Pub Date : 2019-07-01DOI: 10.1109/ICVR46560.2019.9082568
Moshe M H Aharoni, Anat V. Lubetzky, Zhu Wang, M. Goldman, T. Krasovsky
Persistent-postural perceptual dizziness (PPPD) is a recently-defined diagnosis of chronic vestibular symptoms, which is exacerbated by exposure to moving objects and self-motion but is typically undetectable by clinical tests. The current work evaluates the feasibility of a novel paradigm for evaluation of dynamic balance within complex visual environments in people with PPPD – the Virtual Reality Four Step Square Test (FSST-VR). The FSSTVR measures spatiotemporal head kinematics while subjects perform the FSST pattern of 8 steps in a predefined sequence in a virtual environment of varying levels of visual complexity. Eight healthy individuals and 3 people diagnosed with PPPD were asked to perform the FSST-VR while spatiotemporal head kinematics and heartrate were measured. Additionally, participants reported their anxiety levels and cybersickness. Results indicated that performance of the FSST-VR is feasible and did not aggravate symptoms for people with PPPD. Descriptive statistics further may suggest that people with PPPD move less smoothly and perform smaller steps in anteroposterior direction, corresponding with the visual stimuli flow in the virtual environment. Data collection is ongoing and may provide further evidence as to dynamic balance in people with PPPD within complex virtual environments that mimic visual load in daily living.
{"title":"A Virtual Reality Four-Square Step Test for Quantifying Dynamic Balance Performance in People with Persistent Postural Perceptual Dizziness","authors":"Moshe M H Aharoni, Anat V. Lubetzky, Zhu Wang, M. Goldman, T. Krasovsky","doi":"10.1109/ICVR46560.2019.9082568","DOIUrl":"https://doi.org/10.1109/ICVR46560.2019.9082568","url":null,"abstract":"Persistent-postural perceptual dizziness (PPPD) is a recently-defined diagnosis of chronic vestibular symptoms, which is exacerbated by exposure to moving objects and self-motion but is typically undetectable by clinical tests. The current work evaluates the feasibility of a novel paradigm for evaluation of dynamic balance within complex visual environments in people with PPPD – the Virtual Reality Four Step Square Test (FSST-VR). The FSSTVR measures spatiotemporal head kinematics while subjects perform the FSST pattern of 8 steps in a predefined sequence in a virtual environment of varying levels of visual complexity. Eight healthy individuals and 3 people diagnosed with PPPD were asked to perform the FSST-VR while spatiotemporal head kinematics and heartrate were measured. Additionally, participants reported their anxiety levels and cybersickness. Results indicated that performance of the FSST-VR is feasible and did not aggravate symptoms for people with PPPD. Descriptive statistics further may suggest that people with PPPD move less smoothly and perform smaller steps in anteroposterior direction, corresponding with the visual stimuli flow in the virtual environment. Data collection is ongoing and may provide further evidence as to dynamic balance in people with PPPD within complex virtual environments that mimic visual load in daily living.","PeriodicalId":179905,"journal":{"name":"2019 International Conference on Virtual Rehabilitation (ICVR)","volume":"4 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":"125066425","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}
Pub Date : 2019-07-01DOI: 10.1109/ICVR46560.2019.8994518
Ophir Netzer, Galit Buchs, Benedetta Heimler, A. Amedi
In the past decades, Sensory Substitution Devices (SSDs) have been widely used as a research tool to unravel the properties of the sensory brain. Although their rehabilitation potential is repeatedly demonstrated, SSDs were never widely adopted by blind individuals in everyday life, except for a few super-users’ cases. One reason explaining this gap is the lack of structured SSD training programs for everyday use. We thus developed an ambitious computerized SSD training program using the EyeMusic visual-to-auditory SSD and gathered 10 blind participants to test its efficiency. Participants were trained to identify pictures of real objects from different categories (e.g., furniture). For each category, we tested the performance of participants before training and again after 10 hours of dedicated training. The test included both trained and untrained stimuli. The 10 hours training program involved a combination of static stimuli and dynamic computer games and was individually adapted to participants’ learning pace. Initial results show that after training, participants achieved significantly higher accuracy rates in object recognition compared to baseline for trained and most importantly, for untrained objects from the same category. This further supports the suitability of SSDs in everyday life, and thus propels their adoption for this purpose.
{"title":"A systematic computerized training program for using Sensory Substitution Devices in real-life","authors":"Ophir Netzer, Galit Buchs, Benedetta Heimler, A. Amedi","doi":"10.1109/ICVR46560.2019.8994518","DOIUrl":"https://doi.org/10.1109/ICVR46560.2019.8994518","url":null,"abstract":"In the past decades, Sensory Substitution Devices (SSDs) have been widely used as a research tool to unravel the properties of the sensory brain. Although their rehabilitation potential is repeatedly demonstrated, SSDs were never widely adopted by blind individuals in everyday life, except for a few super-users’ cases. One reason explaining this gap is the lack of structured SSD training programs for everyday use. We thus developed an ambitious computerized SSD training program using the EyeMusic visual-to-auditory SSD and gathered 10 blind participants to test its efficiency. Participants were trained to identify pictures of real objects from different categories (e.g., furniture). For each category, we tested the performance of participants before training and again after 10 hours of dedicated training. The test included both trained and untrained stimuli. The 10 hours training program involved a combination of static stimuli and dynamic computer games and was individually adapted to participants’ learning pace. Initial results show that after training, participants achieved significantly higher accuracy rates in object recognition compared to baseline for trained and most importantly, for untrained objects from the same category. This further supports the suitability of SSDs in everyday life, and thus propels their adoption for this purpose.","PeriodicalId":179905,"journal":{"name":"2019 International Conference on Virtual Rehabilitation (ICVR)","volume":"14 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":"116749299","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}
Pub Date : 2019-07-01DOI: 10.1109/ICVR46560.2019.8994431
S. Maidenbaum, A. Amedi
Many different visual rehabilitation approaches are being utilized to offer visual information to the blind. User proficiency and functional ability are currently evaluated either via ad-hoc tests or via standardized visual tests which are not sensitive enough in the range of extreme low vision. Unfortunately, this is the functional level that these approaches typically offer. This is especially important as the main criteria by which most users will judge the efficacy of these rehabilitation approaches is by the functional benefits it grants them. Furthermore, currently, there are no accepted benchmarks or clear comparative testing of each rehabilitation approach, leading to the development of many new aids but the practical adoption of few. Combined these indicate a need to add standardized functional tests to this evaluation toolbox. Indeed, several functional tests have recently been suggested but their adoption has been very limited. Here, we review current tests and then conduct a formative study consulting experts in the field to map issues with current standardization attempts. This formative study offered a list of practical design suggestions for functional standardization tests. We then suggest using simple virtual environments as one such family of tests. Virtual scenarios meet many of the experts’ suggestions - they are easy to share, flexible, affordable, safe, identical wherever run, can be run by a single operator and offer control over external parameters enabling a focus on the offered visual information. Finally, we demonstrate this approach via a freely available virtual version of a relatively standard functional test - finding a door - in a 10-minute paradigm which includes 30 trials. We find that congenitally-blind and sighted-blindfolded subjects cannot perform this task without the device, but that they perform it successfully with it, demonstrating the tests’ potential viability.
{"title":"Standardizing Visual Rehabilitation using Simple Virtual Tests","authors":"S. Maidenbaum, A. Amedi","doi":"10.1109/ICVR46560.2019.8994431","DOIUrl":"https://doi.org/10.1109/ICVR46560.2019.8994431","url":null,"abstract":"Many different visual rehabilitation approaches are being utilized to offer visual information to the blind. User proficiency and functional ability are currently evaluated either via ad-hoc tests or via standardized visual tests which are not sensitive enough in the range of extreme low vision. Unfortunately, this is the functional level that these approaches typically offer. This is especially important as the main criteria by which most users will judge the efficacy of these rehabilitation approaches is by the functional benefits it grants them. Furthermore, currently, there are no accepted benchmarks or clear comparative testing of each rehabilitation approach, leading to the development of many new aids but the practical adoption of few. Combined these indicate a need to add standardized functional tests to this evaluation toolbox. Indeed, several functional tests have recently been suggested but their adoption has been very limited. Here, we review current tests and then conduct a formative study consulting experts in the field to map issues with current standardization attempts. This formative study offered a list of practical design suggestions for functional standardization tests. We then suggest using simple virtual environments as one such family of tests. Virtual scenarios meet many of the experts’ suggestions - they are easy to share, flexible, affordable, safe, identical wherever run, can be run by a single operator and offer control over external parameters enabling a focus on the offered visual information. Finally, we demonstrate this approach via a freely available virtual version of a relatively standard functional test - finding a door - in a 10-minute paradigm which includes 30 trials. We find that congenitally-blind and sighted-blindfolded subjects cannot perform this task without the device, but that they perform it successfully with it, demonstrating the tests’ potential viability.","PeriodicalId":179905,"journal":{"name":"2019 International Conference on Virtual Rehabilitation (ICVR)","volume":"6 3","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114103167","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}
Pub Date : 2019-07-01DOI: 10.1109/ICVR46560.2019.8994754
B. Ballester, Martina Maier, Daniel Alfayate Domingo, Angel Aguilar, A. Mura, Laura Tobella Pareja, Ma Francisca Gimeno Esteve, P. Verschure
Cerebral palsy (CP) is a disabling life-long condition progressively impeding a patient’s independence. Although incident rates are high, a clear understanding of the disease is missing. CP is characterized by several motor disorders and sensory or perceptive comorbidities. This multifaceted nature complicates proper diagnosis and hampers the search for possible treatments. During adolescence and adulthood, individuals with CP experience a drastic deterioration in gross motor control, independence, and quality of life. There is poor evidence that physical therapy promotes the retention of function through aging, and no clinical studies exist that explore the potential of VR-based training to prevent deterioration. In this pilot randomized controlled trial, we expose 14 adults with CP to the Rehabilitation Gaming System (RGS) and examine its usability, effectiveness, and acceptability. Our results show that the RGS difficulty adaptation algorithm automatically matches the patients’ impairment level as captured by clinical scales (Barthel and Box & Blocks). The clinical effectiveness and acceptability of the RGS and conventional therapy were comparable. We conclude that VR-based physical therapy as an adjunct to usual treatment may be a promising approach for the prevention of deterioration in adolescents and adults with CP.
{"title":"Adaptive VR-based rehabilitation to prevent deterioration in adults with cerebral palsy","authors":"B. Ballester, Martina Maier, Daniel Alfayate Domingo, Angel Aguilar, A. Mura, Laura Tobella Pareja, Ma Francisca Gimeno Esteve, P. Verschure","doi":"10.1109/ICVR46560.2019.8994754","DOIUrl":"https://doi.org/10.1109/ICVR46560.2019.8994754","url":null,"abstract":"Cerebral palsy (CP) is a disabling life-long condition progressively impeding a patient’s independence. Although incident rates are high, a clear understanding of the disease is missing. CP is characterized by several motor disorders and sensory or perceptive comorbidities. This multifaceted nature complicates proper diagnosis and hampers the search for possible treatments. During adolescence and adulthood, individuals with CP experience a drastic deterioration in gross motor control, independence, and quality of life. There is poor evidence that physical therapy promotes the retention of function through aging, and no clinical studies exist that explore the potential of VR-based training to prevent deterioration. In this pilot randomized controlled trial, we expose 14 adults with CP to the Rehabilitation Gaming System (RGS) and examine its usability, effectiveness, and acceptability. Our results show that the RGS difficulty adaptation algorithm automatically matches the patients’ impairment level as captured by clinical scales (Barthel and Box & Blocks). The clinical effectiveness and acceptability of the RGS and conventional therapy were comparable. We conclude that VR-based physical therapy as an adjunct to usual treatment may be a promising approach for the prevention of deterioration in adolescents and adults with CP.","PeriodicalId":179905,"journal":{"name":"2019 International Conference on Virtual Rehabilitation (ICVR)","volume":"28 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":"114216508","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}
Pub Date : 2019-07-01DOI: 10.1109/ICVR46560.2019.8994440
S. Tresser, T. Kuflik, Irina Levin, Patrice L. (Tamar) Weiss
The overall purpose of this study is to explore the potential of a personalized virtual gaming system to support and enhance treatment of children with cerebral palsy (CP). The iVG4Rehab system (Intelligent therapeutic Virtual Gaming System for Rehabilitation) is capable of dynamically adjusting game parameters in accordance with the abilities and therapeutic needs of its users. This paper presents the results of a validation study of typically developing children as a first step towards investigating its potential to enhance therapy for children with CP. The results demonstrated that the game was enjoyable, was not perceived to require excessive effort and was sensitive to changes in participant performance, particularly under conditions that were easy (accuracy mode with no weights) and that were more difficult (dwell mode with weights).
{"title":"Validation of a novel personalized therapeutic virtual gaming system","authors":"S. Tresser, T. Kuflik, Irina Levin, Patrice L. (Tamar) Weiss","doi":"10.1109/ICVR46560.2019.8994440","DOIUrl":"https://doi.org/10.1109/ICVR46560.2019.8994440","url":null,"abstract":"The overall purpose of this study is to explore the potential of a personalized virtual gaming system to support and enhance treatment of children with cerebral palsy (CP). The iVG4Rehab system (Intelligent therapeutic Virtual Gaming System for Rehabilitation) is capable of dynamically adjusting game parameters in accordance with the abilities and therapeutic needs of its users. This paper presents the results of a validation study of typically developing children as a first step towards investigating its potential to enhance therapy for children with CP. The results demonstrated that the game was enjoyable, was not perceived to require excessive effort and was sensitive to changes in participant performance, particularly under conditions that were easy (accuracy mode with no weights) and that were more difficult (dwell mode with weights).","PeriodicalId":179905,"journal":{"name":"2019 International Conference on Virtual Rehabilitation (ICVR)","volume":"51 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":"131125265","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}
Pub Date : 2019-07-01DOI: 10.1109/ICVR46560.2019.8994479
Ariella Richardson, S. Rosenblum, S. Hassin-Baer
This study describes the development of DailyCog: an accessible, practical smartphone application for the detection of mild cognitive impairment in Parkinson’s disease. Cognitive impairment in Parkinson’s has been capturing researchers interest lately, as it may occur at early stages of the disease, and has a substantial impact on quality of life. In order to find the best markers of the initial stage of the cognitive decline we developed DailyCog - a smartphone application for the detection of mild cognitive impairment. This work focuses on the design considerations while working in a multidisciplinary team, building a common understanding, and bringing together knowledge from Occupational Therapy, Neurology and Computer Science to build an application for evaluating Mild Cognitive Impairment (MCI) in Parkinson’s Disease.
{"title":"Multidisciplinary Teamwork in the Design of DailyCog for Evaluating Mild Cognitive Impairment (MCI) in Parkinson’s Disease","authors":"Ariella Richardson, S. Rosenblum, S. Hassin-Baer","doi":"10.1109/ICVR46560.2019.8994479","DOIUrl":"https://doi.org/10.1109/ICVR46560.2019.8994479","url":null,"abstract":"This study describes the development of DailyCog: an accessible, practical smartphone application for the detection of mild cognitive impairment in Parkinson’s disease. Cognitive impairment in Parkinson’s has been capturing researchers interest lately, as it may occur at early stages of the disease, and has a substantial impact on quality of life. In order to find the best markers of the initial stage of the cognitive decline we developed DailyCog - a smartphone application for the detection of mild cognitive impairment. This work focuses on the design considerations while working in a multidisciplinary team, building a common understanding, and bringing together knowledge from Occupational Therapy, Neurology and Computer Science to build an application for evaluating Mild Cognitive Impairment (MCI) in Parkinson’s Disease.","PeriodicalId":179905,"journal":{"name":"2019 International Conference on Virtual Rehabilitation (ICVR)","volume":"24 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":"133239463","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}
Pub Date : 2019-07-01DOI: 10.1109/ICVR46560.2019.8994759
Ossmy Ori, Mansano Lihi, Frenkel-Toledo Silvi, Kagan Evgeny, Koren Shiri, Gilron Roee, R. Daniel, Soroker Nachum, Mukamel Roy
Cross education is a phenomenon in which motor training of one hand induces motor learning in the other hand. We have recently shown in healthy subjects that the effect of cross-education is significantly augmented by provision of real-time manipulated bi-modal (visual and kinesthetic) sensory feedback, creating an illusory sensation of voluntary training with the other hand. Here we tested whether this training method may be applicable also in pathological conditions affecting one side of the body. We present here data showing behavioral gain accompanied by changes in functional magnetic resonance imaging dynamics following training with this setup in the case of patient LA, a young man with significant unilateral upper-limb dysfunction stemming from hemi-Parkinson’s disease. Following two weeks of daily sessions in which he intensively trained the non-affected upper limb, he showed improvement in motor capacity of the affected limb, accompanied by enhanced activation in the pre-frontal cortex and a widespread increase in functional coupling in the brain. Results from the current feasibility study suggest that combining cross-education with manipulated sensory input may have beneficial effects in clinical conditions.
{"title":"Motor learning by cross education in Hemi-Parkinson: a neuroimaging feasibility study of the effects of virtual mirrored sensory feedback","authors":"Ossmy Ori, Mansano Lihi, Frenkel-Toledo Silvi, Kagan Evgeny, Koren Shiri, Gilron Roee, R. Daniel, Soroker Nachum, Mukamel Roy","doi":"10.1109/ICVR46560.2019.8994759","DOIUrl":"https://doi.org/10.1109/ICVR46560.2019.8994759","url":null,"abstract":"Cross education is a phenomenon in which motor training of one hand induces motor learning in the other hand. We have recently shown in healthy subjects that the effect of cross-education is significantly augmented by provision of real-time manipulated bi-modal (visual and kinesthetic) sensory feedback, creating an illusory sensation of voluntary training with the other hand. Here we tested whether this training method may be applicable also in pathological conditions affecting one side of the body. We present here data showing behavioral gain accompanied by changes in functional magnetic resonance imaging dynamics following training with this setup in the case of patient LA, a young man with significant unilateral upper-limb dysfunction stemming from hemi-Parkinson’s disease. Following two weeks of daily sessions in which he intensively trained the non-affected upper limb, he showed improvement in motor capacity of the affected limb, accompanied by enhanced activation in the pre-frontal cortex and a widespread increase in functional coupling in the brain. Results from the current feasibility study suggest that combining cross-education with manipulated sensory input may have beneficial effects in clinical conditions.","PeriodicalId":179905,"journal":{"name":"2019 International Conference on Virtual Rehabilitation (ICVR)","volume":"47 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":"115799389","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}
Pub Date : 2019-07-01DOI: 10.1109/ICVR46560.2019.8994726
Adrián Borrego, R. Lloréns, D. Gutierrez, B. Masiá
Redirect walking is a technique that aims to manipulate the walking trajectories in immersive virtual reality settings by inducing unnoticeable displacements of the virtual environment. Taking into advantage the change blindness phenomenon, visual occlusion during eye blinks has been recently proposed to perform those displacements. This study determined the maximum unnoticeable displacement that can be performed in practical scenario, which proved to be near 0.8° of occlusion and disocclusion in both horizontal and vertical axes.
{"title":"Standardized experimental estimation of the maximum unnoticeable environmental displacement during eye blinks for redirect walking in virtual reality","authors":"Adrián Borrego, R. Lloréns, D. Gutierrez, B. Masiá","doi":"10.1109/ICVR46560.2019.8994726","DOIUrl":"https://doi.org/10.1109/ICVR46560.2019.8994726","url":null,"abstract":"Redirect walking is a technique that aims to manipulate the walking trajectories in immersive virtual reality settings by inducing unnoticeable displacements of the virtual environment. Taking into advantage the change blindness phenomenon, visual occlusion during eye blinks has been recently proposed to perform those displacements. This study determined the maximum unnoticeable displacement that can be performed in practical scenario, which proved to be near 0.8° of occlusion and disocclusion in both horizontal and vertical axes.","PeriodicalId":179905,"journal":{"name":"2019 International Conference on Virtual Rehabilitation (ICVR)","volume":"5 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":"115926611","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}
Pub Date : 2019-07-01DOI: 10.1109/ICVR46560.2019.8994355
H. Taubneblatt, R. Komemi, E. Welly, L. Lipskaya-Velikovsky
One of the ways in which psychotic disorders affect every day functioning and well-being is through their impact on cognition. Various cognitive interventions have been developed to improve cognition, but none that were primarily designed for hospital settings. This case study demonstrates feasibility of Virtual Reality [VR] based cognitive remediation with ongoing monitoring for attention of a hospitalized person with psychosis. The intervention and its contribution to cognitive, functional and illness-related outcomes is described.
{"title":"Cognitive remediation using virtual reality and an electrophysiological marker of attention for promotion of cognition and everyday functioning among people with psychotic disorder: A case study","authors":"H. Taubneblatt, R. Komemi, E. Welly, L. Lipskaya-Velikovsky","doi":"10.1109/ICVR46560.2019.8994355","DOIUrl":"https://doi.org/10.1109/ICVR46560.2019.8994355","url":null,"abstract":"One of the ways in which psychotic disorders affect every day functioning and well-being is through their impact on cognition. Various cognitive interventions have been developed to improve cognition, but none that were primarily designed for hospital settings. This case study demonstrates feasibility of Virtual Reality [VR] based cognitive remediation with ongoing monitoring for attention of a hospitalized person with psychosis. The intervention and its contribution to cognitive, functional and illness-related outcomes is described.","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":"129676669","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}
Pub Date : 2019-07-01DOI: 10.1109/ICVR46560.2019.8994539
M. E. Gabyzon, L. Chiari, S. Laufer, M. Corzani, A. Danial-Saad
Optimal and effective hand function is essential for performing activities of daily living e.g., eating and dressing. Multiple advances in technology typical of our modern era overwhelmingly affect today’s environment. Operating these technologies, which are necessary for performing a wide variety of basic and instrumental activities of daily living, often require perfecting new manual skills. A touchscreen is an excellent example of a modern technological application which has become prevalent in all aspects of modern life and its use requires fine motor skills to perform a range of activities such as tapping, swiping, and virtual pinching. However, traditional hand assessment tools are not able to capture the skills necessary to operate a touchscreen. The ability to assess these skills is essential for the development of appropriate treatment protocols as well as for determining technological adaptations necessary for making touchscreens accessible to all.The Touchscreen Assessment Tool (TATOO) is a software application developed to comprehensively and objectively assess the hand performance abilities necessary for operating a touchscreen. The current pilot study examined the usability of the TATOO application by individuals in two age groups: elderly individuals (over 75 years) and middle-aged adults (over 45 years). The validity of the TATOO was examined by comparing the performance of the two age groups. Additionally, the correlations between the results of the TATOO and with traditional hand assessment tools (e.g., prehension strength and dexterity) were determined for the elderly group.Usability as assessed with the System Usability Scale was very good in both age groups. Discriminative validity was demonstrated with elderly individuals demonstrating less accurate and significantly longer performance time. No correlation was found between the TATOO variables and prehension strength (grip and pinch strength) or dexterity skills.The TATOO has the potential to become an important novel supplement to the toolbox available to clinical professionals treating the elderly in the modern world. Future studies with larger samples of elderly individuals are warranted in order to establish a normative data base.
{"title":"Evaluation of Touch Technology for the Aging Population","authors":"M. E. Gabyzon, L. Chiari, S. Laufer, M. Corzani, A. Danial-Saad","doi":"10.1109/ICVR46560.2019.8994539","DOIUrl":"https://doi.org/10.1109/ICVR46560.2019.8994539","url":null,"abstract":"Optimal and effective hand function is essential for performing activities of daily living e.g., eating and dressing. Multiple advances in technology typical of our modern era overwhelmingly affect today’s environment. Operating these technologies, which are necessary for performing a wide variety of basic and instrumental activities of daily living, often require perfecting new manual skills. A touchscreen is an excellent example of a modern technological application which has become prevalent in all aspects of modern life and its use requires fine motor skills to perform a range of activities such as tapping, swiping, and virtual pinching. However, traditional hand assessment tools are not able to capture the skills necessary to operate a touchscreen. The ability to assess these skills is essential for the development of appropriate treatment protocols as well as for determining technological adaptations necessary for making touchscreens accessible to all.The Touchscreen Assessment Tool (TATOO) is a software application developed to comprehensively and objectively assess the hand performance abilities necessary for operating a touchscreen. The current pilot study examined the usability of the TATOO application by individuals in two age groups: elderly individuals (over 75 years) and middle-aged adults (over 45 years). The validity of the TATOO was examined by comparing the performance of the two age groups. Additionally, the correlations between the results of the TATOO and with traditional hand assessment tools (e.g., prehension strength and dexterity) were determined for the elderly group.Usability as assessed with the System Usability Scale was very good in both age groups. Discriminative validity was demonstrated with elderly individuals demonstrating less accurate and significantly longer performance time. No correlation was found between the TATOO variables and prehension strength (grip and pinch strength) or dexterity skills.The TATOO has the potential to become an important novel supplement to the toolbox available to clinical professionals treating the elderly in the modern world. Future studies with larger samples of elderly individuals are warranted in order to establish a normative data base.","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":"130173670","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}