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2009 Virtual Rehabilitation International Conference最新文献

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Implementation of the multiple errand test in a NeuroVR-supermarket 在neurovr超市中实现多差事测试
Pub Date : 2009-07-24 DOI: 10.1109/ICVR.2009.5174248
S. Raspelli, L. Carelli, F. Morganti, G. Riva, P. Weiss, R. Kizony, N. Katz
Our goal is to develop a tool for the assessment and rehabilitation of executive functions by customizing a virtual reality VR system. The specific objective of this study was to conduct a pilot study using a virtual version of the Multiple Errand Test (VMET) in a healthy population. Results are presented which provide support for the feasibility of using the VMET for a subsequent randomized clinical trial.
我们的目标是通过定制虚拟现实VR系统,开发一种评估和恢复执行功能的工具。本研究的具体目的是在健康人群中使用虚拟版本的多重任务测试(VMET)进行一项试点研究。提出的结果为在后续随机临床试验中使用VMET的可行性提供了支持。
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引用次数: 2
Virtual reality and gait rehabilitation Augmented feedback for the Lokomat 虚拟现实与步态康复的增强反馈
Pub Date : 2009-07-24 DOI: 10.1109/ICVR.2009.5174223
L. Zimmerli, A. Duschau-Wicke, A. Mayr, R. Riener, L. Lunenburger
The application of virtual reality in rehabilitation has led to a rapid development of game-like applications. Since the key concept to successful rehabilitation involves the constant repetition of a task that involves the affected part of the body, such applications motivate patients to practice movements over and over again. Driven gait orthoses provide an excellent tool to use such methods for gait training in a meaningful way. In the present paper we give a first impression of how such an application may look like for the driven gait orthosis Lokomat. With a preliminary study we furthermore show, that such applications not only lead to higher motivation during training but also increase the activity of the patient. All patients report to prefer this new way of feedback and want to use it in subsequent training sessions.
虚拟现实技术在康复治疗中的应用,使得类游戏应用迅速发展。由于成功康复的关键概念包括不断重复涉及身体受影响部分的任务,因此此类应用激励患者一遍又一遍地练习动作。驱动步态矫形器提供了一个很好的工具,使用这些方法的步态训练在一个有意义的方式。在本文中,我们给出了如何这样的应用可能看起来像驱动步态矫形器Lokomat的第一印象。通过初步的研究,我们进一步表明,这种应用不仅可以提高训练过程中的积极性,还可以增加患者的活动。所有患者都表示更喜欢这种新的反馈方式,并希望在随后的培训课程中使用它。
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引用次数: 30
Virtual reality enhanced rehabilitation for a service member with bilateral lower extremity amputations: A case study 一名双侧下肢截肢军人的虚拟现实增强康复:案例研究
Pub Date : 2009-07-24 DOI: 10.1109/ICVR.2009.5174218
Sarah E Kruger, J. C. Bell, B. Schnall
To review the outcomes of rehabilitation for a service member with bilateral lower extremity amputations. A 25 year-old marine suffered a right knee disarticulation and a left transtibial amputation during military service. For two years, the patient underwent a comprehensive rehabilitation program at Walter Reed Army Medical Center. During the course of his rehabilitation, this patient took part in conventional physical therapy and at 16.5 months post-injury added clinical sessions in the Computer Assisted Rehabilitation Environment (CAREN) Laboratory to his therapy regimen for approximately six months. Gait analyses were conducted at three different points in his rehabilitation program: 5.5, 18, and 23.5 months post-injury. Temporal spatial parameters of self-selected velocities, cadence, and step length increased while his stance support time and step width decreased, becoming closer to asymptomatic populations. During the CAREN clinical sessions, the patient showed an increase in overall speed in the Road with Overhead Targets application. With the Boat application, the patient was able to improve the application time at increased levels of difficulty. The use of virtual reality as an adjunct to conventional rehabilitation for individuals with amputations provides a novel approach for maximizing function.
回顾一名双侧下肢截肢的服役人员的康复结果。一名25岁的海军陆战队员在服役期间右膝骨折,左胫骨截肢。两年来,病人在沃尔特里德陆军医疗中心接受了全面的康复计划。在他的康复过程中,该患者参加了传统的物理治疗,并在伤后16.5个月在计算机辅助康复环境(CAREN)实验室进行了大约6个月的临床治疗。步态分析在康复计划的三个不同时间点进行:受伤后5.5、18和23.5个月。自选速度、节奏、步长等时空参数增加,站立支撑时间和步宽减少,逐渐接近无症状人群。在CAREN临床会议期间,患者在使用头顶目标的道路中表现出整体速度的增加。使用Boat应用程序,患者能够在增加难度的情况下改善应用时间。使用虚拟现实作为传统康复的辅助手段,为截肢患者提供了一种最大化功能的新方法。
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引用次数: 5
Virtual reality as adjunctive therapy for upper limb rehabilitation in cerebral palsy 虚拟现实技术在脑瘫上肢康复中的辅助治疗
Pub Date : 2009-07-24 DOI: 10.1109/ICVR.2009.5174257
R. Guberek, S. Schneiberg, P. Mckinley, F. Cosentino, M. Levin, H. Sveistrup
As part of a larger study evaluating the effects of trunk restraint on the kinematics of arm movements in children with cerebral palsy (CP), we evaluated the level of cooperation and satisfaction of the children when practicing arm and hand movements during play-like activities in a physical environment (PE) compared to a video-capture based (IREX, GestureTek) virtual environment (VE) using 5-point Likert scales. While cooperation was similar in both environments, children expressed greater satisfaction with the PE compared to the VE (p ≪ 0.04). Reasons for this may include difficulty or frustration with the VE activities and/or appropriateness of the computer games.
作为评估躯干约束对脑瘫(CP)儿童手臂运动运动学影响的大型研究的一部分,我们使用5点李克特量表评估了儿童在物理环境(PE)中练习手臂和手部运动时的合作水平和满意度,并将其与基于视频捕获(IREX, GestureTek)的虚拟环境(VE)进行了比较。虽然两种环境中的合作情况相似,但儿童对PE的满意度高于VE (p≪0.04)。造成这种情况的原因可能包括对VE活动感到困难或沮丧,以及/或电脑游戏的适当性。
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引用次数: 18
Real-time movement biofeedback for walking gait modification in knee osteoarthritis 实时运动生物反馈对膝关节骨关节炎患者行走步态的影响
Pub Date : 2009-07-24 DOI: 10.1109/ICVR.2009.5174219
T. Wrigley, M. Simic, M. Hunt, R. Hinman, K. Bennell
A set of Matlab software tools is described for connecting to the real-time data stream from a Vicon MX system and generating movement biofeedback. The initial application is for patients with knee osteoarthritis, to aid in the teaching and learning of gait modification strategies to reduce knee loading.
描述了一套Matlab软件工具,用于连接到Vicon MX系统的实时数据流并生成运动生物反馈。最初的应用是为膝骨关节炎患者,以帮助教学和学习步态调整策略,以减少膝关节负荷。
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引用次数: 10
Nintendo WII remote and nunchuck as a wireless data subsystem for digital acquisition of analog physiologic data relevant to motor rehabilitation after stroke; poster 任天堂WII遥控器和双节棍作为一种无线数据子系统,用于脑卒中后运动康复相关模拟生理数据的数字采集;海报
Pub Date : 2009-07-24 DOI: 10.1109/ICVR.2009.5174234
Mauricio Matamoros, Marco Negrete, R. Leder
The Nintendo wiimote sends 22 byte data packets to the Wii console over a blue tooth wireless channel at a typical rate of 100 packets per second. The wiimote wireless channel can be made to carry arbitrary digitized analog data via an I2C serial expansion port. The nunchuck I2C accessory unit provides a convenient five channel input port for analog data. One simply substitutes their signals for any of two channels of joystick axes and three axes of accelerometry which are part of the standard nunchuck configuration. This research describes customizing the low-cost and widely-available wiimote to be used to transmit relevant physiological data from stroke patients while they perform therapy exercises. An example is grip pressure or finger force from a handle while they are exercising in a virtual environment presented on a computer screen. This wiimote wireless data acquisition subsystem may be adequate to achieve a low-cost therapy oriented data system for the hand.
任天堂的wiimote通过蓝牙无线通道以每秒100个数据包的典型速率向Wii主机发送22字节的数据包。通过I2C串行扩展端口,可以使远程无线通道承载任意数字化模拟数据。双节棍I2C附件单元为模拟数据提供了方便的五通道输入端口。一个简单的替代他们的信号为任何两个通道的操纵杆轴和三个轴的加速度计,这是标准双节棍配置的一部分。这项研究描述了定制低成本和广泛可用的无线遥控器,用于传输中风患者在进行治疗运动时的相关生理数据。例如,当他们在电脑屏幕上呈现的虚拟环境中锻炼时,手柄的握力或手指的力。这种远程无线数据采集子系统可能足以实现低成本的面向手部治疗的数据系统。
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引用次数: 8
Virtual reality methodology for pruritus and pain 瘙痒和疼痛的虚拟现实方法
Pub Date : 2009-07-24 DOI: 10.1109/ICVR.2009.5174240
F. Magora, V. Leibovici, Sarale E. Cohen
This study investigated the effects of Virtual Reality Immersion (VRI) as compared with Audio-Visual Distraction (AVD) on the self reported intensity, quality and reactions to severe itching episodes and the associated discomfort, in patients suffering from atopic dermatitis and pruritus. The study suggested that VRI and AVD may be useful non-pharmacological adjunct in reducing itching and discomfort.
本研究调查了虚拟现实沉浸(VRI)与视听分散(AVD)对特应性皮炎和瘙痒患者重度瘙痒发作的自我报告强度、质量和反应以及相关不适的影响。该研究表明,VRI和AVD可能是有效的非药物辅助治疗瘙痒和不适。
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引用次数: 3
Eleven Months of home virtual reality telerehabilitation - Lessons learned 11个月的家庭虚拟现实远程康复-经验教训
Pub Date : 2009-07-24 DOI: 10.1109/ICVR.2009.5174200
M. Golomb, Monica Barkat-Masih, B. Rabin, Moustafa AbdelBaky, M. Huber, G. Burdea
Indiana University School of Medicine and the Rutgers Tele-rehabilitation Institute have collaborated for over a year on a clinical pilot study of in-home hand telerehabiltation. Virtual reality videogames were used to train three adolescents with hemiplegic cerebral palsy. Training duration varied between 6 and 11 months. The investigators summarize medical, technological, legal, safety, social, and economic issues that arose during this lengthy study. Solutions to deal with these multitude of issues are proposed. The authors stress the importance of choosing multiple outcome measures to detect clinically meaningful change. The authors believe that in-home telerehabilitation is the future of rehabilitation.
印第安纳大学医学院和罗格斯远程康复研究所已经合作了一年多的家庭手部远程康复临床试点研究。虚拟现实视频游戏被用来训练三名患有偏瘫性脑瘫的青少年。培训时间从6到11个月不等。调查人员总结了在这项漫长的研究中出现的医疗、技术、法律、安全、社会和经济问题。提出了解决这些问题的办法。作者强调选择多种结果测量来检测临床有意义的变化的重要性。作者认为,家庭远程康复是康复的未来。
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引用次数: 31
Activities of daily living in a virtual reality system for cognitive rehabilitation 日常生活活动在虚拟现实系统中的认知康复
Pub Date : 2009-07-24 DOI: 10.1109/ICVR.2009.5174243
Jose-Antonio Lozano, J. Gil-Gómez, M. Alcañiz, J. Chirivella, J. Ferri
VIRCOG is a virtual reality system for the cognitive rehabilitation of patients with neuropsychological disorders (planning, attention, memory, neglect, etc.) in clinical centers. This system allows professionals to offer patients a focused cognitive rehabilitation process to train them to face several activities of daily living (ADL) in a progressive way (difficulty levels), and give them real time feedback about how he/she is confronting them.
VIRCOG是临床中心用于神经心理障碍(计划、注意力、记忆、忽视等)患者认知康复的虚拟现实系统。该系统允许专业人员为患者提供一个集中的认知康复过程,训练他们以渐进的方式(难度等级)面对日常生活的一些活动(ADL),并实时反馈他们如何面对这些活动。
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引用次数: 4
Integrate the BlindAid system in a traditional orientation and mobility rehabilitation program 将盲助系统整合到传统的定向和行动康复项目中
Pub Date : 2009-07-24 DOI: 10.1109/ICVR.2009.5174202
O. Lahav, D. W. Schloerb, M. Srinivasan
In the process of becoming blind, newly- blinded people participate in a rehabilitation program, which includes different skills that a newly- blinded person needs to adapt as a result of his or her lost of vision. The virtual system, the BlindAid, involves active collaboration between orientation and mobility instructors from the Carroll Center for the Blind in Newton, Massachusetts and engineers and cognitive scientists at the MIT Touch Lab in Cambridge, Massachusetts. The two teams collaborated in the integration of the BlindAid system in the traditional orientation and mobility rehabilitation program. In this study we will describe the model of the integration. The three main goals of this model were to study: (1) cognitive mapping process of newly-blinded when using the virtual environment; (2) mental support of the BlindAid system to the newly- blinded; and (3) enhancement of the BlindAid system for the orientation and mobility instructors. The findings supply strong evidence that interaction with the BlindAid system by people who are newly-blinded provides a robust foundation for the participants' development of comprehensive cognitive maps of actual unknown spaces during their rehabilitation program.
在失明的过程中,新失明的人要参加一个康复计划,其中包括新失明的人需要适应的不同技能,因为他或她失去了视力。这个名为“盲助”(BlindAid)的虚拟系统需要来自马萨诸塞州牛顿市卡罗尔盲人中心(Carroll Center for The Blind)的定向和行动指导老师,以及马萨诸塞州剑桥市麻省理工学院触觉实验室(MIT Touch Lab)的工程师和认知科学家之间的积极合作。这两个小组合作将助盲系统整合到传统的定向和行动康复方案中。在本研究中,我们将描述整合的模型。该模型主要研究三个目标:(1)新盲者使用虚拟环境时的认知映射过程;(2)盲助系统对新盲者的心理支持;(3)增强定向和行动指导员的盲助系统。研究结果提供了强有力的证据,表明新失明的人与盲助系统的互动为参与者在康复过程中对实际未知空间的全面认知地图的发展提供了坚实的基础。
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引用次数: 2
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2009 Virtual Rehabilitation International Conference
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