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

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Custom game paced video games played by persons post-stroke have comparable exercise intensity but higher accuracy, greater enjoyment and less effort than off-the-shelf game 中风后人们玩的自定义游戏节奏视频游戏与现成的游戏相比,具有相当的运动强度,但准确性更高,更享受,更省力
Pub Date : 2019-07-01 DOI: 10.1109/ICVR46560.2019.8994418
J. Deutsch, B. Hoehlein, Marisa Priolo, Joshua Pacifico, H. Damodaran, U. Puh
Use of active video games in stroke rehabilitation is supported with efficacy studies of balance and mobility for persons in acute, sub-acute and chronic phases post-stroke. They have been characterized as well for their potential promotion of physical activity (PA). Games may be designed specifically for rehabilitation, or adapted from their intended recreational use for serious application such as rehabilitation or promotion of PA. A major limitation of the commercially available games is their lack of customization of movement parameters and inability to record performance metrics that are useful for practice. They are however, considered engaging and may promote high intensity of therapy (repetitions and physiologic correlates). This study compared the performance of persons in the chronic phase post-stroke playing a custom rehabilitation game to a comparable recreational active video game. The goal of the study was to determine, which game promoted greater exercise intensity and which was more enjoyable and less effortful. Fifteen participants in the chronic phase post-stroke were studied. The recreational game was played at a significantly higher intensity, both for repetitions, and energy expenditure while the experience of playing the custom game was reported as more enjoyable and less effortful. Further, movement accuracy was greater during custom game play. While intensity for metabolic equivalents (METs) and % of maximum heart rate were significantly greater when the recreational game was played, both games were played in the same intensity band to promote moderate activity. The custom game was comparable in intensity but superior in performance, enjoyment and perception of effort. The findings support efforts to develop custom games to promote physical activity for persons poststroke.
脑卒中后急性期、亚急性期和慢性期患者平衡和活动能力的疗效研究支持了在脑卒中康复中使用主动视频游戏。它们也被认为具有促进身体活动(PA)的潜力。游戏可以专门为康复而设计,或者根据其预期的娱乐用途改编为严肃的应用,例如康复或促进PA。商业游戏的一个主要限制是它们缺乏自定义的移动参数,无法记录对练习有用的性能指标。然而,他们被认为是有吸引力的,可能会促进高强度的治疗(重复和生理相关)。本研究比较了中风后慢性期患者玩自定义康复游戏和类似的娱乐活动视频游戏的表现。这项研究的目的是确定哪种游戏能提高运动强度,哪种游戏更有趣,更省力。对15名中风后慢性期患者进行了研究。娱乐游戏的强度明显更高,无论是重复还是能量消耗,而玩自定义游戏的体验更令人愉快,更不费力。此外,在自定义游戏过程中,移动精度更高。当进行娱乐性游戏时,代谢当量强度(METs)和最大心率百分比显著增加,但两种游戏都在相同的强度范围内进行,以促进适度活动。自定义游戏在强度上与之相当,但在性能、乐趣和努力感方面更胜一筹。研究结果支持开发自定义游戏,以促进中风后人们的身体活动。
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引用次数: 0
Two case studies of virtual reality therapy effect on CRPS patients in Occupational Therapy outpatient clinic 职业治疗门诊虚拟现实治疗对CRPS患者效果的两例研究
Pub Date : 2019-07-01 DOI: 10.1109/ICVR46560.2019.8994534
Uty H. Ostrei, Revital Uzan, Omer Weissberger
CRPS diagnosis is treated by qualified Occupational Therapist in Soroka medical center for decades. In this case study report, we will suggest short term protocol based on innovative rehabilitation VR technology, and conservative treatment in ADL apartment. The fundamental approach in Occupational Therapy for chronic pain includes playfulness, mirror therapy, conservation and improvement of the upper extremity functional abilities. We will focus on two case studies of short-term intervention, including innovative VR rehabilitation technology, and functional treatment in ADL Occupational therapy department.
CRPS诊断由索罗卡医疗中心合格的职业治疗师治疗数十年。在本案例研究报告中,我们将提出基于创新康复VR技术的短期方案,并在ADL公寓进行保守治疗。慢性疼痛的基本治疗方法包括玩耍、镜像治疗、保护和改善上肢功能能力。我们将重点介绍两个短期干预的案例研究,包括创新的VR康复技术和ADL职业治疗科的功能治疗。
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引用次数: 0
Spatial Memory Rehabilitation in Virtual Reality – Extending findings from Epilepsy Patients to the General Population 虚拟现实中的空间记忆康复——将研究结果从癫痫患者扩展到一般人群
Pub Date : 2019-07-01 DOI: 10.1109/ICVR46560.2019.8994573
S. Maidenbaum, Ansh Patel, Elisabeth Stein, J. Jacobs
Spatial memory is a critical function. Without it, we cannot understand our environment, situate ourselves within it, or remember where items are located. Most research on the neural basis of spatial memory is conducted either with invasive brain recordings from animals or with non-invasive imaging in humans. An emerging way to link these areas is by studying rare invasive recordings from the human brain, which can be obtained from epilepsy patients who have electrodes surgically implanted for seizure mapping. In recent years this invasive method has expanded our understanding of how the human brain represents space and has also suggested methods for modulating and potentially rehabilitating memory. However, it is unclear whether these results from epilepsy patients generalize to the non-epileptic population, and from testing in hospital rooms to more immersive and comfortable setups. Here, groups of epilepsy patients (n=69) and healthy participants (n=17) performed the same virtual spatial memory task, enabling us to compare their spatial memory performance. Moreover, we compared spatial memory performance between a standard computer screen versus a head-mounted display. We found that the spatial memory performance of epilepsy patients performing our task in a hospital was similar to that of matched healthy participants performing the task in the lab. Furthermore, actual spatial memory performance was similar on the group level irrespective of the interface used, despite the fact that subjects reported higher immersion with the head mounted display. By showing consistent spatial memory performance with a single paradigm across epilepsy patients and healthy participants, as well as with the use of different display modalities, our results provide a baseline for evaluating findings regarding the neural basis of spatial memory and neuromodulation for rehabilitation. More broadly, these results demonstrate that findings from neurosurgical patients are comparable to the wider population.
空间记忆是一项关键功能。没有它,我们就无法理解我们的环境,无法将自己置于其中,也无法记住物品的位置。大多数关于空间记忆的神经基础的研究都是通过动物的侵入性大脑记录或人类的非侵入性成像进行的。一种将这些区域联系起来的新方法是研究来自人类大脑的罕见侵入性记录,这些记录可以从癫痫患者那里获得,这些患者通过手术植入电极来绘制癫痫发作图。近年来,这种侵入性方法扩大了我们对人类大脑如何代表空间的理解,也提出了调节和潜在恢复记忆的方法。然而,尚不清楚癫痫患者的这些结果是否可以推广到非癫痫人群,以及从病房测试到更沉浸式和舒适的设置。在这里,癫痫患者组(n=69)和健康参与者组(n=17)执行相同的虚拟空间记忆任务,使我们能够比较他们的空间记忆表现。此外,我们比较了标准电脑屏幕和头戴式显示器的空间记忆性能。我们发现癫痫患者在医院完成任务的空间记忆表现与在实验室完成任务的健康参与者相似。此外,无论使用哪种界面,实际的空间记忆表现在小组水平上是相似的,尽管受试者报告头戴式显示器的沉浸感更高。通过显示癫痫患者和健康参与者在单一范式下的一致空间记忆表现,以及使用不同的显示方式,我们的研究结果为评估空间记忆的神经基础和神经调节对康复的影响提供了基线。更广泛地说,这些结果表明神经外科患者的发现与更广泛的人群相当。
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引用次数: 7
Immersive Virtual Reality for the Assessment and Training of Spatial Memory: Feasibility in Individuals with Brain Injury 沉浸式虚拟现实用于空间记忆的评估和训练:在脑损伤个体中的可行性
Pub Date : 2019-07-01 DOI: 10.1109/ICVR46560.2019.8994342
Julia Belger, A. Thöne-Otto, Stephan Krohn, C. Finke, J. Tromp, Felix Klotzsche, A. Villringer, Michael Gaebler, P. Chojecki, E. Quinque
Immersive Virtual Reality (VR) shows promise for cognitive diagnostics and rehabilitation as it can present individuals with cognitive impairment with realistic, life-like environments, and allows to precisely record behavioral performance to infer indicators of cognitive processes. The aims of our study were to (1) determine the feasibility in using immersive VR in individuals with acquired brain injury, and detect limits in its applicability, and (2) estimate the extent to which the immersion, sense of presence, usability and general motivational aspects, and side effects affect users’ experience. To that end, a novel VR task, the immersive Virtual Memory Task (imVMT), was developed and applied to measure the spatial memory. Preliminary data will be discussed with a focus on feasibility.
沉浸式虚拟现实(VR)显示出认知诊断和康复的前景,因为它可以为认知障碍患者提供逼真的、栩栩如生的环境,并允许精确记录行为表现以推断认知过程的指标。我们研究的目的是:(1)确定在获得性脑损伤患者中使用沉浸式VR的可行性,并检测其适用性的局限性;(2)估计沉浸感、存在感、可用性和一般动机方面以及副作用对用户体验的影响程度。为此,开发了一种新的虚拟现实任务——沉浸式虚拟记忆任务(imVMT),并将其应用于空间记忆的测量。初步数据将重点讨论可行性。
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引用次数: 5
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2019 International Conference on Virtual Rehabilitation (ICVR)
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