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

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The feasibility of TECH: Tablet Enhancement of Cognition and Health, a novel cognitive intervention for people with Mild Cognitive Impairment TECH:药片增强认知与健康的可行性,这是一种针对轻度认知障碍患者的新型认知干预措施
Pub Date : 2019-07-01 DOI: 10.1109/ICVR46560.2019.8994696
Noa Givon Schaham, Inbal Elbo-Golan, Zvi Buckman, S. Sternberg, D. Rand
This paper presents a novel cognitive intervention utilizing touchscreen tablet applications for self-training: TECH-’Tablet Enhancement of Cognition and Health’ and examined its feasibility for older adults with Mild Cognitive Impairment (MCI). A single-blind randomized controlled trial was conducted and participants were allocated to TECH (experimental) or control group. This paper focuses only on the TECH group. Twenty-eight community-dwelling older adults with MCI (age range 65–87) participated in the TECH groups. Feasibility (adherence and satisfaction from the program) was high. Data collection is still ongoing to establish the effectiveness of TECH for people with MCI.
本文介绍了一种利用触摸屏平板电脑应用程序进行自我训练的新型认知干预:TECH-“平板电脑增强认知和健康”,并研究了其对轻度认知障碍(MCI)老年人的可行性。采用单盲随机对照试验,将参与者分为实验组和对照组。本文只关注TECH集团。28名社区居住的轻度认知障碍老年人(65-87岁)参加了TECH组。可行性(依从性和满意度)很高。数据收集仍在进行中,以确定TECH对轻度认知障碍患者的有效性。
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引用次数: 0
Development of a virtual reality toolkit to enhance community walking after stroke 开发一个虚拟现实工具包,以提高社区中风后的行走能力
Pub Date : 2019-07-01 DOI: 10.1109/ICVR46560.2019.8994733
A. Lamontagne, Menon Anita, A. Blanchette, J. Fung, B. McFadyen, S. Sangani, N. Robitaille, A. Deblock-Bellamy, M. Bühler, C. Perez
Community walking remains compromised in the majority of stroke survivors even after rehabilitation. We developed a virtual reality (VR) toolkit prototype to provide intensive, task-specific training of complex locomotor tasks as required for community walking in safe yet ecological virtual environments. The toolkit, supported by best evidence and developed using low-cost VR tools, comprises of 6 dimensions that include endurance, walking speed, postural transitioning environmental encumbrance, cognitive load and a more complex dimension combining encumbrance and cognitive load. Feedback collected through hands-on interaction and focus groups with stroke participants and clinicians will be used to refine the prototype. The resulting VR toolkit will be combined to field training practice as part of a multi-centered intervention study to enhance community walking in stroke survivors.
即使在康复后,大多数中风幸存者的社区行走能力仍然受到损害。我们开发了一个虚拟现实(VR)工具包原型,为社区在安全而生态的虚拟环境中行走所需的复杂运动任务提供密集的、特定任务的训练。该工具包由最佳证据支持,使用低成本VR工具开发,包括6个维度,包括耐力、步行速度、姿势转换环境障碍、认知负荷以及一个更复杂的维度,将障碍和认知负荷结合起来。通过与中风参与者和临床医生的实际互动和焦点小组收集的反馈将用于改进原型。由此产生的虚拟现实工具包将与现场培训实践相结合,作为多中心干预研究的一部分,以提高中风幸存者的社区行走能力。
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引用次数: 2
Using Nintendo Wii Fit U to Engance Balance Control of Community-dwelling Seniors 利用任天堂Wii Fit U增强社区老年人的平衡控制能力
Pub Date : 2019-07-01 DOI: 10.1109/ICVR46560.2019.8994563
A. M. Campelo, J. Hashim, L. Katz
Balance control is a key component of seniors’ mobility and functional independence. A randomized controlled trial including 40 older adults employed a 6-week exergaming balance training program using the Nintendo Wii Fit U platform in order to verify its effectiveness in improving senior’s balance control. The findings will guide future researchers and health professionals who wish to use exergames in balance rehabilitation programs.
平衡控制是老年人活动能力和功能独立性的关键组成部分。采用任天堂Wii Fit U平台对40名老年人进行为期6周的运动平衡训练,以验证其在改善老年人平衡控制方面的有效性。研究结果将指导未来的研究人员和希望在平衡康复项目中使用运动游戏的健康专业人员。
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引用次数: 0
Programming Robotic Behavior by High-Functioning Autistic Children 高功能自闭症儿童的机器人行为编程
Pub Date : 2019-07-01 DOI: 10.1109/ICVR46560.2019.8994605
O. Lahav, V. Talis, Ravit Shekovitz
This study focused on examining the ability of a high-functioning autistic child to program robotic behavior and to understand how they describe and construct the robot’s behavior using iconic programming software. The robotic learning environment was based on iPad, an iconic programming software (KinderBot), and EV3. The results of this study show how the participant succeeded in programming the behavior of an “other” at different programming complexity levels (from simple action to combinations of states of two binary sensors and rule with subroutine). A transformation from procedural to declarative description was also found.
这项研究的重点是检查高功能自闭症儿童编程机器人行为的能力,并了解他们如何使用标志性的编程软件来描述和构建机器人的行为。机器人学习环境是基于iPad,一个标志性的编程软件(KinderBot),和EV3。本研究的结果显示了参与者如何成功地在不同的编程复杂性水平(从简单的动作到两个二进制传感器的状态组合和子程序规则)上编程“他人”的行为。还发现了从程序描述到声明描述的转换。
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引用次数: 0
Upper extremity intervention for stroke combining virtual reality, robotics and electrical stimulation 结合虚拟现实,机器人技术和电刺激的上肢中风干预
Pub Date : 2019-07-01 DOI: 10.1109/ICVR46560.2019.8994650
P. Archambault, N. Norouzi-Gheidari, D. Kairy, M. Levin, Marie-Hélène Milot, K. Monte-Silva, H. Sveistrup, Michael Trivino
Approximately 80% of individuals with chronic stroke present with long lasting upper extremity (UE) impairments. We propose the perSonalized UPper Extremity Rehabilitation (SUPER) intervention, which combines robotics, virtual reality activities, and neuromuscular electrical stimulation (NMES). The objectives of our study were to determine the feasibility of the SUPER intervention in individuals with moderate/severe stroke. Stroke participants received a 4-week intervention (3x per week), based on their functional level. Their level of corticospinal tract recovery was assessed using the Predict Recovery Potential algorithm, involving measurements of motor evoked potentials and manual muscle testing. Those with low potential for hand recovery (shoulder group) received an intervention focusing on elbow and shoulder movements. Those with a good potential for hand recovery (hand group) also received EMG-triggered NMES. Outcomes included the Fugl-Meyer UE assessment, the Motor Activity Log and the Stroke Impact Scale. Approximately 40% of participants in either the hand or shoulder group showed changes in the Fugl-Meyer UE assessment superior to its minimum clinically important difference. This indicates that our personalized approach may be effective in improving UE function in specific individuals with moderate and severe impairments due to stroke.
大约80%的慢性中风患者存在长期上肢(UE)损伤。我们提出了个性化上肢康复(SUPER)干预,它结合了机器人技术、虚拟现实活动和神经肌肉电刺激(NMES)。本研究的目的是确定SUPER干预在中度/重度脑卒中患者中的可行性。中风参与者根据他们的功能水平接受为期4周的干预(每周3次)。使用预测恢复电位算法评估他们的皮质脊髓束恢复水平,包括运动诱发电位的测量和手动肌肉测试。那些手部恢复潜力低的人(肩部组)接受肘部和肩部运动的干预。具有良好手部恢复潜力的患者(手部组)也接受了肌电诱发的NMES。结果包括Fugl-Meyer UE评估、运动活动日志和卒中影响量表。在手或肩组中,大约40%的参与者显示Fugl-Meyer UE评估的变化优于其最小临床重要差异。这表明我们的个性化方法可能有效地改善中重度脑卒中患者的UE功能。
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引用次数: 4
OpenVirtualObjects: An open set of standardized and validated 3D household objects for virtual reality-based research, diagnostics, and therapy OpenVirtualObjects:一套开放的标准化和经过验证的3D家用物品,用于基于虚拟现实的研究、诊断和治疗
Pub Date : 2019-07-01 DOI: 10.1109/ICVR46560.2019.8994664
J. Tromp, Mert Akbal, Leonardo Pohl, Stephan Krohn, E. Quinque, Felix Klotzsche, A. Villringer, Michael Gaebler
Virtual reality (VR) technologies have become increasingly available to clinicians and researchers. However, standardized 3D content, like scenes and objects, is not widely and freely available. We introduce OpenVirtualObjects; a free and open set of 124 realistic 3-D household objects for VR-based testing, training, diagnostics and rehabilitation. The objects were rated by 34 younger and 25 older adults for recognizability, familiarity, visual complexity, contact, and usage in daily life. Participants also categorized and named the objects. We describe the procedures of the object creation and validation and we provide descriptive statistics for each rated dimension.
虚拟现实(VR)技术已经越来越多地应用于临床医生和研究人员。然而,标准化的3D内容,如场景和对象,并不是广泛和免费的。我们引入openvironmentalobjects;一套免费开放的124个逼真的3d家居物品,用于基于vr的测试、培训、诊断和康复。34名年轻人和25名老年人对这些物品的可识别性、熟悉度、视觉复杂性、接触度和日常生活中的使用情况进行了评分。参与者还对这些物品进行分类和命名。我们描述了对象创建和验证的过程,并为每个评定维度提供了描述性统计数据。
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引用次数: 2
Brain Rehabilitation Assessment and InterventioN (BRAIN): Delivering Efficacious Training at Home 脑康复评估与干预(Brain):在家提供有效的训练
Pub Date : 2019-07-01 DOI: 10.1109/ICVR46560.2019.8994748
Harry Hallock, A. Lampit, J. Kuchling, C. Finke
Computerised cognitive training is an efficacious strategy for cognitive impairment across the lifespan and neurodegenerative disorders, a pressing and unmet public health challenge. Yet efficacy is strongly related to key intervention design factors, and we currently do not have the tools to deliver clinical-grade cognitive training at scale. BRAIN, a digital diagnostic and rehabilitation tool, aims to close this implementation gap by facilitating remote clinician-led assessment, training monitoring of cognitive performance using novel personalization and communication solutions.
计算机化的认知训练是治疗终身认知障碍和神经退行性疾病的有效策略,这是一项紧迫且尚未解决的公共卫生挑战。然而,疗效与关键的干预设计因素密切相关,我们目前没有工具来大规模地提供临床级别的认知训练。BRAIN是一种数字诊断和康复工具,旨在通过使用新颖的个性化和通信解决方案,促进临床医生主导的远程评估,培训监测认知表现,从而缩小这一实施差距。
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引用次数: 0
Usability of an Immersive Virtual Playground: Enjoyment, Authenticity, Effort and Cybersickness
Pub Date : 2019-07-01 DOI: 10.1109/ICVR46560.2019.8994485
Adina Houldin, S. Goldstand, E. Gal, Patrice L. (Tamar) Weiss, Y. Bahat, D. Weiss, Adva Moran, Noa Yigal
Immersive virtual reality systems have the potential to provide users with an engaging and ecologically valid environment in which to practice motor and cognitive skills. The purpose of this study was to evaluate the usability of a virtual playground for three age groups (children, young adults, and older adults) who performed three tasks within an immersive virtual playground. All participants had an overall positive experiences and minimal cybersickness while playing in the virtual playground although there were some key differences between them.
沉浸式虚拟现实系统有可能为用户提供一个引人入胜的、生态有效的环境,在这个环境中,用户可以练习运动和认知技能。本研究的目的是评估三个年龄组(儿童、年轻人和老年人)在沉浸式虚拟游乐场中执行三项任务的虚拟游乐场的可用性。所有参与者在虚拟操场上玩游戏时,总体上都有积极的体验,晕动症也很少,尽管他们之间存在一些关键差异。
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引用次数: 1
Virtual Reality Exposure Therapy in Patients with Obsessive-Compulsive Disorder 虚拟现实暴露疗法在强迫症患者中的应用
Pub Date : 2019-07-01 DOI: 10.1109/ICVR46560.2019.8994404
A. Francová, Barbora Darmová, P. Stopková, J. Kosova, I. Fajnerová
Virtual reality (VR) is a novel method that can be used for achieving symptom provocation in OCD in a controlled environment. In the current project, we aim to validate a virtual reality exposure therapy (VRET) as a tool for provoking symptoms in people with OCD. We developed a virtual environment in which different kinds of OCD-specific items typical for home setting are displayed. We used dimensional approach to create specific tasks for patients suffering from symptoms of the following domains: ‘contamination/cleaning’, ‘symmetry/ordering’ and ‘fear-of-harm/checking’. We hypothesize that the degree of anxiety and tendency to perform compulsive behavior in people with OCD would be different from that of matched healthy controls. Specifically, we are interested in how would the symptoms change over time if the patient is repeatedly exposed to these OCD-provocative tasks and scenarios.
虚拟现实(VR)是一种在受控环境下实现强迫症症状激发的新方法。在目前的项目中,我们的目标是验证虚拟现实暴露疗法(VRET)作为引发强迫症患者症状的工具。我们开发了一个虚拟环境,其中显示了不同类型的强迫症特定项目,通常用于家庭设置。我们使用维度方法为患有以下症状的患者创建特定任务:“污染/清洁”,“对称/有序”和“害怕伤害/检查”。我们假设强迫症患者的焦虑程度和强迫性行为倾向与健康对照者不同。具体来说,我们感兴趣的是,如果患者反复暴露于这些引发强迫症的任务和场景中,症状会如何随着时间的推移而变化。
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引用次数: 5
Crossing iVRoad: A VR application for detecting unilateral visuospatial neglect in poststroke patients 穿越iVRoad: VR检测脑卒中后患者单侧视觉空间忽视的应用
Pub Date : 2019-07-01 DOI: 10.1109/ICVR46560.2019.8994643
Sebastian Wagner, B. Preim, P. Saalfeld, Julia Belger
This paper presents the immersive virtual reality (VR) application iVRoad for the detection of unilateral visuospatial neglect in right hemisphere poststroke patients. With our immersive VR tool, it is possible to perform realistic road crossing in a safe environment using a head-mounted display (HMD). We present and discuss the virtual environment (VE) for an upcoming study with neglect patients, a broad range of neurological patients and a healthy control group. Our aim is to determine whether extrapersonal neglect can be reliably diagnosed in the chronic phase using VR with the help of various measured values (task completion time, errors, head rotations, eye tracking).
本文介绍了沉浸式虚拟现实(VR)应用程序iVRoad用于检测右脑卒中后患者的单侧视觉空间忽视。使用我们的沉浸式VR工具,可以使用头戴式显示器(HMD)在安全的环境中执行逼真的过马路。我们提出并讨论虚拟环境(VE)为即将到来的研究忽视患者,广泛的神经系统患者和健康对照组。我们的目的是确定是否可以使用VR在各种测量值(任务完成时间、错误、头部旋转、眼动追踪)的帮助下可靠地诊断慢性阶段的个人外忽视。
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引用次数: 1
期刊
2019 International Conference on Virtual Rehabilitation (ICVR)
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