2019 International Conference on Virtual Rehabilitation (ICVR)最新文献

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Virtual reality training to improve upper limb motor function in multiple sclerosis: A feasibility study 虚拟现实训练改善多发性硬化症患者上肢运动功能的可行性研究
2019 International Conference on Virtual Rehabilitation (ICVR) Pub Date : 2019-07-01 DOI: 10.1109/icvr46560.2019.8994502
A. Kalron, Michael H. Levy, L. Frid, A. Ahiron
{"title":"Virtual reality training to improve upper limb motor function in multiple sclerosis: A feasibility study","authors":"A. Kalron, Michael H. Levy, L. Frid, A. Ahiron","doi":"10.1109/icvr46560.2019.8994502","DOIUrl":"https://doi.org/10.1109/icvr46560.2019.8994502","url":null,"abstract":"Study objective was to evaluate the safety and feasibility of Virtual reality (VR) motor and cognitive training with the innovative Oculus-rift device in Patients with Multiple Sclerosis (PwMS). 30 PwMS practiced two VR games that require arm and shoulder movements. Following the VR training session participants completed questionnaires and the physiotherapist in charge of the training session completed a report assessing exercise performance, fatigability and safety of the training. Patients and examiner reported overall significant satisfaction regarding the VR training session and experience. Minimal adverse effects were recorded. Examiner reported that the VR training provided a suitable solution for PwMS. VR was found feasible and safe to use for PwMS.","PeriodicalId":179905,"journal":{"name":"2019 International Conference on Virtual Rehabilitation (ICVR)","volume":"94 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132325576","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}
引用次数: 1
Virtual City system for cognitive training in elderly 基于虚拟城市系统的老年人认知训练
2019 International Conference on Virtual Rehabilitation (ICVR) Pub Date : 2019-07-01 DOI: 10.1109/ICVR46560.2019.8994428
I. Fajnerová, A. Plechatá, V. Sahula, J. Hrdlicka, Jiří Wild
{"title":"Virtual City system for cognitive training in elderly","authors":"I. Fajnerová, A. Plechatá, V. Sahula, J. Hrdlicka, Jiří Wild","doi":"10.1109/ICVR46560.2019.8994428","DOIUrl":"https://doi.org/10.1109/ICVR46560.2019.8994428","url":null,"abstract":"The aim of the project is to create a complex training software in virtual city environment with high ecological validity that would enable a comprehensive training of cognitive abilities. The training program could be later applied in healthy aging programs as a prevention of cognitive decline. Individual tasks placed in specific locations (both indoor and outdoor) of the city are focused on various cognitive domains, while the whole city structure is used for training of spatial navigation. We shortly describe the principles of the Virtual City system and characteristics of individual training games. We also suggest possible concepts of application of this system in elderly.","PeriodicalId":179905,"journal":{"name":"2019 International Conference on Virtual Rehabilitation (ICVR)","volume":"C-19 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126768532","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}
引用次数: 1
A comparison of virtual reality and active video game usage, attitudes and learning needs among therapists in Canada and the US 加拿大和美国治疗师对虚拟现实和主动视频游戏的使用、态度和学习需求的比较
2019 International Conference on Virtual Rehabilitation (ICVR) Pub Date : 2019-07-01 DOI: 10.1109/ICVR46560.2019.8994624
D. Levac, S. Glegg, S. Pradhan, E. Fox, D. Espy, Emily Chicklis, J. Deutsch
{"title":"A comparison of virtual reality and active video game usage, attitudes and learning needs among therapists in Canada and the US","authors":"D. Levac, S. Glegg, S. Pradhan, E. Fox, D. Espy, Emily Chicklis, J. Deutsch","doi":"10.1109/ICVR46560.2019.8994624","DOIUrl":"https://doi.org/10.1109/ICVR46560.2019.8994624","url":null,"abstract":"Differences in health care funding and policies between the United States and Canada may influence uptake of and attitudes towards virtual reality (VR) and active video gaming (AVG) systems by physical (PTs) and occupational therapists (OTs) in each country. The purpose of this study was to undertake a cross-country comparison of VR/AVG uptake to inform the content of educational interventions designed to promote implementation of these technologies into practice. A cross-sectional online survey that included the Assessing Determinants of Prospective Take-up of Virtual Reality (version 2; ADOPT-VR2) Instrument was conducted in 2014–2015 (Canada) and replicated in 2017–2018 (US). Recruitment took place via convenience and snowball sampling, using email, social media and newsletter postings. Therapists in the US reported greater past experience with, current use of, and intention to use VR/AVGs than did those in Canada. They also rated facilitators more positively and barriers less negatively. Use of customized VR systems was low, with specific system prevalence differing between countries. The most frequently used AVG systems, populations and settings of use, functional goals, predictors of use, learning needs and preferred forms of support were similar between countries. These similarities support the generalizability of educational interventions for both countries. Materials to be developed will focus on non-customized AVG systems. Subsequent work will examine how uptake relates to country-specific health care funding and policies, probe differences in learning needs between therapists with experience using customized versus non-customized VR/AVG systems, and extend the survey to other countries where VR/AVG use is prevalent.","PeriodicalId":179905,"journal":{"name":"2019 International Conference on Virtual Rehabilitation (ICVR)","volume":"107 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123239792","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}
引用次数: 2
Cognitive-motor interaction during virtual reality trail making 虚拟现实轨迹制作过程中的认知-运动交互作用
2019 International Conference on Virtual Rehabilitation (ICVR) Pub Date : 2019-07-01 DOI: 10.1109/ICVR46560.2019.8994386
Oran Ben Gal, G. Doniger, Maya Cohen, Y. Bahat, M. Beeri, G. Zeilig, M. Plotnik
{"title":"Cognitive-motor interaction during virtual reality trail making","authors":"Oran Ben Gal, G. Doniger, Maya Cohen, Y. Bahat, M. Beeri, G. Zeilig, M. Plotnik","doi":"10.1109/ICVR46560.2019.8994386","DOIUrl":"https://doi.org/10.1109/ICVR46560.2019.8994386","url":null,"abstract":"There is great interest in ecological virtual reality (VR-) based adaptations of traditional pen-and-paper neuropsychological tests. Such adaptations are designed to measure the same cognitive construct(s) as the original test but may also evaluate interactions between such constructs and other functions (e.g., motor), as occurs in daily life. Here we report on translation of the pen-and-paper Color Trails Test (CTT) to a VR-based head-mount device (HMD) implementation. Trails A is a measure of sustained attention, while Trails B measures divided attention. Participants were twenty-seven young (28.02±3.98 years) and twenty-nine middle-aged (55.41±6.60 years) healthy individuals. For young and middle-aged participants, respectively, mean VR-CTT Trails A completion times were 61.77 and 86.70 sec. Mean VR-CTT Trails B completion times were 113.25 and 154.00 sec, respectively. These completion times were significantly longer than those obtained for the pen-and-paper version (p<.001). The middle-aged group had longer completion times than young adults for both test formats (p<.001), with VR-CTT Trails B separating among the groups better than the corresponding pen-and-paper measure (p<.05). Supporting construct validity, completion times were correlated between pen-and-paper and VR-based versions (Trails A: r=.63; Trails B: r=.60, p’s<.001). VR-CTT motor performance was evaluated by quantifying the deviation of the actual reaching trajectories from the hand trajectories predicted by the minimal jerk model. For both age groups, deviations were greater for Trails B relative to Trails A (p<.001), consistent with a potential effect of divided attention on motor planning and execution. In sum, our VR-based HMD implementation of the CTT assesses similar cognitive constructs to the original pen-and-paper test (construct validity). Further, as suggested by longer completion times and substantial impact of cognitive demands upon motor performance, this VR-CTT affords enhanced ecological validity and added value by capturing cognitive-motor interactions associated with planning and execution of voluntary reaching movements during the task. We believe that such VR-based adaptations lie at the frontier of neuropsychological testing and will ultimately offer novel insights into our understanding of multimodal human function in the real world.","PeriodicalId":179905,"journal":{"name":"2019 International Conference on Virtual Rehabilitation (ICVR)","volume":"25 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124760716","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}
引用次数: 8
ICVR 2019 Committees
2019 International Conference on Virtual Rehabilitation (ICVR) Pub Date : 2019-07-01 DOI: 10.1109/icvr46560.2019.8994468
{"title":"ICVR 2019 Committees","authors":"","doi":"10.1109/icvr46560.2019.8994468","DOIUrl":"https://doi.org/10.1109/icvr46560.2019.8994468","url":null,"abstract":"","PeriodicalId":179905,"journal":{"name":"2019 International Conference on Virtual Rehabilitation (ICVR)","volume":"54 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122837528","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}
引用次数: 0
Comparing adaptive cognitive training in virtual reality and paper-pencil in a sample of stroke patients 比较脑卒中患者在虚拟现实和纸笔中的适应性认知训练
2019 International Conference on Virtual Rehabilitation (ICVR) Pub Date : 2019-07-01 DOI: 10.1109/ICVR46560.2019.8994746
A. L. Faria, T. Paulino, S. Badia
{"title":"Comparing adaptive cognitive training in virtual reality and paper-pencil in a sample of stroke patients","authors":"A. L. Faria, T. Paulino, S. Badia","doi":"10.1109/ICVR46560.2019.8994746","DOIUrl":"https://doi.org/10.1109/ICVR46560.2019.8994746","url":null,"abstract":"The growing number of people with cognitive deficits creates an urgent need for new cognitive training solutions. Paper-and-pencil tasks are still widely used for cognitive rehabilitation despite the proliferation of new computer-based methods, like VR-based simulations of ADL’s. The health professionals’ resistance in adopting new tools might be explained by the small number of validation trials. Studies have established construct validity of VR assessment tools with their paper-and-pencil versions by demonstrating significant associations with their traditional construct-driven measures. However, adaptive rehabilitation tools for intervention are mostly not equivalent to their counterpart paper-and-pencil versions, which makes it difficult to carry out comparative studies. Here we present a 12-session intervention study with 31 stroke survivors who underwent different rehabilitation protocols based on the same content and difficulty adaptation progression framework: 17 performed paper-and-pencil training with the Task Generator and 14 performed VR-based training with the Reh@City. Results have shown that both groups performed at the same level and there was not an effect of the training methodology in overall performance. However, the Reh@City enabled more intensive training, which may translate in more cognitive improvements.","PeriodicalId":179905,"journal":{"name":"2019 International Conference on Virtual Rehabilitation (ICVR)","volume":"87 9 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126293343","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}
引用次数: 6
Multidimensional assessment of virtual reality applications in clinical neuropsychology: The “VR-Check” protocol 临床神经心理学中虚拟现实应用的多维评估:“VR-Check”协议
2019 International Conference on Virtual Rehabilitation (ICVR) Pub Date : 2019-07-01 DOI: 10.1109/ICVR46560.2019.8994590
Stephan Krohn, J. Tromp, E. Quinque, Julia Belger, Felix Klotzsche, Michael Gaebler, A. Thöne-Otto, C. Finke
{"title":"Multidimensional assessment of virtual reality applications in clinical neuropsychology: The “VR-Check” protocol","authors":"Stephan Krohn, J. Tromp, E. Quinque, Julia Belger, Felix Klotzsche, Michael Gaebler, A. Thöne-Otto, C. Finke","doi":"10.1109/ICVR46560.2019.8994590","DOIUrl":"https://doi.org/10.1109/ICVR46560.2019.8994590","url":null,"abstract":"The experimental features of Virtual Reality (VR) applications in clinical neuropsychology are only inadequately captured by classical psychometric quality criteria, warranting an extended paradigm evaluation framework. Here we propose such a framework by means of a multidimensional checklist (VR-Check). Evaluation dimensions encompass cognitive domain specificity, ecological relevance, technical feasibility, user feasibility, user motivation, task adaptability, performance quantification, immersive capacities, training feasibility, and predictable pitfalls. Assessment along these VR-Check dimensions enables a systematic and comparative evaluation of neuropsychological VR applications, as we illustrate here for the exemplary case of assessing spatial cognition with immersive VR.","PeriodicalId":179905,"journal":{"name":"2019 International Conference on Virtual Rehabilitation (ICVR)","volume":"34 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130120890","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}
引用次数: 1
The Modification and Development of a Simulator for Powered Mobility for Children 儿童动力移动模拟器的改进与开发
2019 International Conference on Virtual Rehabilitation (ICVR) Pub Date : 2019-07-01 DOI: 10.1109/ICVR46560.2019.8994691
Naomi Gefen, P. Archambault, P. Weiss
{"title":"The Modification and Development of a Simulator for Powered Mobility for Children","authors":"Naomi Gefen, P. Archambault, P. Weiss","doi":"10.1109/ICVR46560.2019.8994691","DOIUrl":"https://doi.org/10.1109/ICVR46560.2019.8994691","url":null,"abstract":"This poster describes the process of developing and modifying of the McGill Immersive Wheelchair Simulator (MiWe) for children with physical disabilities (MiWe-C). The simulator enables children to practice driving skills in a controlled environment. Data from the validation process for children who are proficient drivers are presented.","PeriodicalId":179905,"journal":{"name":"2019 International Conference on Virtual Rehabilitation (ICVR)","volume":"89 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129573283","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}
引用次数: 1
How reaching kinematics differ between a low-cost 2D virtual environment and the real world 在低成本的2D虚拟环境和现实世界中,到达运动学有何不同
2019 International Conference on Virtual Rehabilitation (ICVR) Pub Date : 2019-07-01 DOI: 10.1109/ICVR46560.2019.8994758
M. Demers, M. Levin
{"title":"How reaching kinematics differ between a low-cost 2D virtual environment and the real world","authors":"M. Demers, M. Levin","doi":"10.1109/ICVR46560.2019.8994758","DOIUrl":"https://doi.org/10.1109/ICVR46560.2019.8994758","url":null,"abstract":"Virtual reality interventions are increasingly used in rehabilitation to target sensorimotor impairments in various populations. To verify that the movements practiced in virtual reality applications are similar to the movements to be retrained when performing everyday activities, it is important to understand if movements performed in a virtual and a physical environment (real-life) are similar. The aim of this study is to estimate the extent to which unilateral reach to grasp movements performed in a 2D low-cost virtual environment are kinematically similar to movements performed in a comparable physical environment in healthy individuals. Using a cross-sectional design, 12 right-handed, healthy participants performed reaching to grasp movements with the dominant arm in a low cost 2D virtual and a comparable physical environment. Each movement was repeated 20 times in each environment. Arm and trunk kinematics were recorded using the Optotrak motion analysis system (13 markers; 120 Hz) and 3D kinematics were reconstructed. Temporal and spatial characteristics of the endpoint trajectory and arm and trunk movement patterns were compared between environments using ANOVAs. In the virtual environment, movements were slower, more segmented and the endpoint trajectory was straighter. Ranges of motion of arm and trunk movements did not differ between environments. When using 2D virtual environments for upper limb rehabilitation, differences in movement performance between virtual and physical environments should be taken into account.","PeriodicalId":179905,"journal":{"name":"2019 International Conference on Virtual Rehabilitation (ICVR)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128601280","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}
引用次数: 0
Exercise intensity is increased during upper limb movement training using a virtual rehabilitation system 利用虚拟康复系统进行上肢运动训练,提高运动强度
2019 International Conference on Virtual Rehabilitation (ICVR) Pub Date : 2019-07-01 DOI: 10.1109/ICVR46560.2019.8994735
M. Baniña, Roni Molad, John S Solomon, S. Frenkel-Toledo, N. Soroker, S. Berman, D. Liebermann, M. Levin
{"title":"Exercise intensity is increased during upper limb movement training using a virtual rehabilitation system","authors":"M. Baniña, Roni Molad, John S Solomon, S. Frenkel-Toledo, N. Soroker, S. Berman, D. Liebermann, M. Levin","doi":"10.1109/ICVR46560.2019.8994735","DOIUrl":"https://doi.org/10.1109/ICVR46560.2019.8994735","url":null,"abstract":"Upper-limb (UL) training interventions are increasingly being developed using virtual reality (VR) platforms. However, since motor recovery is related to exercise intensity and task difficulty, it is important to determine whether these factors are considered in VR applications applied in different centers for patients with different motor impairment levels. We define exercise intensity as the total number of movement repetitions divided by the total minutes in active therapy.The main objective of this study was to determine the training intensity of a clinically-applied treatment program using VR in 3 centers involved in a multi-site study. Our secondary objective was to determine if training intensity differed among patients with different levels of UL sensorimotor impairment.Patients with sub-acute unilateral stroke in the middle cerebral artery area (<6 mo post-stroke) with Fugl-Meyer Assessment (FMA-UL) scores ranging from 14–57, completed 10 50-minute UL training sessions with a VR rehabilitation application over 2 weeks, in rehabilitation centers located in 3 countries. Total training time (minutes), total number of movement repetitions, and success rates were extracted from game activity logs. Intensity was calculated for each game for each participant, related to UL impairment and compared between centers.Exercise intensity was higher in one of the 3 centers (p<0.01). Participants had most difficulty with the games involving bilateral coordination and lateral reaching. Participants with higher FMA-UL scores had longer total training times (r = 0.40, p = 0.03) and started the training earlier within the subacute phase (r = −0.38, p = 0.04). Participants who used the VR system later in the subacute phase trained at a higher intensity than those who started earlier (r = 0.43, p = 0.02). However, their level of training intensity was not related to UL impairment.The level of intensity attained with this training program was much higher than that reported in current stroke therapy practice. Despite different training centers, therapists progressed patients through the training program using similar training principles. Therefore, VR rehabilitation systems can be used to deliver intensive exercise programs in a standardized way and can be tailored to individual impairment levels.","PeriodicalId":179905,"journal":{"name":"2019 International Conference on Virtual Rehabilitation (ICVR)","volume":"21 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121268752","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}
引用次数: 3
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