Pub Date : 2019-07-01DOI: 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.
{"title":"Comparing adaptive cognitive training in virtual reality and paper-pencil in a sample of stroke patients","authors":"A. L. Faria, T. Paulino, S. Badia","doi":"10.1109/ICVR46560.2019.8994746","DOIUrl":"https://doi.org/10.1109/ICVR46560.2019.8994746","url":null,"abstract":"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.","PeriodicalId":179905,"journal":{"name":"2019 International Conference on Virtual Rehabilitation (ICVR)","volume":"87 9 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":"126293343","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/ICVR46560.2019.8994735
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。
{"title":"Exercise intensity is increased during upper limb movement training using a virtual rehabilitation system","authors":"M. Baniña, Roni Molad, John S Solomon, S. Frenkel-Toledo, N. Soroker, S. Berman, D. Liebermann, M. Levin","doi":"10.1109/ICVR46560.2019.8994735","DOIUrl":"https://doi.org/10.1109/ICVR46560.2019.8994735","url":null,"abstract":"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.","PeriodicalId":179905,"journal":{"name":"2019 International Conference on Virtual Rehabilitation (ICVR)","volume":"21 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":"121268752","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/ICVR46560.2019.8994605
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.
{"title":"Programming Robotic Behavior by High-Functioning Autistic Children","authors":"O. Lahav, V. Talis, Ravit Shekovitz","doi":"10.1109/ICVR46560.2019.8994605","DOIUrl":"https://doi.org/10.1109/ICVR46560.2019.8994605","url":null,"abstract":"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.","PeriodicalId":179905,"journal":{"name":"2019 International Conference on Virtual Rehabilitation (ICVR)","volume":"33 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":"115611975","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/ICVR46560.2019.8994650
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.
{"title":"Upper extremity intervention for stroke combining virtual reality, robotics and electrical stimulation","authors":"P. Archambault, N. Norouzi-Gheidari, D. Kairy, M. Levin, Marie-Hélène Milot, K. Monte-Silva, H. Sveistrup, Michael Trivino","doi":"10.1109/ICVR46560.2019.8994650","DOIUrl":"https://doi.org/10.1109/ICVR46560.2019.8994650","url":null,"abstract":"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.","PeriodicalId":179905,"journal":{"name":"2019 International Conference on Virtual Rehabilitation (ICVR)","volume":"13 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":"114657218","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/ICVR46560.2019.8994664
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.
{"title":"OpenVirtualObjects: An open set of standardized and validated 3D household objects for virtual reality-based research, diagnostics, and therapy","authors":"J. Tromp, Mert Akbal, Leonardo Pohl, Stephan Krohn, E. Quinque, Felix Klotzsche, A. Villringer, Michael Gaebler","doi":"10.1109/ICVR46560.2019.8994664","DOIUrl":"https://doi.org/10.1109/ICVR46560.2019.8994664","url":null,"abstract":"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.","PeriodicalId":179905,"journal":{"name":"2019 International Conference on Virtual Rehabilitation (ICVR)","volume":"46 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":"127132498","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/ICVR46560.2019.8994748
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.
{"title":"Brain Rehabilitation Assessment and InterventioN (BRAIN): Delivering Efficacious Training at Home","authors":"Harry Hallock, A. Lampit, J. Kuchling, C. Finke","doi":"10.1109/ICVR46560.2019.8994748","DOIUrl":"https://doi.org/10.1109/ICVR46560.2019.8994748","url":null,"abstract":"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.","PeriodicalId":179905,"journal":{"name":"2019 International Conference on Virtual Rehabilitation (ICVR)","volume":"58 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":"127224994","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/ICVR46560.2019.8994485
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.
{"title":"Usability of an Immersive Virtual Playground: Enjoyment, Authenticity, Effort and Cybersickness","authors":"Adina Houldin, S. Goldstand, E. Gal, Patrice L. (Tamar) Weiss, Y. Bahat, D. Weiss, Adva Moran, Noa Yigal","doi":"10.1109/ICVR46560.2019.8994485","DOIUrl":"https://doi.org/10.1109/ICVR46560.2019.8994485","url":null,"abstract":"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.","PeriodicalId":179905,"journal":{"name":"2019 International Conference on Virtual Rehabilitation (ICVR)","volume":"31 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":"124132684","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/ICVR46560.2019.8994404
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.
{"title":"Virtual Reality Exposure Therapy in Patients with Obsessive-Compulsive Disorder","authors":"A. Francová, Barbora Darmová, P. Stopková, J. Kosova, I. Fajnerová","doi":"10.1109/ICVR46560.2019.8994404","DOIUrl":"https://doi.org/10.1109/ICVR46560.2019.8994404","url":null,"abstract":"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.","PeriodicalId":179905,"journal":{"name":"2019 International Conference on Virtual Rehabilitation (ICVR)","volume":"1995 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":"130405894","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/ICVR46560.2019.8994643
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).
{"title":"Crossing iVRoad: A VR application for detecting unilateral visuospatial neglect in poststroke patients","authors":"Sebastian Wagner, B. Preim, P. Saalfeld, Julia Belger","doi":"10.1109/ICVR46560.2019.8994643","DOIUrl":"https://doi.org/10.1109/ICVR46560.2019.8994643","url":null,"abstract":"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).","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":"115049068","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}