Computer games have
been recognized as a motivational tool in rehabilitation for a decade.
Traditional rehabilitation includes exercises which are often considered as
repetitive, boring and requires supervision by the therapist. New opportunities
in rehabilitation have risen with the emerging popularity of computer games and
novel input sensors like 3D cameras, balance boards or accelerometers. Despite
active research in this area, there is still lack of available games for
rehabilitation mainly due to many different requirements that have to be met
for each type of therapy. In this paper we propose a specialized configurable
architecture for revalidation games, focusing on neuro-muscular rehabilitation.
The proposed architecture enables a therapist to define game controls depending
on the patient needs and without any programing skills. We have also
implemented a system meeting this architecture and four games using the system
in order to verify correctness and functionality of the proposed architecture.
Mathematical literacy for everyone using
arithmetic games, L Pareto,
University West, Trollhättan, SWEDEN
An innovative
mathematics game shown to be effective for low-achieving mainstream students is
tested in special education for learners with intellectual disabilities. The
game relies on a graphical, intuitive representation for numbers and arithmetic
operations to foster conceptual understanding and numbers sense, and provides a
set of 2-player games to develop strategic thinking and reasoning skills. The game runs on computers and interactive
white boards, and as an augmented reality application at a science centre. We
compare its use in special education and mainstream education with respect to
usage, performance levels and learning gain. The game has been used by teachers
in special educations, with gains in mathematical understanding, strategic
thinking and communication skills as effects.
3D augmented reality applied to the
treatment of neuropathic pain, B
Penelle, D Mouraux, E Brassinne, T Tuna, A Nonclercq, N Warzée, Université Libre de
Bruxelles/Erasme Hospital, Brussels, BELGIUM
Neuropathic pain is
characterized by a permanent or recurrent background pain including stinging,
tingling, allodynia, burning, shock or stabbing sensations. It significantly
alters the patient quality of life. Such painful conditions are observed in the
case of phantom limb pain (PLP) and complex regional pain syndrome (CRPS), and
are difficult to treat effectively. Recent studies show the crucial role of the
central nervous system in these pathologies and suggest a link to the plasticity
of the latter. Mirror visual feedback (MVF) is often used in case of
amputation, CRPS or stroke to restore normal cortical organization and to lower
pain intensity. We have conceived an augmented reality (AR) system that applies
the principle of MVF without requiring the use of a physical mirror. The system
strengthens the patient’s immersion and concentration by using realistic,
natural looking 3D images that are acquired, processed and displayed in 3D, in
real time. Our system is based on standard inexpensive hardware and is easy to
install and to use. This makes it perfectly suitable for use in a therapist's
practice or at home. The preliminary results of clinical tests show that the
system can significantly reduce the pain, after only a few training sessions.
Stress resilience in virtual environments: training combat relevant
emotional coping skills using virtual reality, A A Rizzo, B John, J Williams, B Newman, S T Koenig, B S Lange, J G Buckwalter,
Institute
for Creative Technologies, University of Southern California, Playa Vista, CA,
USA
The
incidence of posttraumatic stress disorder (PTSD) in returning OEF/OIF military
personnel has created a significant behavioral healthcare challenge. This has
served to motivate research on how to better develop and disseminate
evidence-based treatments for PTSD. One emerging form of treatment for
combat-related PTSD that has shown promise involves the delivery of exposure
therapy using immersive Virtual Reality (VR). Initial outcomes from open
clinical trials have been positive and fully randomized controlled trials are
currently in progress to further investigate the efficacy of this approach.
Inspired by the initial success of this research using VR to emotionally engage
and successfully treat persons undergoing exposure therapy for PTSD, our group
has begun developing a similar VR-based approach to deliver stress resilience
training with military service members prior to their initial deployment. The
STress Resilience In Virtual Environments (STRIVE) project aims to create a set
of combat simulations (derived from our existing Virtual Iraq/Afghanistan PTSD
exposure therapy system) that are part of a multi-episode interactive narrative
experience. Users can be immersed within challenging combat contexts and
interact with virtual characters within these episodes as part of an
experiential learning approach for delivering psychoeducational material,
stress management techniques and cognitive-behavioral emotional coping
strategies believed to enhance stress resilience. The STRIVE project aims to
present this approach to service members prior to deployment as part of a
program designed to better prepare military personnel for the types of
emotional challenges that are inherent in the combat environment. During these virtual training experiences
users are monitored physiologically as part of a larger investigation into the
biomarkers of the stress response. One such construct, Allostatic Load, is
being directly investigated via physiological and neuro-hormonal analysis from
specimen collections taken immediately before and after engagement in the
STRIVE virtual experience. This paper describes the development and evaluation
of the Virtual Iraq/Afghanistan Exposure Therapy system and then details its
current transition into the STRIVE tool for pre-deployment stress resilience
training. We hypothesize that VR stress resilience training with service
members in this format will better prepare them for the emotional stress of a
combat deployment and could subsequently reduce the later incidence of PTSD and
other psychosocial health conditions.
Appreciating speech through gaming, S T Sadural, M T Carreon, Code8 Technology Solutions/University of the
Philippines Diliman, PHILIPPINES
This paper discusses
the Speech and Phoneme Recognition as an Educational Aid for the Deaf and
Hearing Impaired (SPREAD) application and the ongoing research on its
deployment as a tool for motivating deaf and hearing impaired students to learn
and appreciate speech. This application uses the Sphinx-4 voice recognition system
to analyze the vocalization of the student and provide prompt feedback on their
pronunciation. The packaging of the application as an interactive game aims to
provide additional motivation for the deaf and hearing impaired student through
visual motivation for them to learn and appreciate speech.
Chilean higher education entrance examination
for learners who are blind, J
Sánchez, M Espinoza, University
of Chile, Santiago, CHILE
In the context of the
admissions process for Chilean state universities, there is a
knowledge-measuring instrument called the University Selection Test (PSU, for
its Spanish acronym). This instrument of evaluation is designed to measure the
level of knowledge in various learning sub-sectors such as Language and
Communication, Mathematics, History and Social Sciences, and finally Science.
For each learning sub-sector, students use a paper facsimile with questions
that each have 5 possible answer choices, which are recorded on a separate
answer sheet. Based on a contextual analysis of the problems that people who
are blind have with participating in the regular admissions process for Chilean
universities, the purpose of this study was to design, implement and evaluate a
digital pilot system that adapts the Chilean university entrance system, PSU,
in the area of Language in Communication for people with disabilities based on
audio and haptics. This pilot allowed for the inclusive, equitable and
autonomous participation of people with visual disabilities in the university
admissions processes. The results demonstrate the creation of a system called
AudioPSU, which provides the necessary autonomy and respects the working time
that each user needs to respond to the questions in the PSU. In addition, the
system is shown to help users to map the structure of the PSU facsimile for
Language and Communication. Finally, initial results show that AudioPSU allows
for the integration of people with visual disabilities in the admissions
process for Chilean universities.
Videogaming for wayfinding skills in children
who are blind, J Sánchez, M Espinoza, J M Garrido, University of Chile, Santiago/Pontifical Catholic
University of Valparaíso, Viña del Mar, CHILE
There are several
problems faced by people who are blind when navigating through unfamiliar
spaces, and especially open spaces. One way to mitigate these problems is by
getting to know the spaces prior to actual navigation, through the use of
virtual environments represented through audio and haptic interfaces. In
exploring the possibilities for further improving navigation through such
spaces; it was especially interesting to study the option of simulating the
real body movement of a learner who is n during his interaction with a virtual
environment. To achieve this the design, implementation and impact evaluation
of an audio and haptic-based videogame called MovaWii is proposed, in which a
real physical space is represented virtually, where learners who are blind interact
through their own body movements and use of the Wiimote controllers of the
Nintendo Wii console in order to navigate through unknown virtual spaces. The
results demonstrated a videogame that allows for the development of orientation
and mobility skills in learners who are blind, as it serves as a supporting
tool for the construction of a mental map of the virtual space navigated
through the integration of its audio and haptic components. In addition,
learners could transfer the information obtained from virtual to the real world
physical space, through which they were then able to navigate autonomously and
efficiently.
Development of a complex ecological virtual
environment, S Sangani, P L Weiss, R Kizony, S T Koenig, M F Levin, J Fung, McGill University, Montreal/Jewish Rehabilitation Hospital,
Laval, Quebec, CANADA/University of Haifa/Sheba Medical Center, Tel Hashomer,
ISRAEL/Institute for Creative Technologies, University of Southern California,
Playa Vista, CA, USA
Virtual environments
(VEs) provide clinicians and researchers an opportunity to develop and
implement an engaging, ecologically valid, complex, life-like interactive 3D
simulation, which can be tailored dynamically to characterize and precisely
measure functional behaviour in response to different multisensory stimuli.
Complex ecological VEs that are based on familiar real-world environments
enable participants to relate to the training environment which in turn, may promote
translation of functional improvements to real-world tasks. This study
describes the development of a systematic and context-specific complex VE using
simple computer graphics and modelling tools.
Evaluation of the
prototype mobile phone app Pugh: a 3D cartoon character designed to help deaf
children to speech read, D M Shaw, M
Patera, E Paparidou, R Wolff, University of Salford, UK/German Aerospace Center, Brunswick, GERMANY
Pugh, a 3D
cartoon character, is a prototype smartphone application developed at the
University of Salford. Its purpose is to provide speech-reading exercises for
hard of hearing and deaf children. This paper discusses the design of the
application, the test process and acknowledges that the technological
limitations of the platform and the character’s non-human characteristics
provide some interesting challenges. A preliminary test was conducted to
evaluate speech perception and lipreading from Pugh. The findings proved that Pugh is not an accurate
speaker. Further development of the lip movement and facial expressions is
required in order to achieve accuracy.
Development of a low-cost virtual
reality-based smart glove for rehabilitation, M Sivak, D Murray, L Dick, C Mavroidis, M K Holden, Northeastern University, Boston, MA, USA
Presented is the
third version of a low-cost bimanual rehabilitation system designed for in-home
use by post stroke patients to improve hand and upper extremity function.
Companion virtual reality software is still in development. The mechanical
characterization and healthy subject (n=24) testing of the system sensors is
described. These sensors include potentiometer bend sensors for finger motions
and inertial measurement units (IMUs) for hand/arm position and orientation.
The system accurately measures larger finger angles and all functional ranges
of hand orientation (yaw, pitch, roll). Measurement of small finger angles and
position of the hand in space requires further refinement.
Can a home based virtual reality system
improve the opportunity for rehabilitation of the upper limb following stroke?, P J Standen, K Threapleton, L Connell,
A Richardson, D J Brown, S Battersby, F Platts, University of
Nottingham/University of Central Lancashire/Erewash Community Occupational
Therapy Service, Derbyshire/Nottingham Trent University/ Sherwood Forest
Hospitals NHS Foundation Trust, Nottinghamshire, UK
Many stroke survivors
fail to regain functional use of their impaired upper limb yet access to the
rehabilitation required is limited. One route through which this may be
achieved is through the adoption of virtual reality and interactive video
gaming. We have been developing a home based system that employs infra red
capture to translate the position of the hand, fingers and thumb into game play
but do the patients actually use it to the recommended level and if not, why
not? Performance data collected by the software from three participants
allocated to the intervention group in a feasibility RCT indicate that the
pattern of play is variable and can fall far short of the recommendations
participants were given. Interviews with participants at the end of the
intervention and observations by the research team indicate the barriers to
recommended use but also some of the characteristics of the intervention that
demonstrate its potential for improving
the opportunity for rehabilitation of the upper limb following stroke.
Towards a real-time, configurable, and
affordable system for inducing sensory conflicts in a virtual environment for
post-stroke mobility rehabilitation: vision-based categorization of motion
impairments, B Taati, J Campos, J Griffiths, M Gridseth,
A Mihailidis, University of
Toronto/Toronto Rehabilitation Institute, CANADA
Upper body motion
impairment is a common after-effect of a stroke. A virtual reality system is
under development that will augment an existing intervention (Mirror Box
therapy) with a method of inducing a body illusion (Rubber Hand) in order to
enhance rehabilitation outcomes. The first phase of the project involved
developing algorithms to automatically differentiate between normal and
impaired upper body motions. Validation experiments with seven healthy subjects
simulating two common types of impaired motions confirm the effectiveness of
the proposed methods in detecting impaired motions (accuracy >95%).
Development of a glove-type input device with
the minimum number of sensors for Japanese finger spelling, Y Tabata, T Kuroda, K Okamoto, Kyoto College of Medical Science, Nantan/Kyoto University
Hospital,
JAPAN
A glove-type input
device, which can measure hand postures of human beings directly, is one of
essential device to develop Virtual Reality environment. The authors have been
developing a data-glove which would be able to capture hand postures according
to user’s demand with the minimum number of sensors. Our previous research
estimated the data-glove with six sensors could measure all hand postures for
Japanese Finger spellings. Thus, this paper proposes a prototype with six
sensors and evaluate whether the prototype glove sensor can distinguish all
hand postures of Japanese Finger spellings. This evaluation indicated that
data-glove with fewer sensors than conventional number of sensors could
distinguish hand postures exactly.
Telerehabilitation for stroke patients: an
overview of reviews, A
Turolla, L Piron, T Gasparetto, M Agostini, H R Jorgensen,
P Tonin, T Larsen, I.R.C.C.S. Fondazione Ospedale San Camillo, Venice/Social
and Health Programs, Regione Veneto, Venice, ITALY/Sygheus Vendsyssel
Brønderslev Neurorehabiliteringscenter, Brønderslev/Southern Denmark
University, Odense, DENMARK
The increasing number
of survivors following stroke events are enlightening new needs to guarantee
appropriate care and quality of life support at home. A potential application
of telemedicine is to exploit home care and rehabilitation. Within the
framework of an EU FP7 project called Integrated Home Care (IHC) we performed
an overview of reviews on the telefacilites for the homecare in stroke
patients, in order to plan a clinical trial. A broad literature research was
conducted in PUBMED, Web of Science® and The Cochrane Library databases. We
included and graded all the reviews matching the following criteria: published
in English in peer-reviewed journals, targeting stroke as adult patients
(age>18yr.) and considering a homecare setting in the intervention. 6
full-text reviews were included: 1 systematic review with meta-analysis and 5
non-systematic reviews. Despite the absence of adverse effects, no conclusions
can be stated on the effectiveness of telerehabilitation compared to other home
treatment, due to the insufficient data available, nevertheless strong
indications emerged for the inclusion of “all cause mortality” and “hospital
admission” as primary outcomes. Besides “QoL”, “cost”, “adherence” and “patient
acceptability” should be included as secondary outcomes, for a complete
evaluation of the tele-intervention. This indications should be considered as
relevant in planning a telerehabilitation trial, in order to observe the
expected effectiveness from a multidimensional point of view in the clinical,
financial and social perspectives.
Development and
validation of tele-health system for stroke rehabilitation, P L Weiss, R Kizony, O Elion, S Harel, I Baum-Cohen, T Krasovsky,
Y Feldman, M Shani, Gertner Institute for Epidemiology and Health Policy
Research, Tel Hashomer/University of Haifa/Sheba Medical Center, Tel Hashomer,
ISRAEL/McGill University, Montreal, CANADA
Tele-rehabilitation
refers to the use of information and communication technologies to provide
rehabilitation services to people in their homes or other environments. The objective of this paper is to present the
development, validation and usability testing of a low-cost, markerless full
body tracking virtual reality system designed to provide remote rehabilitation
of the upper extremity in patients who have had a stroke. The Methods and
Results sections present the progress of our work on system development, system
validations and a feasibility/usability study.
We conclude with a brief summary of the initial stages of an
intervention study and a discussion of our findings in the context of the next
steps. The
validation study demonstrated considerable accuracy for some outcomes (i.e.,
shoulder “pitch” angle, elbow flexion, trunk forward and side-to-side
deviation). In addition positive responses were received from the clients who
participated in the feasibility study. We are currently at the process of
improving the accuracy of the system as well as conducting a randomized
clinical trial to assess the effectiveness of the system to improve upper
extremity function post-stroke.
Developmental cognitive neuroscience
perspective on motor rehabilitation: the case for virtual reality-augmented
therapy,
P H Wilson, Australian Catholic
University, Melbourne, AUSTRALIA
Developmental disorders and disabilities
affecting movement can have far reaching, longer-term consequences for the
child and their family, and present a great challenge for intervention. In the case of upper-limb function, in
particular, poor compliance and use of repetitive training routines can
restrict progress. In this paper we
consider how an understanding of the neurocognitive bases of disorders like
cerebral palsy and Developmental Coordination Disorder (DCD) can inform the
choice of therapeutic techniques. Using a cognitive neuroscience approach, I
explore the hypothesis that motor
prediction is a common, underlying issue in these disorders. I then discuss
the role that feedback-based and predictive control plays during the course of
normal development and highlight recent applications of augmented feedback (AF) in motor therapy. Critically, VR-based
technologies afford many options for the provision of multisensory AF. I describe recent examples of this principled
approach to treatment, and conclude by suggesting avenues for future
development in VR-assisted therapy.
Upper-body interactive rehabilitation system
for children with cerebral palsy: the effect of control/display ratios, T Yamaguchi, P Richard, F Veaux, M Dinomais, S Nguyen,
Université d’Angers/Centre les Capucins, Département de Médecine Physique et de
Rééducation Pédiatrique, Angers, France
We have developed a
virtual reality rehabilitation system using upper-body interaction with
Microsoft KinectTM. With the use of KinectTM , the system enables a patient a
full-range of avatar movements to adapt the Control/Display (C/D) ratio of a
limb’s position in 3D space. In this paper, we have explored the effectiveness
of C/D ratios in our prototype application to analyze user performance, work
load, and user enjoyment with university students without motor impairments.
Our findings suggest that the C/D ratio is related to task difficulty, movement
strategy, and user motivation.
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