G. Barton, M. Hawken, R. Foster, G. Holmes, Penny B Butler
{"title":"Playing the Goblin Post Office game improves movement control of the core: A case study","authors":"G. Barton, M. Hawken, R. Foster, G. Holmes, Penny B Butler","doi":"10.1109/ICVR.2011.5971811","DOIUrl":"https://doi.org/10.1109/ICVR.2011.5971811","url":null,"abstract":"Movement function of the core (trunk and pelvis) can be improved in cerebral palsy, potentially leading to benefits which transfer to activities of daily living. A single child with CP diplegia played our custom made game which runs on the CAREN system. Three playing postures gradually introduced more and more joints in the legs to be controlled. Vicon cameras tracked trunk and pelvic rotations which drove a dragon towards envelope targets. Forward speed of the game was adjusted by an adaptive algorithm leading to a maximum settled speed for the various conditions. Results showed that core control improved after the six week training period. The trunk was better controlled than the pelvis, sideways rotations were better controlled than fore-aft rotations of body segments, and single plane rotations were more efficient than cross-plane rotations of the core. The quantifiable improvements suggest a good potential for our technique to improve core control which is a prerequisite for good movement control of the legs and arms.","PeriodicalId":345535,"journal":{"name":"2011 International Conference on Virtual Rehabilitation","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-06-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125785643","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}
Christian Schonauer, T. Pintaric, H. Kaufmann, Stephanie Jansen– Kosterink, M. Vollenbroek-Hutten
{"title":"Chronic pain rehabilitation with a serious game using multimodal input","authors":"Christian Schonauer, T. Pintaric, H. Kaufmann, Stephanie Jansen– Kosterink, M. Vollenbroek-Hutten","doi":"10.1109/ICVR.2011.5971855","DOIUrl":"https://doi.org/10.1109/ICVR.2011.5971855","url":null,"abstract":"Rehabilitation for chronic pain follows a multidisciplinary approach, which despite the effort, often lacks the long term success and patients often fail to translate the skills learned in therapy to every day life. Serious games are hypothesized to support patients to self manage their complaints and keep training their physical functions by themselves, especially, when the game is controlled by the patient's own body performance. In this paper we present the implementation of a system providing multimodal input, including our own full body motion capture system, a low cost motion capture system (Microsoft Kinect) and biosignal acquisition devices to a game engine. In addition, a workflow has been established, that enables the use of the acquired multimodal data for serious games in a medical environment. Finally, a serious game has been implemented, targeting rehabilitation of patients with chronic pain of the lower back and neck. The focus of this work is on the multimodal input and how it is used in a game to support rehabilitation of chronic pain patients. A brief comparison of a marker-based full body MoCap system and Microsoft's Kinect is included. Preliminary results of tests currently underway are provided.","PeriodicalId":345535,"journal":{"name":"2011 International Conference on Virtual Rehabilitation","volume":"83 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-06-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125958336","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":"The role of visual feedback in conventional therapy and future research","authors":"B. Molier, G. Prange, J. Buurke","doi":"10.1109/ICVR.2011.5971847","DOIUrl":"https://doi.org/10.1109/ICVR.2011.5971847","url":null,"abstract":"Application of virtual reality in stroke rehabilitation indicates a beneficial effect on motor learning. We performed a literature search into the application of feedback in experimental therapeutic sessions. We gained more insight into the application of different feedback modalities in current therapy in an observational study. We also studied the effectiveness of different feedback modalities in research settings in a literature search. In current clinical practice mainly verbal feedback is provided, while in research combined use of auditory and visual, or sensory and visual feedback is provided.","PeriodicalId":345535,"journal":{"name":"2011 International Conference on Virtual Rehabilitation","volume":"134 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-06-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128762267","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":"Axis of visual field rotation and order of presentation differentially affect postural responses in a virtual environment","authors":"Ravi Buddharaju, Lois Lanaria, E. Keshner","doi":"10.1109/ICVR.2011.5971816","DOIUrl":"https://doi.org/10.1109/ICVR.2011.5971816","url":null,"abstract":"We employed a virtual environment to examine the effect of a visual field rotating about the interaural or talo-crural axes on postural behaviors in 11 healthy young adults. Subjects stood quietly in the dark or while the virtual scene rotated in upward pitch on a platform that tilted the ankle into dorsiflexion. Three orders of visual axis rotation were presented. Greater body sway occurred with visual field rotations about the head than the ankle. Ankle muscle activity increased in all visual rotation orders, but the relative response to the head and ankle axis visual rotations depended upon the order of presentation. We conclude that visual field motion combined with a support surface disturbance increases system excitability, and that rotations of the visual field about the axis of the head are more disturbing to upright posture than rotations about the ankle.","PeriodicalId":345535,"journal":{"name":"2011 International Conference on Virtual Rehabilitation","volume":"22 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-06-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126333035","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":"Visual sensitivity modulates postural sway in a virtual environment in healthy elderly and individuals with stroke","authors":"J. Slaboda, E. Keshner","doi":"10.1109/ICVR.2011.5971857","DOIUrl":"https://doi.org/10.1109/ICVR.2011.5971857","url":null,"abstract":"We employed a virtual environment to examine the impact of visual sensitivity on postural behaviors in adults with chronic symptoms of stroke. Six adults at least 1 year post-stroke (52–70 yrs) and 6 healthy adults (50–70 yrs) were tested in a Rod and Frame test. They then stood quietly on a platform within a 3-wall virtual environment. The platform was tilted 3° into dorsiflexion while in the dark, with visual motion matched to head motion, or with pitch up and down visual field rotations at 30 and 45 °/sec. While the visual field rotated, the platform was held tilted for 30 sec and then slowly returned to a neutral position over 30 sec. Center of pressure (COP) was recorded and approximate entropy (ApEn) values were calculated and compared with visual error from the Rod and Frame test. No significant differences in visual errors were detected in the Rod and Frame task between the populations. However, in subjects with large visual errors (>8 deg) strong inverse correlations with ApEn values (r>−0.7) emerged with either a scene referenced to head motion or matched to the velocity of the platform tilt. ApEn values were typically below 1 indicating that COP responses were mostly predictable and reflecting a single input. This low ApEn with increased visual error suggests that the visual field serves as a meaningful reference for postural stabilization in visually dependent adults. Our results support the use of virtual environments to generate adaptive postural behaviors.","PeriodicalId":345535,"journal":{"name":"2011 International Conference on Virtual Rehabilitation","volume":"16 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-06-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126918792","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":"Validation of the Elements/RE-ACTION System for use with children: Evaluation of performance across developmental stages","authors":"D. Green, P. Wilson","doi":"10.1109/ICVR.2011.5971828","DOIUrl":"https://doi.org/10.1109/ICVR.2011.5971828","url":null,"abstract":"The aim of this study was to ascertain the feasibility of using the Elements virtual reality (VR) System for children and determine the construct validity of the assessment mode of the system. These technologies were adapted for use with children, called the Re-Action system, to support motor learning. A mixed-approach design was used. Construct validity was evaluated by contrasting performance on system variables across different developmental stages (Kindergarten, Primary Education, Middle Education and Secondary Education). Four system-generated measures were recorded automatically by the Re-Action system: object placement accuracy, movement speed, movement efficiency, and response errors. These measures were obtained during goal based tasks ranging from predictable to random targets. Children's perceptions of the system were measured via the Short Feedback Questionnaire-Children (SFQ-C) to ascertain the levels of engagement of the children in the system which might support motivation and compliance. Seventy-three children aged between 4 and 16 years undertook 15 minutes of interaction with the system. Differences between developmental stages were identified on randomly presented stimuli indicating that the RE-ACTION system has some sensitivity to developmental trends in performance capacity. Subjective data from the SFQ-C revealed high levels of enjoyment and satisfaction with the tasks. These findings support an earlier case study evaluation of the Re-Action system for use with children with hemiplegia and suggest that the paediatric adaptation of the Elements System has the potential to support understanding of motor learning through childhood. The assessment mode of the system appears to be a valid movement assessment tool for children of different ages with the potential for documenting change as a result of development or intervention.","PeriodicalId":345535,"journal":{"name":"2011 International Conference on Virtual Rehabilitation","volume":"441 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-06-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134276185","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 novel virtual reality system for the assessment and treatment of unilateral spatial neglect: A feasibility study","authors":"H. Sugarman, A. Weisel-Eichler, A. Burstin, Riki Brown","doi":"10.1109/ICVR.2011.5971859","DOIUrl":"https://doi.org/10.1109/ICVR.2011.5971859","url":null,"abstract":"This paper reports the outcome and feasibility of using a novel virtual reality system, SeeMe, for the assessment and treatment of unilateral spatial neglect following stroke in a recovered post-stroke subject with residual symptoms of unilateral spatial neglect (USN). The subject received 8 weekly treatment sessions. Outcome measures included the Short Feedback Questionnaire, standard paper and pencil tests and the assessment procedure of the SeeMe system itself. The tests were done on the first and last treatment days. The paper and pencil tests were normal while the SeeMe system showed a clear difference between movement times in the right and left hemispace. Following treatment, the subject showed improved movement times to the left hemispace and also showed functional gains. The subject did not experience any discomfort such as nausea or dizziness while using the system. This initial pilot study indicates that the SeeMe virtual reality system has the potential to be used in clinical settings in order to assess and treat USN. A full clinical trial is necessary in order to examine this premise.","PeriodicalId":345535,"journal":{"name":"2011 International Conference on Virtual Rehabilitation","volume":"413 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-06-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114829713","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":"Emotive, cognitive and motor rehabilitation post severe traumatic brain injury-A new convergent approach","authors":"G. Burdea, B. Rabin, Aurelien Chaperon, J. Hundal","doi":"10.1109/ICVR.2011.5971817","DOIUrl":"https://doi.org/10.1109/ICVR.2011.5971817","url":null,"abstract":"Standard of care treats emotive, cognitive and motor rehabilitation needs post severe traumatic brain injury separately. This paper proposes an alternative in the form of convergent rehabilitation, which uses virtual environments to treat the three domains simultaneously. Two clients chronic post severe TBI participated in a feasibility study in which they practiced their affected upper extremity playing custom video games on the Rutgers Arm II. The ABAA protocol consisted of neuro-psychological and motor evaluation pre-, 18 training sessions, then motor and neuro-psychological evaluations post-and at 6 weeks follow up. Training sessions were gradated in duration, difficulty, included dual-tasks, and rewards for good performance. Participants improved in depression, focusing, executive function, shoulder strength and one was faster on the Jebsen test of hand function. Most gains were maintained at follow-up and resulted in improved independence in activities of daily living. Participants liked the technology, giving it a subjective rating of 4.45 out of 5.","PeriodicalId":345535,"journal":{"name":"2011 International Conference on Virtual Rehabilitation","volume":"5 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-06-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123908896","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":"Influence of moving visual surroundings on walking","authors":"A. Mert, L. Hak, W. Bles","doi":"10.1109/ICVR.2011.5971845","DOIUrl":"https://doi.org/10.1109/ICVR.2011.5971845","url":null,"abstract":"Introduction: Balance is negatively influenced by optokinetic stimuli. Fall research with these stimuli has been done with standing subjects. Less is known of the influence these stimuli have on risk of falling while walking. The objective of this study was to qualitatively investigate the influence of optokinetic roll stimuli on balance during walking.","PeriodicalId":345535,"journal":{"name":"2011 International Conference on Virtual Rehabilitation","volume":"13 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-06-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126436722","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":"Active video games and children with cerebral palsy: the future of rehabilitation?","authors":"L. Ballaz, M. Robert, F. Prince, M. Lemay","doi":"10.1109/ICVR.2011.5971808","DOIUrl":"https://doi.org/10.1109/ICVR.2011.5971808","url":null,"abstract":"The aim of this study was to compare the aerobic solicitation and the postural movements induced by an active video game console in children with cerebral palsy, and in typically developing children. Results showed that the response varied greatly between games, emphasizing the importance of choosing the adequate game in order to solicit specific motor functions. Also, children with CP demonstrated strong interest and usually showed similar responses than their healthy counterpart, suggesting that active video game playing might be appropriate for motor rehabilitation.","PeriodicalId":345535,"journal":{"name":"2011 International Conference on Virtual Rehabilitation","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-06-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125832804","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}