Pub Date : 2011-06-27DOI: 10.1109/ICVR.2011.5971842
G. Lewis, C. Woods, J. Rosie, K. McPherson
Virtual reality-based games are becoming increasingly popular as rehabilitation interventions for people with movement disorders. The goal of this study was to perform a qualitative evaluation of a novel system for upper limb stroke rehabilitation to provide guidance for future system development. Participants completed 18 sessions with the intervention over six weeks. They found the intervention to be enjoyable and challenging. The concept of being stretched, the scoring and feedback systems, and the scope for competition were important aspects that influenced participant response to the intervention.
{"title":"Virtual reality games for rehabilitation: Perspectives from the users and new directions","authors":"G. Lewis, C. Woods, J. Rosie, K. McPherson","doi":"10.1109/ICVR.2011.5971842","DOIUrl":"https://doi.org/10.1109/ICVR.2011.5971842","url":null,"abstract":"Virtual reality-based games are becoming increasingly popular as rehabilitation interventions for people with movement disorders. The goal of this study was to perform a qualitative evaluation of a novel system for upper limb stroke rehabilitation to provide guidance for future system development. Participants completed 18 sessions with the intervention over six weeks. They found the intervention to be enjoyable and challenging. The concept of being stretched, the scoring and feedback systems, and the scope for competition were important aspects that influenced participant response to the intervention.","PeriodicalId":345535,"journal":{"name":"2011 International Conference on Virtual Rehabilitation","volume":"7 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-06-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125368960","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 : 2011-06-27DOI: 10.1109/ICVR.2011.5971826
Y. Gilboa, S. Rosenblum, A. Fattal-Valevski, Hagit Toledano-Alhadef, Albert A. Rizzo, N. Josman
The objective of this study was to describe the nature of the attention deficits in children with NF1 in comparison with typically developed children using the Virtual Classroom (VC). Twenty nine NF1 children and 25 age-and gender-matched controls, aged 8 –16 were assessed in a VC. Parent ratings on the Conners' Parent Rating Scales-Revised; Long (CPRS-R:L) questionnaire was used to monitor for ADHD. Significant differences were found between the NF1 and control groups on the number of targets correctly identified and the number of commission errors in the VC, with NF1 children performing poorer (p< 0.005). Significant correlations were found between total correct hit and the cognitive problems/inattention scale and two indexes of the CPRS-R:L (the DSM-IV Symptom Subscales and on the ADHD Index). The attention profile of NF1 children include deficits in sustained attention and impulsivity. These results suggest that the VC is a sensitive and ecologically valid assessment tool to aid in the diagnosis of attention deficits among children with NF1
{"title":"Describing the attention deficit profile of children with neurofibromatosis type 1 using a virtual classroom environment","authors":"Y. Gilboa, S. Rosenblum, A. Fattal-Valevski, Hagit Toledano-Alhadef, Albert A. Rizzo, N. Josman","doi":"10.1109/ICVR.2011.5971826","DOIUrl":"https://doi.org/10.1109/ICVR.2011.5971826","url":null,"abstract":"The objective of this study was to describe the nature of the attention deficits in children with NF1 in comparison with typically developed children using the Virtual Classroom (VC). Twenty nine NF1 children and 25 age-and gender-matched controls, aged 8 –16 were assessed in a VC. Parent ratings on the Conners' Parent Rating Scales-Revised; Long (CPRS-R:L) questionnaire was used to monitor for ADHD. Significant differences were found between the NF1 and control groups on the number of targets correctly identified and the number of commission errors in the VC, with NF1 children performing poorer (p< 0.005). Significant correlations were found between total correct hit and the cognitive problems/inattention scale and two indexes of the CPRS-R:L (the DSM-IV Symptom Subscales and on the ADHD Index). The attention profile of NF1 children include deficits in sustained attention and impulsivity. These results suggest that the VC is a sensitive and ecologically valid assessment tool to aid in the diagnosis of attention deficits among children with NF1","PeriodicalId":345535,"journal":{"name":"2011 International Conference on Virtual Rehabilitation","volume":"20 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-06-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126780154","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 : 2011-06-27DOI: 10.1109/ICVR.2011.5971824
P. Gamito, J. Oliveira, J. Pacheco, N. Santos, D. Morais, T. Saraiva, F. Soares, C. Sottomayor
The main purpose of this study was to test a VR training programme to promote cognitive recovery of memory and attention deficits in patients that suffered from an acute ischemic stroke episode. Our sample consisted of two patients with memory and attention deficits resulting from stroke. The patients were submitted to a 10 training virtual reality (VR) sessions where they performed memory and attention exercises. These patients were assessed before, during and after the VR training programme with WMS and TP scales. Descriptive analysis showed an increase in memory and attention mean scores from the initial sessions to the final sessions.
{"title":"The contribution of a VR-based programme in cognitive rehabilitation following stroke","authors":"P. Gamito, J. Oliveira, J. Pacheco, N. Santos, D. Morais, T. Saraiva, F. Soares, C. Sottomayor","doi":"10.1109/ICVR.2011.5971824","DOIUrl":"https://doi.org/10.1109/ICVR.2011.5971824","url":null,"abstract":"The main purpose of this study was to test a VR training programme to promote cognitive recovery of memory and attention deficits in patients that suffered from an acute ischemic stroke episode. Our sample consisted of two patients with memory and attention deficits resulting from stroke. The patients were submitted to a 10 training virtual reality (VR) sessions where they performed memory and attention exercises. These patients were assessed before, during and after the VR training programme with WMS and TP scales. Descriptive analysis showed an increase in memory and attention mean scores from the initial sessions to the final sessions.","PeriodicalId":345535,"journal":{"name":"2011 International Conference on Virtual Rehabilitation","volume":"256 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-06-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114354757","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 : 2011-06-27DOI: 10.1109/ICVR.2011.5971843
R. Lloréns, J. Gil-Gómez, Patricia Mesa-Gresa, M. Alcañiz, C. Colomer, E. Noé
This paper describes the BioTrak system, a balance rehabilitation system that uses virtual reality technology to immerse patients in a virtual environment where they are challenged to fulfill simple tasks by means of their own movements. The system tries to motivate and involve patients in order to improve their adherence to the treatment, their effort and, thus, their recovery. This manuscript presents an overview of the system and an early validation. Thirteen patients with acquired brain injury participated in 15 sessions with the system and show significant improvement in Berg Balance Scale, Tinetti Gait Assessment, and balance control in medial-lateral and anterior-posterior plane, quantified with a posturography study.
{"title":"BioTrak: a comprehensive overview","authors":"R. Lloréns, J. Gil-Gómez, Patricia Mesa-Gresa, M. Alcañiz, C. Colomer, E. Noé","doi":"10.1109/ICVR.2011.5971843","DOIUrl":"https://doi.org/10.1109/ICVR.2011.5971843","url":null,"abstract":"This paper describes the BioTrak system, a balance rehabilitation system that uses virtual reality technology to immerse patients in a virtual environment where they are challenged to fulfill simple tasks by means of their own movements. The system tries to motivate and involve patients in order to improve their adherence to the treatment, their effort and, thus, their recovery. This manuscript presents an overview of the system and an early validation. Thirteen patients with acquired brain injury participated in 15 sessions with the system and show significant improvement in Berg Balance Scale, Tinetti Gait Assessment, and balance control in medial-lateral and anterior-posterior plane, quantified with a posturography study.","PeriodicalId":345535,"journal":{"name":"2011 International Conference on Virtual Rehabilitation","volume":"6 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-06-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122180594","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 : 2011-06-27DOI: 10.1109/ICVR.2011.5971830
A. Hemakom, A. Noymai, P. Israsena, S. Boonyanukul, C. Chinnarat
It is well known that implementing a universal hearing screening program is one of the most effective ways for hearing impairment prevention/rehabilitaion. With limited resource on both medical and supporting staff especially in developing countries, concepts such as teleaudiometry increasingly come in to consideration. As a work in progress, this paper discusses the system design, service delivery model, and its key component that is a low-cost software audiometer designed to run on computers with moderate computing capability such as cost-effective netbooks. The audiometer employs a good dynamic-range, low-latency professional USB soundcard as the sound source to overcome hardware limitation found in earlier attempts on software-audiometer. The software developed also has extra features such as acoustic calibration, network accessibility, and video conferencing not found on alternatives in the market. A preliminary trial result from our pilot scheme is reported.
{"title":"Remote hearing screening as part of auditory telerehabilitation; a preliminary report","authors":"A. Hemakom, A. Noymai, P. Israsena, S. Boonyanukul, C. Chinnarat","doi":"10.1109/ICVR.2011.5971830","DOIUrl":"https://doi.org/10.1109/ICVR.2011.5971830","url":null,"abstract":"It is well known that implementing a universal hearing screening program is one of the most effective ways for hearing impairment prevention/rehabilitaion. With limited resource on both medical and supporting staff especially in developing countries, concepts such as teleaudiometry increasingly come in to consideration. As a work in progress, this paper discusses the system design, service delivery model, and its key component that is a low-cost software audiometer designed to run on computers with moderate computing capability such as cost-effective netbooks. The audiometer employs a good dynamic-range, low-latency professional USB soundcard as the sound source to overcome hardware limitation found in earlier attempts on software-audiometer. The software developed also has extra features such as acoustic calibration, network accessibility, and video conferencing not found on alternatives in the market. A preliminary trial result from our pilot scheme is reported.","PeriodicalId":345535,"journal":{"name":"2011 International Conference on Virtual Rehabilitation","volume":"74 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-06-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128725688","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 : 2011-06-27DOI: 10.1109/ICVR.2011.5971825
A. Gargantini, Mariella Bana, F. Fabiani
Amblyopia or “lazy” eye is a disorder of the visual system that causes poor vision in an eye that is otherwise physically normal, and it affects 2–3% of the population, which equates to conservatively around 10 million people under the age of 8 years worldwide. Amblyopia is a neurologically active process: the problem is caused by either no transmission or poor transmission of the visual stimulation through the optic nerve to the brain. With time, if no treatment is performed, the weak eye becomes even weaker and the other eye becomes dominant. Amblyopia is classically treated by clarifying the visual image with glasses, and patching (totally or partially) the dominant eye in order to force the use of the amblyopic eye. Patching suffers from several problems: it is unpopular, prolonged, and it can sometimes disrupts any residual fusion between the visions of the eyes. This results often in noncompliance with the therapy. Several alternatives have been introduced, including partial occlusion and vision rebalancing in which the image to the lazy eye is enhanced and the image to the good eye is penalized. We present how a 3D technology can be used to realize a system for vision rebalancing of video clips which exploits the stereo vision of the 3D system. This technology is relatively inexpensive, easy to use also in a domestic environment, with recreational activities enjoyable by the children, and easy to extend. We have implemented a prototype software system which processes a video and sends a penalized version to the good eye and an enhanced version to the lazy eye. We use a “framesever” for runtime video processing and several image filters and meta-filters to obtain the final video to be viewed by the patient. We argue for the viability of the proposed method in the treatment of amblyopic children.
{"title":"Using 3D for rebalancing the visual system of amblyopic children","authors":"A. Gargantini, Mariella Bana, F. Fabiani","doi":"10.1109/ICVR.2011.5971825","DOIUrl":"https://doi.org/10.1109/ICVR.2011.5971825","url":null,"abstract":"Amblyopia or “lazy” eye is a disorder of the visual system that causes poor vision in an eye that is otherwise physically normal, and it affects 2–3% of the population, which equates to conservatively around 10 million people under the age of 8 years worldwide. Amblyopia is a neurologically active process: the problem is caused by either no transmission or poor transmission of the visual stimulation through the optic nerve to the brain. With time, if no treatment is performed, the weak eye becomes even weaker and the other eye becomes dominant. Amblyopia is classically treated by clarifying the visual image with glasses, and patching (totally or partially) the dominant eye in order to force the use of the amblyopic eye. Patching suffers from several problems: it is unpopular, prolonged, and it can sometimes disrupts any residual fusion between the visions of the eyes. This results often in noncompliance with the therapy. Several alternatives have been introduced, including partial occlusion and vision rebalancing in which the image to the lazy eye is enhanced and the image to the good eye is penalized. We present how a 3D technology can be used to realize a system for vision rebalancing of video clips which exploits the stereo vision of the 3D system. This technology is relatively inexpensive, easy to use also in a domestic environment, with recreational activities enjoyable by the children, and easy to extend. We have implemented a prototype software system which processes a video and sends a penalized version to the good eye and an enhanced version to the lazy eye. We use a “framesever” for runtime video processing and several image filters and meta-filters to obtain the final video to be viewed by the patient. We argue for the viability of the proposed method in the treatment of amblyopic children.","PeriodicalId":345535,"journal":{"name":"2011 International Conference on Virtual Rehabilitation","volume":"4 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-06-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128646851","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 : 2011-06-27DOI: 10.1109/ICVR.2011.5971832
L. Holper, M. Wolf, N. Kobashi, D. Kiper, K. Eng
Trial-to-trial variability is a well-known issue in brain signals measured by functional near-infrared spectroscopy (fNIRS) and other modalities. The aim of this study was to quantitatively characterize the variations from trial-to-trial. We recorded fNIRS during motor imagery (MI) and motor execution (ME) in a virtual reality (VR) system. The results of the averaged Δ[O2Hb] fNIRS responses during the two tasks showed that two distinct groups could be differentiated: low responders (LR) and high responders (HR). Within these groups, distinct oxygenation pattern of trial-to-trial variability were identified. Our findings show a relationship of trial-to-trial variability to individual performance in MI, which may be of significance for applications of MI in neurorehabilitation.
{"title":"Trial-to-trial variability differs between low versus high responders in motor imagery: Near-infrared spectroscopy study","authors":"L. Holper, M. Wolf, N. Kobashi, D. Kiper, K. Eng","doi":"10.1109/ICVR.2011.5971832","DOIUrl":"https://doi.org/10.1109/ICVR.2011.5971832","url":null,"abstract":"Trial-to-trial variability is a well-known issue in brain signals measured by functional near-infrared spectroscopy (fNIRS) and other modalities. The aim of this study was to quantitatively characterize the variations from trial-to-trial. We recorded fNIRS during motor imagery (MI) and motor execution (ME) in a virtual reality (VR) system. The results of the averaged Δ[O2Hb] fNIRS responses during the two tasks showed that two distinct groups could be differentiated: low responders (LR) and high responders (HR). Within these groups, distinct oxygenation pattern of trial-to-trial variability were identified. Our findings show a relationship of trial-to-trial variability to individual performance in MI, which may be of significance for applications of MI in neurorehabilitation.","PeriodicalId":345535,"journal":{"name":"2011 International Conference on Virtual Rehabilitation","volume":"158 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-06-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127373881","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 : 2011-06-27DOI: 10.1109/ICVR.2011.5971810
G. Barry, P. van Schaik, A. MacSween, J. Dixon, Denis Martin
The aims of this study were to investigate the user acceptance of exercise using the IREX™ Interactive Rehabilitation and Exercise system (a video-capture gaming environment) in comparison with exercise in a gym-based environment; and to compare users' flow experience - absorption in the activity - using the two exercise environments. A convenience sample of 18 healthy men and 20 healthy women, mean age 34 (1SD 12.8) years, with sedentary lifestyles were recruited from university staff and students. Participants were randomised into two groups - IREX™ (n = 19) or gym-based exercise (n=19). Both groups took part in three exercise sessions over two weeks. Apart from a greater Performance Expectancy with IREX, there were no significant differences in user acceptance and flow experience between the two environments. These results show IREX™ to be an acceptable alternative to gym-based exercise.
{"title":"An investigation of user acceptance and flow experience using video-capture gaming technology for exercise","authors":"G. Barry, P. van Schaik, A. MacSween, J. Dixon, Denis Martin","doi":"10.1109/ICVR.2011.5971810","DOIUrl":"https://doi.org/10.1109/ICVR.2011.5971810","url":null,"abstract":"The aims of this study were to investigate the user acceptance of exercise using the IREX™ Interactive Rehabilitation and Exercise system (a video-capture gaming environment) in comparison with exercise in a gym-based environment; and to compare users' flow experience - absorption in the activity - using the two exercise environments. A convenience sample of 18 healthy men and 20 healthy women, mean age 34 (1SD 12.8) years, with sedentary lifestyles were recruited from university staff and students. Participants were randomised into two groups - IREX™ (n = 19) or gym-based exercise (n=19). Both groups took part in three exercise sessions over two weeks. Apart from a greater Performance Expectancy with IREX, there were no significant differences in user acceptance and flow experience between the two environments. These results show IREX™ to be an acceptable alternative to gym-based exercise.","PeriodicalId":345535,"journal":{"name":"2011 International Conference on Virtual Rehabilitation","volume":"67 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-06-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127258834","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 : 2011-06-27DOI: 10.1109/ICVR.2011.5971840
U. Lahiri, Z. Warren, N. Sarkar
Impairments in skills related to social communication are thought to be core deficits in children with autism spectrum disorders (ASD). Specifically, these children demonstrate atypical viewing patterns in part characterized by greater fixation towards non-social objects than faces of individuals during social communication. Additionally, several assistive technologies, particularly Virtual Reality (VR), have been investigated to promote social interactions in this population. Thus given the promise of VR-based social interaction and atypicalities surrounding eye-gaze and social information processing characterizing ASD, in the current study, a novel technology was developed. This study combined social tasks presented in VR environment with a computationally-enhanced eye-tracker to provide individualized feedback. The developed system is capable of delivering individualized feedback based on a child's dynamic gaze patterns during VR-based social communication task. Result from a usability study with six adolescents with ASD demonstrate the technological capacity of such a system to adaptively respond and potentially modify aspects of behavioral viewing patterns (e.g., fixation counts, fixation duration, etc.) during VR-based social task.
{"title":"Dynamic gaze measurement with adaptive response technology in Virtual Reality based social communication for autism","authors":"U. Lahiri, Z. Warren, N. Sarkar","doi":"10.1109/ICVR.2011.5971840","DOIUrl":"https://doi.org/10.1109/ICVR.2011.5971840","url":null,"abstract":"Impairments in skills related to social communication are thought to be core deficits in children with autism spectrum disorders (ASD). Specifically, these children demonstrate atypical viewing patterns in part characterized by greater fixation towards non-social objects than faces of individuals during social communication. Additionally, several assistive technologies, particularly Virtual Reality (VR), have been investigated to promote social interactions in this population. Thus given the promise of VR-based social interaction and atypicalities surrounding eye-gaze and social information processing characterizing ASD, in the current study, a novel technology was developed. This study combined social tasks presented in VR environment with a computationally-enhanced eye-tracker to provide individualized feedback. The developed system is capable of delivering individualized feedback based on a child's dynamic gaze patterns during VR-based social communication task. Result from a usability study with six adolescents with ASD demonstrate the technological capacity of such a system to adaptively respond and potentially modify aspects of behavioral viewing patterns (e.g., fixation counts, fixation duration, etc.) during VR-based social task.","PeriodicalId":345535,"journal":{"name":"2011 International Conference on Virtual Rehabilitation","volume":"111 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-06-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121467838","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 : 2011-06-27DOI: 10.1109/ICVR.2011.5971866
K. Volkening, J. Bergmann, F. Muller, J. Ziherl, D. Novak, M. Mihelj, M. Munih
Nowadays virtual reality (VR) is a common tool in neurorehabilitation. However, developing scenarios that maximize therapeutic outcome remains an ongoing challenge. In a virtual scenario with varying cognitive complexity, this study investigated the influence of cognitive abilities, arousal and motivation on movement training. Results show that cognitive demand is a crucial factor for controlling motivation and performance in a virtual reality-enriched motor training with stroke patients.
{"title":"Cognitive demand in a VR-enriched arm training and its relation to performance, motivation and cognitive abilities","authors":"K. Volkening, J. Bergmann, F. Muller, J. Ziherl, D. Novak, M. Mihelj, M. Munih","doi":"10.1109/ICVR.2011.5971866","DOIUrl":"https://doi.org/10.1109/ICVR.2011.5971866","url":null,"abstract":"Nowadays virtual reality (VR) is a common tool in neurorehabilitation. However, developing scenarios that maximize therapeutic outcome remains an ongoing challenge. In a virtual scenario with varying cognitive complexity, this study investigated the influence of cognitive abilities, arousal and motivation on movement training. Results show that cognitive demand is a crucial factor for controlling motivation and performance in a virtual reality-enriched motor training with stroke patients.","PeriodicalId":345535,"journal":{"name":"2011 International Conference on Virtual Rehabilitation","volume":"90 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-06-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122527514","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}