{"title":"Assessing the gaming experience of a serious exergame for balance problems: Results of a preliminary study","authors":"A. Kottink, L. van Velsen, J. Wagenaar, J. Buurke","doi":"10.1109/ICVR.2015.7358614","DOIUrl":"https://doi.org/10.1109/ICVR.2015.7358614","url":null,"abstract":"A pilot feasibility study was performed in two Dutch rehabilitation centers to compare the game experience of a first prototype of a self-developed serious exergame for balance problems to a commercially available balance game. The target group consisted of individuals with Cerebral Palsy, Acquired Brain Injury, and healthy ones. Only the healthy population showed a significant difference in game experience, in favor of the commercial game. These preliminary findings indicate that this first prototype needs some further technical improvements.","PeriodicalId":194703,"journal":{"name":"2015 International Conference on Virtual Rehabilitation (ICVR)","volume":"4 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-06-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125559922","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}
G. Burdea, K. Polistico, R. Liu, G. House, Roberto Muñiz, N. Macaro, Lisa M. Slater, Francis E. Parker, J. Hundal, S. Pollack
{"title":"BrightBrainer feasibility study in a medical adult day program","authors":"G. Burdea, K. Polistico, R. Liu, G. House, Roberto Muñiz, N. Macaro, Lisa M. Slater, Francis E. Parker, J. Hundal, S. Pollack","doi":"10.1109/ICVR.2015.7358576","DOIUrl":"https://doi.org/10.1109/ICVR.2015.7358576","url":null,"abstract":"Purpose: To determine the feasibility of BrightBrainer training of elderly with dementia attending a Medical Adult Day Program. Method: BrightBrainer brain training games were played by 10 participants who sat in front of a projector screen and interacted through a bimanual game controller. The custom games targeted several cognitive domains such as focus, problem solving, short term memory, working memory, and language comprehension. Participants had a choice of what games to play among those available, and the difficulty adjusted automatically based on individual past performance. The system underwent feasibility trials spanning 16 sessions over 8 weeks. Participants were evaluated pre-intervention, post-intervention, and at 8 week follow up using standardized neuropsychological measures. Computerized measures of movement repetitions, task performance, session duration, games played and game scores were stored on a remote server. Results: Group analysis showed improvement in the cognitive domain of 1.4 points on Mini Mental Status Exam (MMSE) between pre-training and follow-up. One participant who started with MC1 ended with normal cognition (max scores on MMSE and Brief Interview of Mental Status - BIMS). Caregiver feedback noted participants' increased ability to follow one-step directions, to perform activities of daily living and increased desire to attend the Adult Day Program. Most participants enjoyed the computerized training.","PeriodicalId":194703,"journal":{"name":"2015 International Conference on Virtual Rehabilitation (ICVR)","volume":"48 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-06-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114010327","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}
D. Rand, A. Yacoby, R. Weiss, S. Reif, R. Malka, H. Weingarden, G. Zeilig
{"title":"Home-based self-training using video-games: Preliminary data from a randomised controlled trial","authors":"D. Rand, A. Yacoby, R. Weiss, S. Reif, R. Malka, H. Weingarden, G. Zeilig","doi":"10.1109/ICVR.2015.7358588","DOIUrl":"https://doi.org/10.1109/ICVR.2015.7358588","url":null,"abstract":"The feasibility of using video-games for self-training of the upper extremity and balance following stroke was assessed. Specifically we aimed to compare the (1) training time, (2) satisfaction and (3) effectiveness of a self-training program using video-games compared to a traditional self-training program. A single-blind randomized controlled trial with four assessments; two before and two following the 5-week self training intervention was conducted. The self-training intervention included playing video-games or performing traditional exercises for one hour a day, 5 times a week for 5 weeks. To date 12 participants completed the intervention. High levels of compliance and satisfaction with the intervention were found for both groups. Higher perceived exertion was reported for playing the video-games while standing which also improved standing balance. An overall improvement in upper extremity measures was seen. These preliminary findings are encouraging and we are still recruiting participants into the study.","PeriodicalId":194703,"journal":{"name":"2015 International Conference on Virtual Rehabilitation (ICVR)","volume":"22 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-06-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127784686","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}
B. Ballester, Martina Maier, R. S. San Segundo, Victoria Castaneda Galeano, A. Duff, P. Verschure
{"title":"Reinforcement-induced movement therapy: A novel approach for overcoming learned non-use in chronic stroke patients","authors":"B. Ballester, Martina Maier, R. S. San Segundo, Victoria Castaneda Galeano, A. Duff, P. Verschure","doi":"10.1109/ICVR.2015.7358586","DOIUrl":"https://doi.org/10.1109/ICVR.2015.7358586","url":null,"abstract":"An open question in stroke rehabilitation is, if and how chronic patients can still make improvements after they reached a plateau in motor recovery. Previous research has shown that Constraint-Induced Movement Therapy (CIMT) might be effective in treating hemiparesis and supporting functional improvements in chronic patients, but that it might also be associated with higher costs in terms of demand, resources and inconvenience for the patient. Here, we offer a new therapeutic approach that combines CIMT with a positive reinforcement component. We suggest that this new therapy, called Reinforcement-Induced Movement Therapy (RIMT), might be similarly effective as CIMT and could be suitable for a broader population of chronic stroke patients. We first implemented a computational model to study the potential outcome of different CIMT and RIMT therapy combinations. Then we present the results of an ongoing clinical trial that supports predictions from the model. We conclude that an optimally combined CIMT and RIMT therapy might propose a novel and powerful rehabilitation approach, addressing the specific needs of chronic stroke patients.","PeriodicalId":194703,"journal":{"name":"2015 International Conference on Virtual Rehabilitation (ICVR)","volume":"26 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-06-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122134015","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":"A low-cost Wii Balance Board™-based posturography system: An efficacy study with healthy subjects and individuals with stroke","authors":"R. Lloréns, J. Latorre, E. Noé, E. Keshner","doi":"10.1109/ICVR.2015.7358585","DOIUrl":"https://doi.org/10.1109/ICVR.2015.7358585","url":null,"abstract":"The high cost and space required by laboratory grade posturography systems prevents their adoption in most clinics. We have developed a low-cost posturography system that is based on three different exercises commonly used in posturography testing and uses the Nintendo® Wii Balance Board™ as a force platform. This paper describes: a) a study of the performance of 144 healthy individuals on the experimental system; and b) concurrent validity of the experimental system with a laboratory grade posturography system and with several standardized clinical tests in a cohort of 53 stroke survivors. Concurrent validity with the laboratory grade system ranged from moderate to high across the three exercises. Correlations with clinical tests were consistent with previous research. These findings support the use of this accessible system to compare postural behaviors of individuals with stroke with those of healthy subjects.","PeriodicalId":194703,"journal":{"name":"2015 International Conference on Virtual Rehabilitation (ICVR)","volume":"11 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-06-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132574697","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":"Subtle velocity dependent postural reorganization in the virtual environment","authors":"Yawen Yu, Sara Snell, E. Keshner, R. Lauer","doi":"10.1109/ICVR.2015.7358625","DOIUrl":"https://doi.org/10.1109/ICVR.2015.7358625","url":null,"abstract":"Virtual environments are becoming popular as a tool for clinical assessment and intervention, but it is not clear whether motor behaviors within such environments are consistent and reliable. We have explored how exposure to a single velocity of optic flow is altered when also exposed to a faster or slower velocity in 23 young healthy adults during quiet standing. Two groups experienced pitch up and pitch down motion of the visual scene at 30 deg/s and either a faster visual scene at 45 deg/s and or a slower visual scene at 15 deg/s. No significant differences in postural sway to 30 deg/s were observed across groups in either the AP direction or the ML direction. This suggests that the postural behavior is velocity dependent and not reorganized as a result of concurrent exposure to differing visual velocities.","PeriodicalId":194703,"journal":{"name":"2015 International Conference on Virtual Rehabilitation (ICVR)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-06-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130488725","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":"Keynote lecture 3: Brain-computer interfaces","authors":"M. Boninger","doi":"10.1109/ICVR.2015.7358564","DOIUrl":"https://doi.org/10.1109/ICVR.2015.7358564","url":null,"abstract":"Dr. Michael Boninger is a Professor and UPMC Endowed Chair in the Department of Physical Medicine & Rehabilitation at the University of Pittsburgh, School of Medicine and Director of the UPMC Rehabilitation Institute. He is a physician researcher for the United States Department of Veterans Affairs (VA) and is the Medical Director of the Human Engineering Research Laboratories, a VA Rehabilitation Research and Development Center of Excellence. Dr. Boninger has an extensive publication record of over 200 papers in the areas of spinal cord injury and technology. The technologies Dr. Boninger has investigated vary from brain computer interfaces to wheelchairs. His central focus is on enabling increased function and participation for individuals with disabilities through development and application of assistive, rehabilitative and regenerative technologies. Dr. Boninger also has extensive experience and publications related to training researchers. His students have won over 50 national awards. Dr. Boninger holds 4 United States patents and has received numerous honors, including being inducted into the Institute of Medicine of the National Academy of Science in 2013.","PeriodicalId":194703,"journal":{"name":"2015 International Conference on Virtual Rehabilitation (ICVR)","volume":"101 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-06-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131419025","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":"Powered wheelchair driving using a 3D haptic device","authors":"Amine Hadj-Abdelkader, B. Cherki, G. Bourhis","doi":"10.1109/ICVR.2015.7358580","DOIUrl":"https://doi.org/10.1109/ICVR.2015.7358580","url":null,"abstract":"We address the problem of driving a powered wheelchair (PW) using the 3D haptic device PHANToM Omni. The driver uses this force feedback device to designate the desired speed and rate of turn for the PW. A sensor on the wheelchair is used to measure obstacle distance. We describe a strategy to convert distance into forces which are reflected to the operator's hand, via the haptic interface. This haptic information provides feedback to the driver in addition to the view he has on the environment. Experiments show that this haptic feedback significantly improves operator's performance in terms of reduction in navigation time, collisions and workload.","PeriodicalId":194703,"journal":{"name":"2015 International Conference on Virtual Rehabilitation (ICVR)","volume":"39 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-06-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114728747","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}
Christopher A Rábago, Alison L Pruziner, E. R. Esposito
{"title":"Virtual reality-based assessment and treatment interventions for the combat-injured service member","authors":"Christopher A Rábago, Alison L Pruziner, E. R. Esposito","doi":"10.1109/ICVR.2015.7358631","DOIUrl":"https://doi.org/10.1109/ICVR.2015.7358631","url":null,"abstract":"Summary form only given. This presentation will highlight clinical cases and empirical results from virtual reality (VR)-based rehabilitation programs at two military medical facilities. These programs utilize VR environments to detect and treat functional deficits often difficult to address with standard clinical methods. Injured service members seen at these facilities are often young and highly fit at the time of their injuries. Their injuries include single and multiple limb traumas such as amputation, burns, and limb salvage. Despite the severity of these injuries and associated co-morbidities, these individuals commonly set rehabilitation goals that include a return to competitive sports and/or military duty. Deficits described by these individuals, that can limit the achievement of these goals, can be difficult to detect and quantify with conventional clinical measures. Novel VR-based assessments, developed by our clinical research team, have helped identify functional deficits across multiple domains using ecologically-valid tasks. Further, VR-based treatment applications have been designed to address these deficits and progress patients toward their goals. In general, we have found that service members following traumatic brain injury, amputation, and severe limb trauma demonstrate significant increases in function with VR therapies. These VR interventions are based on well-established therapeutic techniques and can be used to promote functional interactions with challenging environments while maintaining full safeties and controls.","PeriodicalId":194703,"journal":{"name":"2015 International Conference on Virtual Rehabilitation (ICVR)","volume":"137 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-06-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124312766","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}
P. Weiss, M. Hochhauser, R. Rosen, S. Zlotnik, E. Gal
{"title":"Simulating the practice of daily life social and vocational situations via video modeling","authors":"P. Weiss, M. Hochhauser, R. Rosen, S. Zlotnik, E. Gal","doi":"10.1109/ICVR.2015.7358595","DOIUrl":"https://doi.org/10.1109/ICVR.2015.7358595","url":null,"abstract":"Video modeling is a technique that involves demonstration of desired behaviors through video simulation. A video modeling intervention typically involves an individual watching a video demonstration of an adaptive behavior, and then imitating it. Video self-modeling refers to the watching and learning from one's own positive behavior. We present here a series of studies in which customized simulation software has been used to determine the usability and effectiveness of both techniques for children and adolescents with Autism Spectrum Disorder.","PeriodicalId":194703,"journal":{"name":"2015 International Conference on Virtual Rehabilitation (ICVR)","volume":"41 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-06-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122735909","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}