Pub Date : 2019-07-01DOI: 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.
{"title":"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","authors":"J. Deutsch, B. Hoehlein, Marisa Priolo, Joshua Pacifico, H. Damodaran, U. Puh","doi":"10.1109/ICVR46560.2019.8994418","DOIUrl":"https://doi.org/10.1109/ICVR46560.2019.8994418","url":null,"abstract":"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.","PeriodicalId":179905,"journal":{"name":"2019 International Conference on Virtual Rehabilitation (ICVR)","volume":"101 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":"132299898","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/ICVR46560.2019.8994534
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.
{"title":"Two case studies of virtual reality therapy effect on CRPS patients in Occupational Therapy outpatient clinic","authors":"Uty H. Ostrei, Revital Uzan, Omer Weissberger","doi":"10.1109/ICVR46560.2019.8994534","DOIUrl":"https://doi.org/10.1109/ICVR46560.2019.8994534","url":null,"abstract":"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.","PeriodicalId":179905,"journal":{"name":"2019 International Conference on Virtual Rehabilitation (ICVR)","volume":"15 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":"125606189","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/ICVR46560.2019.8994573
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.
{"title":"Spatial Memory Rehabilitation in Virtual Reality – Extending findings from Epilepsy Patients to the General Population","authors":"S. Maidenbaum, Ansh Patel, Elisabeth Stein, J. Jacobs","doi":"10.1109/ICVR46560.2019.8994573","DOIUrl":"https://doi.org/10.1109/ICVR46560.2019.8994573","url":null,"abstract":"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.","PeriodicalId":179905,"journal":{"name":"2019 International Conference on Virtual Rehabilitation (ICVR)","volume":"56 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":"128474112","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/ICVR46560.2019.8994342
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.
{"title":"Immersive Virtual Reality for the Assessment and Training of Spatial Memory: Feasibility in Individuals with Brain Injury","authors":"Julia Belger, A. Thöne-Otto, Stephan Krohn, C. Finke, J. Tromp, Felix Klotzsche, A. Villringer, Michael Gaebler, P. Chojecki, E. Quinque","doi":"10.1109/ICVR46560.2019.8994342","DOIUrl":"https://doi.org/10.1109/ICVR46560.2019.8994342","url":null,"abstract":"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.","PeriodicalId":179905,"journal":{"name":"2019 International Conference on Virtual Rehabilitation (ICVR)","volume":"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":"116784560","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}