D. Liebermann, M. Levin, S. Berman, H. Weingarden, P. Weiss
{"title":"Kinematic features of arm and trunk movements in stroke patients and age-matched healthy controls during reaching in virtual and physical environments","authors":"D. Liebermann, M. Levin, S. Berman, H. Weingarden, P. Weiss","doi":"10.1109/ICVR.2009.5174228","DOIUrl":"https://doi.org/10.1109/ICVR.2009.5174228","url":null,"abstract":"Motor performance of stroke patients and healthy individuals was compared in terms of selected kinematic features of arm and trunk movements while subjects reached for visual targets in virtual (VR) and physical (PH) environments. In PH, the targets were placed at an extended arm distance, while in VR comparably placed virtual targets were presented via GestureTek's IREX system. Our goal was to obtain further insights into research methods related to VR-based rehabilitation. Eight right-hemiparetic stroke patients (age =46–87 years) and 8 healthy adults (age =51–73 years) completed 84 reaching movements in VR and PH environments while seated. The results showed that arm and trunk movements differed in the two environments in patients and to a lesser extent in healthy individuals. Arm motion of patients became jerkier in VR, with larger paths and longer movement durations, and presented greater arm torsion (i.e., larger elbow rotations around the hand-shoulder axis). Interestingly, patients also showed a significant reduction of compensatory trunk movements during VR reaching. The findings indicate that when targets were perceived to be beyond hand reach, stroke patients may be less able to estimate 3D virtual target locations obtained from the 2D TV planar displays. This was not the case for healthy participants.","PeriodicalId":102061,"journal":{"name":"2009 Virtual Rehabilitation International Conference","volume":"7 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2009-07-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129994625","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
M. Casadio, Vladimir Novakovic, P. Morasso, V. Sanguineti
{"title":"Modeling the dynamics of the recovery process in robot therapy","authors":"M. Casadio, Vladimir Novakovic, P. Morasso, V. Sanguineti","doi":"10.1109/ICVR.2009.5174213","DOIUrl":"https://doi.org/10.1109/ICVR.2009.5174213","url":null,"abstract":"The mechanisms of action of physical assistance in promoting motor recovery after stroke are poorly understood. To explicitly model this process might help understanding what determines recovery, and how to make it faster and more effective. Linear dynamical models are used to describe the dynamics of sensorimotor adaptation, and could be extended to characterize the process of recovery of motor functions in impaired subjects while they move with the assistance of a therapist, or a robot. To test the feasibility of this approach, here we focus on a robot therapy experiment which involves a hitting task. Nine chronic stroke survivors underwent 8 to 10 rehabilitation sessions. We used a linear dynamical model to describe the trial-by-trial dynamics of the recovery process, with robot-generated assistance as input and subject's motor performance as output. In all subjects, the model correctly reproduced the overall evolution of performance over sessions. A comparison of the estimated model parameters with the clinical scales (Fugl-Meyer arm portion and Ashworth) and their modifications indicated that the time constant of the recovery process is predictive of the retention of the recovery (assessed after three months from completion of the protocol). Moreover, we found that in subjects with little or no spasticity, recovery is mediated by motor error. In contrast, in subjects with high spasticity, recovery is more influenced by performance. Although preliminary, these results suggest that modeling the recovery process with dynamical models is feasible, and could serve as basis to devise ‘optimal’ strategies for regulating assistance with the aim of maximizing recovery1.","PeriodicalId":102061,"journal":{"name":"2009 Virtual Rehabilitation International Conference","volume":"159 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2009-07-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116741642","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Sergio Albiol Pérez, J. Gil-Gómez, M. Alcañiz, Jose-Antonio Lozano
{"title":"VR Motor Cues: Inducing user movements in virtual rehabilitation systems.","authors":"Sergio Albiol Pérez, J. Gil-Gómez, M. Alcañiz, Jose-Antonio Lozano","doi":"10.1109/ICVR.2009.5174237","DOIUrl":"https://doi.org/10.1109/ICVR.2009.5174237","url":null,"abstract":"Generally, the tracking system is one of the main restrictions in a virtual rehabilitation system because of its cost and / or complex setup. Here we introduce the concept of Virtual Reality Motor Cues (VR Motor Cues). VR Motor Cues include those mechanisms designed with the specific purpose of inducing the user to realize a specific motor activity. An effective VR Motor Cue can guarantee, in a high percentage of cases, the realization of specific user movements, thereby avoiding the need to integrate a tracking system to ensure these movements are carried out. Following this concept, this contribution proposes two initial classifications of VR Motor Cues.","PeriodicalId":102061,"journal":{"name":"2009 Virtual Rehabilitation International Conference","volume":"58 2 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2009-07-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127405114","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Ethnicity and sense of presence in a virtual environment: Arab women - A case in point","authors":"I. Almog, H. Wallach, M. Safir","doi":"10.1109/ICVR.2009.5174209","DOIUrl":"https://doi.org/10.1109/ICVR.2009.5174209","url":null,"abstract":"Participants (99) experienced Virtual Reality Environment (VRE) exposure in a virtual airplane, and completed a presence questionnaire. Twenty seven participants avoided viewing the virtual window, and reported lower levels of presence. Significantly more window avoiders were Arab females than any other group. Thus Arab women behaved differently in the VRE, which in turn influenced their ability to experience the VRE as real and vivid.","PeriodicalId":102061,"journal":{"name":"2009 Virtual Rehabilitation International Conference","volume":"5 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2009-07-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125106315","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Application of virtual reality in postural stability rehabilitation","authors":"L. Czerwosz, J. Błaszczyk, M. Mraz, M. Curzytek","doi":"10.1109/ICVR.2009.5174252","DOIUrl":"https://doi.org/10.1109/ICVR.2009.5174252","url":null,"abstract":"Virtual reality (VR) environments were used for postural balance treatment, training and rehabilitation. A patient task was to move a marker that represented instantaneous centre of foot pressure (CP) position on a computer screen while standing on a force platform. The marker has to reach a specific target (or targets on the screen), and the patient can navigate among them. A target could be any object, a simple box, a pictogram or even a fragment of real scene. Virtual Reality enabled patients with vertigo to recover or improve postural balance control - both static and dynamic. Thus VR became a save tool in postural balance rehabilitation since it reduces effects of anxiety and improves control of the CP position during quiet stance.","PeriodicalId":102061,"journal":{"name":"2009 Virtual Rehabilitation International Conference","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2009-07-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116141320","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Construct validity of the Virtual Action Planning-SupermarketVAP-S Comparison between healthy controls and 3 clinical populations","authors":"N. Josman, E. Klinger, R. Kizony","doi":"10.1109/ICVR.2009.5174246","DOIUrl":"https://doi.org/10.1109/ICVR.2009.5174246","url":null,"abstract":"The purpose of this poster is to present the performance profile of healthy people in the Virtual Action Planning-Supermarket (VAP-S) as well as the differences in performance between the healthy controls and three clinical populations: stroke survivors, people with mild cognitive impairment (MCI) and people with Schizophrenia. The findings showed an aging effect as well as an effect of diagnosis on performance and thus point to the construct validity of the test.","PeriodicalId":102061,"journal":{"name":"2009 Virtual Rehabilitation International Conference","volume":"21 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2009-07-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125312807","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
H. Sugarman, A. Weisel-Eichler, A. Burstin, Riki Brown
{"title":"Use of the Wii Fit system for the treatment of balance problems in the elderly: A feasibility study","authors":"H. Sugarman, A. Weisel-Eichler, A. Burstin, Riki Brown","doi":"10.1109/ICVR.2009.5174215","DOIUrl":"https://doi.org/10.1109/ICVR.2009.5174215","url":null,"abstract":"This paper is a report of the feasibility and outcome of using a low-cost, commercially available gaming system - Wii Fit - for balance training after stroke. The patient was an 86 year-old woman five weeks after stroke, who was unable to walk without close supervision, even with a walker, due to poor balance and a tendency to fall. In addition to standard physical therapy, the patient participated in four training sessions with the Wii Fit system; each training session included four different games. The outcome measures were Berg Balance Scale (BBS), the Functional Reach and Lateral Reach tests, Timed Up & Go test (TUG), computerized posturography, and the Short Feedback Questionnaire (SFQ). The tests were done before the intervention and on the last day of training. The SFQ was done during the third training session. The patient greatly enjoyed the training sessions and felt that she was receiving very ‘up-to-date’ treatment. She did not experience any discomfort such as nausea or dizziness while using the system. Following combined Wii and standard treatment, the patient demonstrated improved antero-posterior symmetry of stance, and there was a 10 second improvement in her TUG score. When released from hospital, she was able to walk with a walker with minimal supervision. This initial pilot study indicates that the Wii Fit gaming system has the potential to be used in clinical settings in order to improve balance. A full clinical trial is necessary in order to examine this premise.","PeriodicalId":102061,"journal":{"name":"2009 Virtual Rehabilitation International Conference","volume":"7 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2009-07-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125354566","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Rubber ball to cloud rehabilitation musing on the future of therapy","authors":"G. Burdea","doi":"10.1109/ICVR.2009.5174204","DOIUrl":"https://doi.org/10.1109/ICVR.2009.5174204","url":null,"abstract":"We can trace the origins of virtual rehabilitation to the late 80s when sensing gloves were used to determine the degree of hand tremor in patients with Parkinson, and virtual environments were investigated as a medium to train wheelchair navigation. At the first Medicine Meets Virtual Reality conference in San Diego in 1992, we proposed a unified system where sensing gloves were used to diagnose and train patients post hand surgery. Other researchers pioneered the use of virtual environments in phobias, attention deficit, post-traumatic stress and other conditions. In 1996 researchers interested primarily in VR phobia treatment started the CyberTherapy conference series, and VR-based physical therapy, occupational therapy, therapy for learning deficits, and amnesia were reported at the first International Conference on Disability, Virtual Reality and Associated Technologies. By 1997 the National Science Foundation funded a study of rehabilitation at a distance between Rutgers and Stanford universities, located on either side of the United States. These beginnings used color-coded virtual rubber balls and haptic gloves to program the mechanical work done by the patient's affected hand. An artificial separation existed in the clinical practice between physical or occupational rehabilitation and cognitive therapy, due in part to separate education tracks. Nonetheless virtual reality researchers realized that the same hardware could be used in either physical or cognitive rehabilitation, and all that needed changing was the simulation software used. We thus coined the term “virtual rehabilitation” to encompass the continuum of therapy. In 2002 the associated conference started in Switzerland as the International Workshop on Virtual Rehabilitation. This later became the Virtual Rehabilitation International Conference series which you are attending today. While “virtual rehabilitation” was initially met with some skepticism by therapists who were concerned patients will misunderstand it, nowadays the term is better understood. To help further recognition for this emerging field, a new society was formed in 2008, the International Society for Virtual Rehabilitation (www.isvr.org), which is a co-sponsor of this conference. The merging of physical/occupational therapy and cognitive therapy is not due solely to the modularity offered by the hardware and software used in virtual environments. Another cause is the fact that patients affected by certain neurologic and motor deficits often have psychological and other cognitive co-morbidities. A well known example is depression associated with some types of stroke or with societal isolation that often follows the inability to have regular employment. The same tele-rehabilitation systems that are projected for large scale use to train patients in their home, may also be used to reduce the sense of isolation. Video games that are now being investigated as a way to reinvigorate therapeutic interventions could al","PeriodicalId":102061,"journal":{"name":"2009 Virtual Rehabilitation International Conference","volume":"97 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2009-07-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121959259","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
J. Gil-Gómez, Jose-Antonio Lozano, M. Alcañiz, Sergio Albiol Pérez
{"title":"Nintendo Wii Balance board for balance disorders","authors":"J. Gil-Gómez, Jose-Antonio Lozano, M. Alcañiz, Sergio Albiol Pérez","doi":"10.1109/ICVR.2009.5174251","DOIUrl":"https://doi.org/10.1109/ICVR.2009.5174251","url":null,"abstract":"This contribution presents the eBaViR System, a virtual rehabilitation system designed to be used in the patient's home. The system uses a conventional PC and the Wii Balance Board to carry out exercises specifically designed for the rehabilitation of postural instability and balance disorders.","PeriodicalId":102061,"journal":{"name":"2009 Virtual Rehabilitation International Conference","volume":"456 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2009-07-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121887229","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
S. Jacoby, Galia Gutwillig, Doron Jacoby, N. Josman, P. Weiss, Minori Koike, Yuichi Itoh, Norifumi Kawai, Y. Kitamura, E. Sharlin
{"title":"PlayCubes: Monitoring constructional ability in children using a tangible user interface and a playful virtual environment","authors":"S. Jacoby, Galia Gutwillig, Doron Jacoby, N. Josman, P. Weiss, Minori Koike, Yuichi Itoh, Norifumi Kawai, Y. Kitamura, E. Sharlin","doi":"10.1109/ICVR.2009.5174203","DOIUrl":"https://doi.org/10.1109/ICVR.2009.5174203","url":null,"abstract":"Constructional ability is a necessary part of everyday functioning for adults and children alike. In children, the need for adequate levels of constructional ability is evident during both recreational and school activities. PlayCubes is a dynamic tool that supports monitoring a variety of the perceptual-motor processes needed while children perform constructional tasks. PlayCubes is based on ActiveCube (AC), an electronic, Lego-like tangible user interface (TUI) designed to construct three-dimensional (3D) objects in both the physical and virtual realms simultaneously. In this paper we explore PlayCubes' use as a concrete, ecologically valid tool which reveals the dynamic functional processes underlying constructional ability among typically developed children. Our paper describes the PlayCubes interface including its interactive playground virtual setting, the motivation for the study, the experimental design and results to date. We conclude that, despite several technical limitations, the PlayCubes system and playground apparatus tasks appear to be sensitive to differences in children constructional abilities while presenting an engaging and enjoyable assessment tool.","PeriodicalId":102061,"journal":{"name":"2009 Virtual Rehabilitation International Conference","volume":"51 11","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2009-07-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"120855790","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}