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2019 International Conference on Virtual Rehabilitation (ICVR)最新文献

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A Virtual Reality Four-Square Step Test for Quantifying Dynamic Balance Performance in People with Persistent Postural Perceptual Dizziness 一种量化持续性体位性知觉眩晕患者动态平衡表现的虚拟现实四步测试
Pub Date : 2019-07-01 DOI: 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.
持续性体位性知觉头晕(PPPD)是一种最近被诊断为慢性前庭症状的疾病,暴露于运动物体和自我运动会加重这种症状,但通常无法通过临床试验检测到。目前的工作评估了一种评估PPPD患者在复杂视觉环境中动态平衡的新范式的可行性-虚拟现实四步平方测试(FSST-VR)。FSSTVR测量受试者在不同视觉复杂度的虚拟环境中按照预定义的顺序执行FSST模式的8个步骤时的时空头部运动学。8名健康个体和3名诊断为PPPD的患者进行FSST-VR,同时测量时空头部运动学和心率。此外,参与者还报告了他们的焦虑程度和晕机症状。结果表明,FSST-VR的性能是可行的,不会加重PPPD患者的症状。描述性统计进一步表明,PPPD患者在前后方向上的移动更不平稳,步数更小,与虚拟环境中的视觉刺激流相对应。数据收集正在进行中,可能为PPPD患者在模拟日常生活中视觉负荷的复杂虚拟环境中的动态平衡提供进一步的证据。
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引用次数: 5
A systematic computerized training program for using Sensory Substitution Devices in real-life 在现实生活中使用感官替代装置的系统计算机训练程序
Pub Date : 2019-07-01 DOI: 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.
在过去的几十年里,感觉替代装置(ssd)作为一种研究工具被广泛应用于揭示感觉大脑的特性。虽然它们的康复潜力一再被证明,但除了少数超级用户的情况外,ssd在日常生活中从未被盲人广泛采用。造成这种差距的一个原因是缺乏结构化的SSD日常使用培训计划。因此,我们开发了一个雄心勃勃的计算机固态硬盘培训计划,使用EyeMusic视觉到听觉的固态硬盘,并收集了10名盲人参与者来测试其效率。参与者被训练去识别不同类别的真实物体的图片(例如,家具)。对于每个类别,我们在训练前测试了参与者的表现,并在10小时的专门训练后再次测试。测试包括训练和未训练的刺激。10小时的训练计划包括静态刺激和动态电脑游戏的结合,并根据参与者的学习速度进行单独调整。初步结果表明,经过训练后,参与者在物体识别方面的准确率明显高于基线,最重要的是,对于来自同一类别的未经训练的物体。这进一步支持了ssd在日常生活中的适用性,从而推动了它们在这方面的采用。
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引用次数: 3
Standardizing Visual Rehabilitation using Simple Virtual Tests 使用简单的虚拟测试标准化视觉康复
Pub Date : 2019-07-01 DOI: 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.
许多不同的视觉康复方法正在被用来向盲人提供视觉信息。用户熟练程度和功能能力目前是通过特别测试或标准化视觉测试来评估的,这些测试在极低视力范围内不够敏感。不幸的是,这是这些方法通常提供的功能级别。这一点尤其重要,因为大多数使用者判断这些康复方法疗效的主要标准是它给他们带来的功能上的好处。此外,目前对每一种康复方法没有公认的基准或明确的比较测试,导致开发了许多新的辅助工具,但实际采用的很少。综合这些表明需要向此评估工具箱添加标准化功能测试。事实上,最近已经提出了一些功能测试,但它们的采用非常有限。在这里,我们回顾当前的测试,然后进行形成性研究,咨询该领域的专家,以映射当前标准化尝试的问题。这项形成性研究为功能标准化测试提供了一系列实用的设计建议。然后,我们建议使用简单的虚拟环境作为这样的测试系列之一。虚拟场景满足了许多专家的建议——它们易于共享、灵活、经济、安全、在任何地方运行都是相同的,可以由一个操作人员运行,并提供对外部参数的控制,从而专注于提供的视觉信息。最后,我们通过一个免费提供的虚拟版本的相对标准的功能测试来证明这种方法——寻找一扇门——在一个10分钟的范例中,包括30次试验。我们发现,先天失明和被蒙住眼睛的受试者如果没有这个设备就无法完成这项任务,但他们有了这个设备就成功地完成了任务,这证明了测试的潜在可行性。
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引用次数: 4
Adaptive VR-based rehabilitation to prevent deterioration in adults with cerebral palsy 成人脑瘫患者基于vr的适应性康复预防病情恶化
Pub Date : 2019-07-01 DOI: 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.
脑瘫(CP)是一种终生致残的疾病,逐渐妨碍患者的独立性。虽然发病率很高,但人们对这种疾病缺乏清晰的认识。CP以多种运动障碍和感觉或知觉合并症为特征。这种多面性使正确诊断复杂化,并阻碍了对可能治疗方法的探索。在青春期和成年期,CP患者会经历大运动控制、独立性和生活质量的急剧恶化。很少有证据表明物理治疗可以促进衰老过程中功能的保留,也没有临床研究探索基于vr的训练预防退化的潜力。在这个试点随机对照试验中,我们让14名患有CP的成年人接触康复游戏系统(RGS),并检查其可用性、有效性和可接受性。我们的研究结果表明,RGS难度自适应算法自动匹配由临床量表(Barthel和Box & Blocks)捕获的患者损伤水平。RGS与常规治疗的临床疗效和可接受性相当。我们得出结论,基于vr的物理治疗作为常规治疗的辅助可能是预防青少年和成人CP恶化的一种有希望的方法。
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引用次数: 5
Validation of a novel personalized therapeutic virtual gaming system 一种新型个性化治疗虚拟游戏系统的验证
Pub Date : 2019-07-01 DOI: 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).
本研究的总体目的是探索个性化虚拟游戏系统的潜力,以支持和加强脑瘫(CP)儿童的治疗。iVG4Rehab系统(智能康复治疗虚拟游戏系统)能够根据用户的能力和治疗需求动态调整游戏参数。本文介绍了典型发育儿童的验证研究结果,作为研究其增强CP儿童治疗潜力的第一步。结果表明,游戏令人愉快,不需要过多的努力,并且对参与者表现的变化很敏感,特别是在简单的条件下(没有权重的准确性模式)和更困难的条件下(有权重的停留模式)。
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引用次数: 3
Multidisciplinary Teamwork in the Design of DailyCog for Evaluating Mild Cognitive Impairment (MCI) in Parkinson’s Disease 多学科团队合作设计评估帕金森病轻度认知障碍(MCI)的DailyCog
Pub Date : 2019-07-01 DOI: 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.
这项研究描述了DailyCog的发展:一个可访问的,实用的智能手机应用程序,用于检测帕金森病的轻度认知障碍。帕金森氏症的认知障碍最近引起了研究人员的兴趣,因为它可能发生在疾病的早期阶段,并对生活质量产生重大影响。为了找到认知衰退初期的最佳标志,我们开发了DailyCog——一款用于检测轻度认知障碍的智能手机应用程序。这项工作的重点是在一个多学科团队中工作时的设计考虑,建立一个共同的理解,并将职业治疗、神经学和计算机科学的知识结合起来,构建一个评估帕金森病轻度认知障碍(MCI)的应用程序。
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引用次数: 2
Motor learning by cross education in Hemi-Parkinson: a neuroimaging feasibility study of the effects of virtual mirrored sensory feedback 半帕金森患者通过交叉教育进行运动学习:虚拟镜像感觉反馈效果的神经影像学可行性研究
Pub Date : 2019-07-01 DOI: 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.
交叉教育是指一只手的运动训练诱导另一只手的运动学习的现象。我们最近在健康受试者中表明,通过提供实时操纵的双模态(视觉和动觉)感觉反馈,可以显著增强交叉教育的效果,创造一种用另一只手进行自愿训练的错觉。在这里,我们测试了这种训练方法是否也适用于影响身体一侧的病理情况。我们在此提供的数据显示,在患者LA的情况下,使用这种设置进行训练后,行为增加伴随着功能磁共振成像动力学的变化,患者LA是一名患有半帕金森病的严重单侧上肢功能障碍的年轻男性。经过两周的日常训练,他对未受影响的上肢进行了强化训练,他显示出受影响肢体的运动能力有所改善,同时前额叶皮层的激活增强,大脑功能耦合的广泛增加。目前的可行性研究结果表明,将交叉教育与操纵的感觉输入相结合可能对临床条件有有益的影响。
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引用次数: 0
Standardized experimental estimation of the maximum unnoticeable environmental displacement during eye blinks for redirect walking in virtual reality 虚拟现实中重定向行走眨眼过程中最大不可见环境位移的标准化实验估计
Pub Date : 2019-07-01 DOI: 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.
重定向行走是一种旨在通过诱导虚拟环境的不明显位移来操纵沉浸式虚拟现实设置中的行走轨迹的技术。利用变化盲视现象,最近提出了眨眼时的视觉遮挡来实现这些位移。本研究确定了在实际场景中可以进行的最大不明显位移,证明在水平和垂直轴上都接近0.8°的咬合和咬合。
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引用次数: 2
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 使用虚拟现实和电生理注意力标记促进精神病患者认知和日常功能的认知修复:一个案例研究
Pub Date : 2019-07-01 DOI: 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.
精神障碍影响日常功能和幸福感的方式之一是通过它们对认知的影响。已经开发了各种认知干预措施来改善认知,但没有一种主要是为医院环境设计的。本案例研究证明了基于虚拟现实[VR]的认知修复的可行性,并持续监测住院精神病患者的注意力。描述了干预及其对认知、功能和疾病相关结果的贡献。
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引用次数: 1
Evaluation of Touch Technology for the Aging Population 老年人触摸技术的评价
Pub Date : 2019-07-01 DOI: 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.
最佳和有效的手部功能对于进行日常生活活动(例如进食和穿衣)至关重要。现代时代典型的多项技术进步对当今环境产生了压倒性的影响。这些技术是完成日常生活中各种基本和工具性活动所必需的,操作这些技术往往需要完善新的手工技能。触摸屏是现代技术应用的一个很好的例子,它在现代生活的各个方面都很普遍,它的使用需要精细的运动技能来完成一系列的活动,比如点击、滑动和虚拟捏捏。然而,传统的手部评估工具无法捕捉操作触摸屏所需的技能。评估这些技能的能力对于制定适当的治疗方案以及确定使所有人都能使用触摸屏所需的技术调整至关重要。触摸屏评估工具(TATOO)是一款软件应用程序,旨在全面客观地评估操作触摸屏所需的手部性能能力。目前的试点研究检查了两个年龄组的个人TATOO应用程序的可用性:老年人(75岁以上)和中年人(45岁以上)。通过比较两个年龄组的表现来检验纹身的有效性。此外,还确定了老年人纹身测试结果与传统手部评估工具(如抓握强度和灵巧度)之间的相关性。用系统可用性量表评估的可用性在两个年龄组中都非常好。老年人表现出较低的准确性和显着较长的执行时间证明了判别效度。TATOO变量与抓握强度(握力和捏力)或灵巧技能之间没有相关性。纹身有可能成为一个重要的新补充工具箱,可用于临床专业人员治疗老年人在现代世界。为了建立一个规范的数据库,未来有必要对老年人进行更大样本的研究。
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引用次数: 1
期刊
2019 International Conference on Virtual Rehabilitation (ICVR)
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