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2011 International Conference on Virtual Rehabilitation最新文献

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Virtual reality games for rehabilitation: Perspectives from the users and new directions 康复虚拟现实游戏:用户视角与新方向
Pub Date : 2011-06-27 DOI: 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.
基于虚拟现实的游戏作为运动障碍患者的康复干预手段越来越受欢迎。本研究的目的是对一种新型的上肢卒中康复系统进行定性评价,为未来系统的发展提供指导。参与者在六周内完成了18次干预。他们发现这种干预既有趣又具有挑战性。拉伸的概念、评分和反馈系统以及竞争的范围是影响参与者对干预反应的重要方面。
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引用次数: 10
Describing the attention deficit profile of children with neurofibromatosis type 1 using a virtual classroom environment 利用虚拟教室环境描述1型神经纤维瘤病儿童的注意力缺陷特征
Pub Date : 2011-06-27 DOI: 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
本研究的目的是描述NF1儿童的注意缺陷的性质,并将其与使用虚拟教室(VC)的正常发育儿童进行比较。29名NF1儿童和25名年龄和性别匹配的对照组,年龄8 -16岁,在VC中进行评估。康纳斯父母等级量表中父母等级的修订采用长(CPRS-R:L)问卷监测ADHD。NF1组和对照组在正确识别目标的数量和VC中的任务错误数量上存在显著差异,NF1组的儿童表现较差(p<0.005)。总正确命中与认知问题/注意力不集中量表和CPRS-R:L (DSM-IV症状子量表和ADHD指数)两项指标存在显著相关。NF1儿童的注意特征包括持续注意缺陷和冲动缺陷。这些结果表明,VC是一种敏感和生态有效的评估工具,有助于诊断NF1儿童的注意缺陷
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引用次数: 4
The contribution of a VR-based programme in cognitive rehabilitation following stroke 基于虚拟现实的脑卒中后认知康复项目的贡献
Pub Date : 2011-06-27 DOI: 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.
本研究的主要目的是测试虚拟现实训练方案,以促进急性缺血性卒中患者记忆和注意力缺陷的认知恢复。我们的样本包括两名因中风而出现记忆和注意力缺陷的患者。这些患者接受了10次虚拟现实(VR)训练,在那里他们进行了记忆和注意力训练。这些患者在VR训练计划之前、期间和之后分别用WMS和TP量表进行评估。描述性分析显示,从最初的阶段到最后的阶段,记忆力和注意力的平均得分都有所提高。
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引用次数: 6
BioTrak: a comprehensive overview BioTrak:一个全面的概述
Pub Date : 2011-06-27 DOI: 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.
本文介绍了BioTrak系统,这是一种利用虚拟现实技术将患者沉浸在虚拟环境中的平衡康复系统,在虚拟环境中,患者通过自己的动作来完成简单的任务。该系统试图激励和参与病人,以提高他们对治疗的依从性,他们的努力,从而,他们的康复。这份手稿介绍了系统的概述和早期的验证。13例获得性脑损伤患者参与了该系统的15次治疗,并在Berg平衡量表、Tinetti步态评估以及中外侧和前后平面平衡控制方面有显著改善,并通过体位学研究进行了量化。
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引用次数: 11
Remote hearing screening as part of auditory telerehabilitation; a preliminary report 远程听力筛查作为听觉远程康复的一部分初步报告
Pub Date : 2011-06-27 DOI: 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.
众所周知,实施全民听力筛查计划是预防/康复听力障碍最有效的方法之一。由于医疗和支助人员资源有限,特别是在发展中国家,因此越来越多地考虑到遥测等概念。作为一项正在进行的工作,本文讨论了系统设计、服务交付模型及其关键组件,即一种低成本的软件听力计,旨在运行在具有中等计算能力的计算机上,如具有成本效益的上网本。该测听仪采用动态范围好、低延迟的专业USB声卡作为声源,克服了早期软件测听仪的硬件限制。开发的软件还具有其他功能,如声学校准、网络可访问性和视频会议,这是市场上其他产品所没有的。报告了我们试点计划的初步试验结果。
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引用次数: 8
Using 3D for rebalancing the visual system of amblyopic children 利用3D技术重新平衡弱视儿童的视觉系统
Pub Date : 2011-06-27 DOI: 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.
弱视或“懒眼”是一种视觉系统紊乱,会导致身体正常的眼睛视力不佳,它影响了2-3%的人口,保守地说,相当于全世界约1000万8岁以下的人。弱视是一个神经活动过程:问题是由于视觉刺激没有通过视神经传递到大脑或传递不良引起的。随着时间的推移,如果不进行治疗,弱的眼睛会变得更弱,而另一只眼睛则会成为优势。弱视的典型治疗方法是用眼镜澄清视觉图像,并(全部或部分)补上主眼,以强迫使用弱视眼。贴片有几个问题:不受欢迎,时间长,有时会破坏眼睛视觉之间残留的融合。这通常会导致不遵守治疗。已经介绍了几种替代方案,包括部分遮挡和视觉再平衡,其中对弱视的图像增强,而对好眼的图像则受到惩罚。我们介绍了如何使用3D技术来实现视频剪辑的视觉再平衡系统,该系统利用3D系统的立体视觉。这项技术相对便宜,易于在家庭环境中使用,具有孩子们喜欢的娱乐活动,并且易于扩展。我们已经实现了一个原型软件系统,该系统处理视频并将惩罚版本发送给好眼睛,并将增强版本发送给弱视。我们使用“帧分离器”进行运行时视频处理,并使用几个图像过滤器和元过滤器来获得患者要查看的最终视频。我们认为所提出的方法在治疗弱视儿童的可行性。
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引用次数: 16
Trial-to-trial variability differs between low versus high responders in motor imagery: Near-infrared spectroscopy study 运动意象低反应者与高反应者之间的试验间可变性不同:近红外光谱研究
Pub Date : 2011-06-27 DOI: 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.
在用功能近红外光谱(fNIRS)和其他方式测量脑信号时,试验间的可变性是一个众所周知的问题。本研究的目的是定量表征试验间的差异。我们在虚拟现实(VR)系统中记录了运动成像(MI)和运动执行(ME)期间的fNIRS。两个任务期间的平均Δ[O2Hb] fNIRS反应结果表明,可以区分为低反应者(LR)和高反应者(HR)两个不同的群体。在这些组中,确定了不同试验间可变性的氧合模式。我们的研究结果显示了心肌梗死中个体表现与试验间变异性的关系,这可能对心肌梗死在神经康复中的应用具有重要意义。
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引用次数: 0
An investigation of user acceptance and flow experience using video-capture gaming technology for exercise 使用视频捕捉游戏技术进行锻炼的用户接受度和流体验调查
Pub Date : 2011-06-27 DOI: 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.
本研究的目的是调查用户对使用IREX交互式康复和锻炼系统(视频捕捉游戏环境)进行锻炼的接受程度,并将其与在健身房进行锻炼的环境进行比较;并比较两种运动环境下用户的心流体验——在活动中的吸收。从大学教职员工和学生中招募了18名健康男性和20名健康女性,平均年龄34岁(1SD 12.8),生活方式久坐不动。参与者随机分为两组- IREX™(n=19)或基于健身房的锻炼(n=19)。两组人都在两周内进行了三次锻炼。除了IREX有更高的性能预期外,两种环境在用户接受度和流程体验方面没有显著差异。这些结果表明IREX™是健身房锻炼的可接受替代方案。
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引用次数: 5
Dynamic gaze measurement with adaptive response technology in Virtual Reality based social communication for autism 基于自适应响应技术的自闭症虚拟现实社交动态注视测量
Pub Date : 2011-06-27 DOI: 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.
与社交相关的技能障碍被认为是自闭症谱系障碍(ASD)儿童的核心缺陷。具体来说,这些儿童表现出非典型的观看模式,部分特征是在社交交流中对非社会物体的注视比对个人面孔的注视更多。此外,一些辅助技术,特别是虚拟现实(VR),已经被研究以促进这一人群的社会互动。因此,考虑到基于vr的社会互动以及围绕眼睛注视和社会信息处理的非典型特征,在当前的研究中,开发了一种新技术。本研究将虚拟现实环境中的社交任务与计算增强眼动仪相结合,提供个性化反馈。开发的系统能够在基于vr的社交交流任务中根据儿童的动态凝视模式提供个性化反馈。一项针对6名自闭症青少年的可用性研究结果表明,在基于虚拟现实的社会任务中,该系统具有自适应响应和潜在修改行为观看模式方面(例如,注视次数、注视持续时间等)的技术能力。
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引用次数: 11
Cognitive demand in a VR-enriched arm training and its relation to performance, motivation and cognitive abilities 虚拟现实手臂训练中的认知需求及其与表现、动机和认知能力的关系
Pub Date : 2011-06-27 DOI: 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.
目前,虚拟现实(VR)是神经康复的常用工具。然而,开发最大化治疗效果的方案仍然是一个持续的挑战。在具有不同认知复杂性的虚拟情境中,研究了认知能力、觉醒和动机对运动训练的影响。结果表明,认知需求是控制脑卒中患者虚拟现实强化运动训练的动机和表现的关键因素。
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引用次数: 2
期刊
2011 International Conference on Virtual Rehabilitation
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