Christopher G. Tsatsis, Katherine E. Rice, V. Protopopova, D. Ramos, Jigar Jadav, J. Coppola, Meg Broderick, D. Putrino
{"title":"虚拟现实技术在脑卒中患者侧推康复中的应用","authors":"Christopher G. Tsatsis, Katherine E. Rice, V. Protopopova, D. Ramos, Jigar Jadav, J. Coppola, Meg Broderick, D. Putrino","doi":"10.1109/LISAT.2017.8001960","DOIUrl":null,"url":null,"abstract":"Virtual reality (VR) is being explored as a method of gamification rehabilitation for stroke patients, specifically in lateropulsion patients. VR or Augmented Reality (AR) provides realistic 3-dimensional environments combined with real-time movements. The user is able to concentrate on the scenery and feel removed from their real-life environment and immersed in a new setting. Integrating VR with rehabilitation practices is an accessible way for patients to improve recovery times while using a mobile device to make rehabilitation more accessible to the patient. The goal of this research is to utilize VR as a viable tool for physical therapists to help improve the stamina of recovering patients. The study explores the benefits of changing the environment of the user, to help change their perspective of the world and normalizing the world for lateropulsion stroke patients. This work conducts the necessary research to develop a mobile application which can benefit the lives of stroke patients by potentially decreasing the lateropulsion symptoms.","PeriodicalId":370931,"journal":{"name":"2017 IEEE Long Island Systems, Applications and Technology Conference (LISAT)","volume":"99 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2017-05-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"9","resultStr":"{\"title\":\"Lateropulsion rehabilitation using Virtual Reality for stroke patients\",\"authors\":\"Christopher G. Tsatsis, Katherine E. Rice, V. Protopopova, D. Ramos, Jigar Jadav, J. Coppola, Meg Broderick, D. Putrino\",\"doi\":\"10.1109/LISAT.2017.8001960\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Virtual reality (VR) is being explored as a method of gamification rehabilitation for stroke patients, specifically in lateropulsion patients. VR or Augmented Reality (AR) provides realistic 3-dimensional environments combined with real-time movements. The user is able to concentrate on the scenery and feel removed from their real-life environment and immersed in a new setting. Integrating VR with rehabilitation practices is an accessible way for patients to improve recovery times while using a mobile device to make rehabilitation more accessible to the patient. The goal of this research is to utilize VR as a viable tool for physical therapists to help improve the stamina of recovering patients. The study explores the benefits of changing the environment of the user, to help change their perspective of the world and normalizing the world for lateropulsion stroke patients. This work conducts the necessary research to develop a mobile application which can benefit the lives of stroke patients by potentially decreasing the lateropulsion symptoms.\",\"PeriodicalId\":370931,\"journal\":{\"name\":\"2017 IEEE Long Island Systems, Applications and Technology Conference (LISAT)\",\"volume\":\"99 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2017-05-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"9\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2017 IEEE Long Island Systems, Applications and Technology Conference (LISAT)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/LISAT.2017.8001960\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2017 IEEE Long Island Systems, Applications and Technology Conference (LISAT)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/LISAT.2017.8001960","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Lateropulsion rehabilitation using Virtual Reality for stroke patients
Virtual reality (VR) is being explored as a method of gamification rehabilitation for stroke patients, specifically in lateropulsion patients. VR or Augmented Reality (AR) provides realistic 3-dimensional environments combined with real-time movements. The user is able to concentrate on the scenery and feel removed from their real-life environment and immersed in a new setting. Integrating VR with rehabilitation practices is an accessible way for patients to improve recovery times while using a mobile device to make rehabilitation more accessible to the patient. The goal of this research is to utilize VR as a viable tool for physical therapists to help improve the stamina of recovering patients. The study explores the benefits of changing the environment of the user, to help change their perspective of the world and normalizing the world for lateropulsion stroke patients. This work conducts the necessary research to develop a mobile application which can benefit the lives of stroke patients by potentially decreasing the lateropulsion symptoms.