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

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ICVR 2019 Committees
Pub Date : 2019-07-01 DOI: 10.1109/icvr46560.2019.8994468
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引用次数: 0
Comparing adaptive cognitive training in virtual reality and paper-pencil in a sample of stroke patients 比较脑卒中患者在虚拟现实和纸笔中的适应性认知训练
Pub Date : 2019-07-01 DOI: 10.1109/ICVR46560.2019.8994746
A. L. Faria, T. Paulino, S. Badia
The growing number of people with cognitive deficits creates an urgent need for new cognitive training solutions. Paper-and-pencil tasks are still widely used for cognitive rehabilitation despite the proliferation of new computer-based methods, like VR-based simulations of ADL’s. The health professionals’ resistance in adopting new tools might be explained by the small number of validation trials. Studies have established construct validity of VR assessment tools with their paper-and-pencil versions by demonstrating significant associations with their traditional construct-driven measures. However, adaptive rehabilitation tools for intervention are mostly not equivalent to their counterpart paper-and-pencil versions, which makes it difficult to carry out comparative studies. Here we present a 12-session intervention study with 31 stroke survivors who underwent different rehabilitation protocols based on the same content and difficulty adaptation progression framework: 17 performed paper-and-pencil training with the Task Generator and 14 performed VR-based training with the Reh@City. Results have shown that both groups performed at the same level and there was not an effect of the training methodology in overall performance. However, the Reh@City enabled more intensive training, which may translate in more cognitive improvements.
越来越多的认知缺陷患者迫切需要新的认知训练解决方案。尽管基于计算机的新方法(如基于vr的ADL模拟)层出不穷,纸笔任务仍被广泛用于认知康复。卫生专业人员在采用新工具方面的阻力可能是由于验证试验数量较少。研究已经建立了虚拟现实评估工具的纸笔版本的结构效度,通过展示其与传统的结构驱动措施的显着关联。然而,用于干预的适应性康复工具大多不等同于相应的纸笔版本,这使得很难进行比较研究。在此,我们对31名中风幸存者进行了12期干预研究,他们接受了基于相同内容和难度适应进展框架的不同康复方案:17人使用任务生成器进行纸笔训练,14人使用Reh@City进行基于vr的训练。结果表明,两组表现在同一水平,并没有影响的训练方法在整体表现。然而,Reh@City允许更密集的训练,这可能转化为更多的认知改善。
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引用次数: 6
Exercise intensity is increased during upper limb movement training using a virtual rehabilitation system 利用虚拟康复系统进行上肢运动训练,提高运动强度
Pub Date : 2019-07-01 DOI: 10.1109/ICVR46560.2019.8994735
M. Baniña, Roni Molad, John S Solomon, S. Frenkel-Toledo, N. Soroker, S. Berman, D. Liebermann, M. Levin
Upper-limb (UL) training interventions are increasingly being developed using virtual reality (VR) platforms. However, since motor recovery is related to exercise intensity and task difficulty, it is important to determine whether these factors are considered in VR applications applied in different centers for patients with different motor impairment levels. We define exercise intensity as the total number of movement repetitions divided by the total minutes in active therapy.The main objective of this study was to determine the training intensity of a clinically-applied treatment program using VR in 3 centers involved in a multi-site study. Our secondary objective was to determine if training intensity differed among patients with different levels of UL sensorimotor impairment.Patients with sub-acute unilateral stroke in the middle cerebral artery area (<6 mo post-stroke) with Fugl-Meyer Assessment (FMA-UL) scores ranging from 14–57, completed 10 50-minute UL training sessions with a VR rehabilitation application over 2 weeks, in rehabilitation centers located in 3 countries. Total training time (minutes), total number of movement repetitions, and success rates were extracted from game activity logs. Intensity was calculated for each game for each participant, related to UL impairment and compared between centers.Exercise intensity was higher in one of the 3 centers (p<0.01). Participants had most difficulty with the games involving bilateral coordination and lateral reaching. Participants with higher FMA-UL scores had longer total training times (r = 0.40, p = 0.03) and started the training earlier within the subacute phase (r = −0.38, p = 0.04). Participants who used the VR system later in the subacute phase trained at a higher intensity than those who started earlier (r = 0.43, p = 0.02). However, their level of training intensity was not related to UL impairment.The level of intensity attained with this training program was much higher than that reported in current stroke therapy practice. Despite different training centers, therapists progressed patients through the training program using similar training principles. Therefore, VR rehabilitation systems can be used to deliver intensive exercise programs in a standardized way and can be tailored to individual impairment levels.
上肢(UL)训练干预越来越多地使用虚拟现实(VR)平台进行开发。然而,由于运动恢复与运动强度和任务难度有关,因此确定在不同中心针对不同运动损伤程度患者的VR应用中是否考虑了这些因素是很重要的。我们将运动强度定义为运动重复的总次数除以积极治疗的总分钟数。本研究的主要目的是确定在涉及多地点研究的3个中心使用VR的临床应用治疗方案的训练强度。我们的次要目的是确定不同程度的UL感觉运动损伤患者的训练强度是否不同。在3个国家的康复中心,Fugl-Meyer评估(FMA-UL)评分在14-57分之间的大脑中动脉区域的亚急性单侧中风患者在2周内完成了10次50分钟的UL训练,并使用VR康复应用程序。从游戏活动日志中提取总训练时间(分钟)、总动作重复次数和成功率。计算每个参与者每场比赛的强度,与UL损伤相关,并在中心之间进行比较。三个中心中有一个中心的运动强度较高(p<0.01)。参与者在涉及双边协调和横向接触的游戏中遇到的困难最大。FMA-UL得分较高的参与者总训练时间更长(r = 0.40, p = 0.03),并且在亚急性期开始训练的时间更早(r = - 0.38, p = 0.04)。在亚急性期较晚使用VR系统的参与者的训练强度高于较早开始的参与者(r = 0.43, p = 0.02)。然而,他们的训练强度水平与UL损伤无关。这个训练项目所达到的强度水平远远高于目前中风治疗实践的报道。尽管培训中心不同,但治疗师使用类似的培训原则,通过培训计划使患者进步。因此,虚拟现实康复系统可以以标准化的方式提供高强度的锻炼计划,并可以根据个人损伤水平进行定制。
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引用次数: 3
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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