Pub Date : 2011-06-27DOI: 10.1109/ICVR.2011.5971848
F. Morganti, G. Riva
Wayfinding ability has a high adaptive value, allowing humans to efficiently explore an environment in order to have a goal-oriented activity. The ability to orient in space starts declining with age and it constitute one of the main signs of cognitive impairment in neurological patients. Spatial orientation decline constitutes however an high limitation for elderly population and it has a great impact on subject the day-life autonomy and on her/his relatives and caregivers. Despite this, the neuropsychological approach on spatial cognition does not allow researchers and clinicians to have an accurate assessment of patient's everyday wayfinding ability. This could be critical in a borderline situation, such as in an age-related cognitive decline, in which spatial stimuli can be correctly individuated even if wayfinding is compromised. The main aim of this contribution is to introduce preliminary data about a spatial evaluation procedure - the VR Maze test - on healthy elderly and Alzheimer's population. This will support the identification of specific treatments able to prevent the cognitive decline in elderly and the rehabilitation of spatial orientation in neurological patients.
{"title":"Spatial orientation decline in elderly population","authors":"F. Morganti, G. Riva","doi":"10.1109/ICVR.2011.5971848","DOIUrl":"https://doi.org/10.1109/ICVR.2011.5971848","url":null,"abstract":"Wayfinding ability has a high adaptive value, allowing humans to efficiently explore an environment in order to have a goal-oriented activity. The ability to orient in space starts declining with age and it constitute one of the main signs of cognitive impairment in neurological patients. Spatial orientation decline constitutes however an high limitation for elderly population and it has a great impact on subject the day-life autonomy and on her/his relatives and caregivers. Despite this, the neuropsychological approach on spatial cognition does not allow researchers and clinicians to have an accurate assessment of patient's everyday wayfinding ability. This could be critical in a borderline situation, such as in an age-related cognitive decline, in which spatial stimuli can be correctly individuated even if wayfinding is compromised. The main aim of this contribution is to introduce preliminary data about a spatial evaluation procedure - the VR Maze test - on healthy elderly and Alzheimer's population. This will support the identification of specific treatments able to prevent the cognitive decline in elderly and the rehabilitation of spatial orientation in neurological patients.","PeriodicalId":345535,"journal":{"name":"2011 International Conference on Virtual Rehabilitation","volume":"30 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":"126012318","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.2011.5971841
U. Lahiri, K. Welch, Z. Warren, N. Sarkar
Deficits in social communication skills are thought to be one of the core deficits in children with autism spectrum disorders. Specifically, these children are characterized by communicative impairments, particularly regarding expression of affective states. However, they often experience states of emotional or cognitive stress measured as Autonomic Nervous System activation without proper external expression placing limits on traditional conversational and observational methodologies. In recent years, several assistive technologies, particularly Virtual Reality (VR), have been investigated to promote social interactions in this population. Here we present the development of a VR-based social communication system that is made affect-sensitive by using a physiology based approach.
{"title":"Understanding psychophysiological response to a Virtual Reality-based social communication system for children with ASD","authors":"U. Lahiri, K. Welch, Z. Warren, N. Sarkar","doi":"10.1109/ICVR.2011.5971841","DOIUrl":"https://doi.org/10.1109/ICVR.2011.5971841","url":null,"abstract":"Deficits in social communication skills are thought to be one of the core deficits in children with autism spectrum disorders. Specifically, these children are characterized by communicative impairments, particularly regarding expression of affective states. However, they often experience states of emotional or cognitive stress measured as Autonomic Nervous System activation without proper external expression placing limits on traditional conversational and observational methodologies. In recent years, several assistive technologies, particularly Virtual Reality (VR), have been investigated to promote social interactions in this population. Here we present the development of a VR-based social communication system that is made affect-sensitive by using a physiology based approach.","PeriodicalId":345535,"journal":{"name":"2011 International Conference on Virtual Rehabilitation","volume":"1 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":"128433853","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.2011.5971807
P. Archambault, Jodie Ng Fuk Chong, G. Sorrento, F. Routhier, P. Boissy
Powered wheelchairs (PW) are instrumental in promoting participation in meaningful life activities for individuals with impaired mobility. Because of their weight and speed, training is required. It is however often difficult to provide training in the clinic, due to lack of space or concerns for safety. The McGill Immersive Wheelchair simulator has been developed to provide a robust platform for the assessment and training of PW driving skills. In this study, we compared PW driving performance, as measured by the number of joystick movements and task completion time, in real and simulated environments. We found that driving performance in the simulator was similar for simpler tasks such as forward turns. Driving performance was significantly different for the more difficult tasks and for those requiring backward driving, such as a lateral maneuver. Overall, users experienced a strong sense of presence in the simulator and felt that it adequately reflected reality. Further developments are planned to optimize the simulator and joystick control in order to provide an effective evaluation and training tool.
{"title":"Comparison of powered wheelchair driving performance in a real and in a simulated environment","authors":"P. Archambault, Jodie Ng Fuk Chong, G. Sorrento, F. Routhier, P. Boissy","doi":"10.1109/ICVR.2011.5971807","DOIUrl":"https://doi.org/10.1109/ICVR.2011.5971807","url":null,"abstract":"Powered wheelchairs (PW) are instrumental in promoting participation in meaningful life activities for individuals with impaired mobility. Because of their weight and speed, training is required. It is however often difficult to provide training in the clinic, due to lack of space or concerns for safety. The McGill Immersive Wheelchair simulator has been developed to provide a robust platform for the assessment and training of PW driving skills. In this study, we compared PW driving performance, as measured by the number of joystick movements and task completion time, in real and simulated environments. We found that driving performance in the simulator was similar for simpler tasks such as forward turns. Driving performance was significantly different for the more difficult tasks and for those requiring backward driving, such as a lateral maneuver. Overall, users experienced a strong sense of presence in the simulator and felt that it adequately reflected reality. Further developments are planned to optimize the simulator and joystick control in order to provide an effective evaluation and training tool.","PeriodicalId":345535,"journal":{"name":"2011 International Conference on Virtual Rehabilitation","volume":"14 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":"127273242","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.2011.5971849
Andrei Garcia Popov, A. Lamontagne
The ability of healthy young individuals to accurately steer toward a virtual target while experiencing different foci of expansion (FOE) and target positions was examined with the use of a virtual reality task. Ten participants steered toward the virtual target with the use of mouse displacements while sitting or while changing their body orientation during over-ground walking. Net virtual errors showed that participants were able to accurately align themselves with the target despite having confounding visual information regarding FOE location and heading direction. Participants performed better in the mouse-driven task than the walking task. This may be attributed to the nature of the tasks that employ different degrees of freedom. Altogether, results support the use of this virtual reality-based paradigm to further investigate the contribution of altered visual self-motion processing and gait-related impairments on steering abilities in stroke and in the elderly.
{"title":"The effect of differing optic flow on steering behaviours during goal-oriented locomotion","authors":"Andrei Garcia Popov, A. Lamontagne","doi":"10.1109/ICVR.2011.5971849","DOIUrl":"https://doi.org/10.1109/ICVR.2011.5971849","url":null,"abstract":"The ability of healthy young individuals to accurately steer toward a virtual target while experiencing different foci of expansion (FOE) and target positions was examined with the use of a virtual reality task. Ten participants steered toward the virtual target with the use of mouse displacements while sitting or while changing their body orientation during over-ground walking. Net virtual errors showed that participants were able to accurately align themselves with the target despite having confounding visual information regarding FOE location and heading direction. Participants performed better in the mouse-driven task than the walking task. This may be attributed to the nature of the tasks that employ different degrees of freedom. Altogether, results support the use of this virtual reality-based paradigm to further investigate the contribution of altered visual self-motion processing and gait-related impairments on steering abilities in stroke and in the elderly.","PeriodicalId":345535,"journal":{"name":"2011 International Conference on Virtual Rehabilitation","volume":"22 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":"116713491","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.2011.5971837
C. Kirner, T. Kirner
Cognitive rehabilitation, which uses software applications (multimedia), advanced physical devices (PDAs, cellular phones, etc.) or virtual reality applications, presents limitations of several types related to: workspace, realistic representation, intuitive interaction, dexterity demand, availability, devices dependency, user-friendly interface, customization, multi-sensory input/output, complexity, etc. Recently, the technological evolution has allowed the development of artifacts based on augmented reality that overcome most of the weaknesses of the applications implemented with the previous technology. In this way, this paper presents and discusses the development of an interactive artifact based on augmented reality, which makes possible intuitive tangible interactions, multi-sensory feedback, customization, simplicity and the implementation of cognitive exercises. Ten users evaluated cognitive applications running over the interactive artifact under the point-of-view of augmented reality, giving their impressions. Finally, we discuss the potential of the interactive artifact, pointing out directions to improve its structure and utilization by cognitive disabled people.
{"title":"Development of an interactive artifact for cognitive rehabilitation based on augmented reality","authors":"C. Kirner, T. Kirner","doi":"10.1109/ICVR.2011.5971837","DOIUrl":"https://doi.org/10.1109/ICVR.2011.5971837","url":null,"abstract":"Cognitive rehabilitation, which uses software applications (multimedia), advanced physical devices (PDAs, cellular phones, etc.) or virtual reality applications, presents limitations of several types related to: workspace, realistic representation, intuitive interaction, dexterity demand, availability, devices dependency, user-friendly interface, customization, multi-sensory input/output, complexity, etc. Recently, the technological evolution has allowed the development of artifacts based on augmented reality that overcome most of the weaknesses of the applications implemented with the previous technology. In this way, this paper presents and discusses the development of an interactive artifact based on augmented reality, which makes possible intuitive tangible interactions, multi-sensory feedback, customization, simplicity and the implementation of cognitive exercises. Ten users evaluated cognitive applications running over the interactive artifact under the point-of-view of augmented reality, giving their impressions. Finally, we discuss the potential of the interactive artifact, pointing out directions to improve its structure and utilization by cognitive disabled people.","PeriodicalId":345535,"journal":{"name":"2011 International Conference on Virtual Rehabilitation","volume":"1 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":"128868369","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.2011.5971823
V. Gade, I. Maidan, R. Gallagher, C. Torres, Jessica Deutsch
Manipulation of optic flow using virtual environments (VE) is known to modulate walking speed. We developed a virtual reality augmented cycling system and sought to determine if manipulation of optic flow modified cycling rate. We tested three groups of healthy subjects (n = 5∶5∶3) as they cycled in a virtual park environment while we modified the gain for optic flow (gain at equal, and higher than comfortable cycling speed) using three protocols: 1) bike un-coupled with the VE and perceived gain, 2) bike coupled with VE and perceived gain and 3) bike coupled with VE and constant gain. We found that cycling speed increases were greatest when the bike was coupled with the VE and the gain was constant (F=5.207, p=0.028). Cycling rate increased with optic flow, which differs from the inverse relationship of optic flow and walking. To our knowledge this is the first study to provide preliminary evidence on cycling rate responses to optic flow.
{"title":"Cycling rate is modulated by optic flow in a virtual bicycle environment","authors":"V. Gade, I. Maidan, R. Gallagher, C. Torres, Jessica Deutsch","doi":"10.1109/ICVR.2011.5971823","DOIUrl":"https://doi.org/10.1109/ICVR.2011.5971823","url":null,"abstract":"Manipulation of optic flow using virtual environments (VE) is known to modulate walking speed. We developed a virtual reality augmented cycling system and sought to determine if manipulation of optic flow modified cycling rate. We tested three groups of healthy subjects (n = 5∶5∶3) as they cycled in a virtual park environment while we modified the gain for optic flow (gain at equal, and higher than comfortable cycling speed) using three protocols: 1) bike un-coupled with the VE and perceived gain, 2) bike coupled with VE and perceived gain and 3) bike coupled with VE and constant gain. We found that cycling speed increases were greatest when the bike was coupled with the VE and the gain was constant (F=5.207, p=0.028). Cycling rate increased with optic flow, which differs from the inverse relationship of optic flow and walking. To our knowledge this is the first study to provide preliminary evidence on cycling rate responses to optic flow.","PeriodicalId":345535,"journal":{"name":"2011 International Conference on Virtual Rehabilitation","volume":"11 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":"127977990","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.2011.5971827
Ulrich Gotz, K. Brutsch, René Bauer, Florian Faller, R. Spoerri, A. Meyer-Heim, R. Riener, A. Koenig
With regard to applied game design, the collaboration between game designers, engineers, neuropsychologists and medical doctors has shown that it is important to create interfaces in which the learning process is made enjoyable. Achieving this depends on understanding the limitations of the patients, the hard- and software to hand, and the complexity of therapy from the various disciplinary understandings. The balance between what is ‘fun’ and what are serious needs must not be lost, at the same time, a finely calibrated equilibrium is necessary for developing successful therapeutic tools. Virtual reality games as tools for extended therapy are likely of limited application where the immersive experience cannot be adequately achieved or assessed.
{"title":"A virtual reality system for robot-assisted gait training based on game design principles","authors":"Ulrich Gotz, K. Brutsch, René Bauer, Florian Faller, R. Spoerri, A. Meyer-Heim, R. Riener, A. Koenig","doi":"10.1109/ICVR.2011.5971827","DOIUrl":"https://doi.org/10.1109/ICVR.2011.5971827","url":null,"abstract":"With regard to applied game design, the collaboration between game designers, engineers, neuropsychologists and medical doctors has shown that it is important to create interfaces in which the learning process is made enjoyable. Achieving this depends on understanding the limitations of the patients, the hard- and software to hand, and the complexity of therapy from the various disciplinary understandings. The balance between what is ‘fun’ and what are serious needs must not be lost, at the same time, a finely calibrated equilibrium is necessary for developing successful therapeutic tools. Virtual reality games as tools for extended therapy are likely of limited application where the immersive experience cannot be adequately achieved or assessed.","PeriodicalId":345535,"journal":{"name":"2011 International Conference on Virtual Rehabilitation","volume":"103 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":"114324165","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.2011.5971814
N. Alberto Borghese, A. Sedda, R. Mainetti, M. Ronchetti, F. Pasotti, G. Bottini
Neglect syndrome is characterized by a selective impairment of spatial exploration sensible to cognitive rehabilitation. We show here how an effective rehabilitation system for neglect can be obtained using a web-cam, a PC and a TV display or a video projector. The patient is guided to explore the space, included the neglected hemispace, by a specifically designed game that requires the patient to reach targets with an increasing level of difficulty. Rewards display and audio output feed-back make the game even more attractive. We also report significant improvement on spatial exploration and everyday activities in one patient with chronic neglect, after a single intensive treatment with the described system. Besides improving the patients reported a positive attitude towards the system throughout the entire rehabilitation period.
{"title":"A reliable low-cost platform for neglect virtual rehabilitation","authors":"N. Alberto Borghese, A. Sedda, R. Mainetti, M. Ronchetti, F. Pasotti, G. Bottini","doi":"10.1109/ICVR.2011.5971814","DOIUrl":"https://doi.org/10.1109/ICVR.2011.5971814","url":null,"abstract":"Neglect syndrome is characterized by a selective impairment of spatial exploration sensible to cognitive rehabilitation. We show here how an effective rehabilitation system for neglect can be obtained using a web-cam, a PC and a TV display or a video projector. The patient is guided to explore the space, included the neglected hemispace, by a specifically designed game that requires the patient to reach targets with an increasing level of difficulty. Rewards display and audio output feed-back make the game even more attractive. We also report significant improvement on spatial exploration and everyday activities in one patient with chronic neglect, after a single intensive treatment with the described system. Besides improving the patients reported a positive attitude towards the system throughout the entire rehabilitation period.","PeriodicalId":345535,"journal":{"name":"2011 International Conference on Virtual Rehabilitation","volume":"105 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":"124866551","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.2011.5971846
A. Mirelman, N. Raphaely Beer, M. Dorffman, M. Brozgul, J. Hausdorff
Falls in the elderly are a major health problem affecting a third of the elderly over the age of 65. Numerous fall prevention interventions have been suggested but to date, the content of the optimal exercise program as well as its optimal duration and intensity have not yet been established. The Aim of this pilot study was to investigate whether Virtual Reality can be applied to address the multifaceted deficits associated with fall risk in the elderly. Five elderly women (67.1 ± 6.5 years) with a history of falls received 18 sessions (3 per week x 6 weeks) of progressive intensive treadmill training with virtual obstacles (TT + VR) consisting of obstacle navigation. Post-training, gait speed significantly improved during usual walking, dual tasking and while negotiating over-ground obstacles. Dual task cost and over-ground obstacle clearance also improved. TT + VR may be feasible for gait training of elderly fallers and may improve physical performance, gait during complex challenging conditions. Effects of training on fall frequency are still to be determined.
{"title":"Treadmill training with Virtual Reality to decrease risk of falls in idiopathic fallers: A pilot Study","authors":"A. Mirelman, N. Raphaely Beer, M. Dorffman, M. Brozgul, J. Hausdorff","doi":"10.1109/ICVR.2011.5971846","DOIUrl":"https://doi.org/10.1109/ICVR.2011.5971846","url":null,"abstract":"Falls in the elderly are a major health problem affecting a third of the elderly over the age of 65. Numerous fall prevention interventions have been suggested but to date, the content of the optimal exercise program as well as its optimal duration and intensity have not yet been established. The Aim of this pilot study was to investigate whether Virtual Reality can be applied to address the multifaceted deficits associated with fall risk in the elderly. Five elderly women (67.1 ± 6.5 years) with a history of falls received 18 sessions (3 per week x 6 weeks) of progressive intensive treadmill training with virtual obstacles (TT + VR) consisting of obstacle navigation. Post-training, gait speed significantly improved during usual walking, dual tasking and while negotiating over-ground obstacles. Dual task cost and over-ground obstacle clearance also improved. TT + VR may be feasible for gait training of elderly fallers and may improve physical performance, gait during complex challenging conditions. Effects of training on fall frequency are still to be determined.","PeriodicalId":345535,"journal":{"name":"2011 International Conference on Virtual Rehabilitation","volume":"64 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":"122401777","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.2011.5971869
W. Wright, M. Agah, K. Darvish, E. Keshner
Sensorimotor coordination relies on fine calibration of the interaction among visual, vestibular, and somatosensory input. Our goal was to investigate how the spatiotemporal properties of passive inertial motion and visual input affect head stabilization. Healthy young adults (n=12) wore a head-mounted display during A/P sinusoidal horizontal translations of the whole body. Visual conditions (VIS) displayed forward (EO), sideways (SW), or backward (BW) visual motion relative to the head, plus an eyes-closed conditions (EC) which were combined with 4 inertial conditions to comprise 16 conditions in total. In SW either near or far DEPTH of field with 180° phase shift was displayed. Subjects were secured in a seat with head free to move. Frequency and amplitude of sinusoidal input included overlapping max acceleration (amax) or max velocity (vmax). Amplitude and phase of angular velocity was collected with a 3-axis gyro. A main effect of inertial condition on amplitude for all axes of head motion (p<.0000) and a shift (p<.0000) from phase lead to lag of head pitch with increasing freq (121°, 127°, 83°, −32°) were found. A main effect of VIS on head pitch (p<0.01) was due to the absence of vision (EC). An interaction effect between inertial and VIS conditions on head yaw occurred with SW (p<0.05). In SW, a significant interaction of depth of field and inertia on amplitude (p<0.001) and phase (p<0.05) of head yaw occurred, especially during high vmax conditions. Thus, visual flow can organize lateral cervical responses despite being discordant with inertial input.
{"title":"Head stabilization shows multisensory dependence on spatiotemporal characteristics of visual and inertial passive stimulation","authors":"W. Wright, M. Agah, K. Darvish, E. Keshner","doi":"10.1109/ICVR.2011.5971869","DOIUrl":"https://doi.org/10.1109/ICVR.2011.5971869","url":null,"abstract":"Sensorimotor coordination relies on fine calibration of the interaction among visual, vestibular, and somatosensory input. Our goal was to investigate how the spatiotemporal properties of passive inertial motion and visual input affect head stabilization. Healthy young adults (n=12) wore a head-mounted display during A/P sinusoidal horizontal translations of the whole body. Visual conditions (VIS) displayed forward (EO), sideways (SW), or backward (BW) visual motion relative to the head, plus an eyes-closed conditions (EC) which were combined with 4 inertial conditions to comprise 16 conditions in total. In SW either near or far DEPTH of field with 180° phase shift was displayed. Subjects were secured in a seat with head free to move. Frequency and amplitude of sinusoidal input included overlapping max acceleration (amax) or max velocity (vmax). Amplitude and phase of angular velocity was collected with a 3-axis gyro. A main effect of inertial condition on amplitude for all axes of head motion (p<.0000) and a shift (p<.0000) from phase lead to lag of head pitch with increasing freq (121°, 127°, 83°, −32°) were found. A main effect of VIS on head pitch (p<0.01) was due to the absence of vision (EC). An interaction effect between inertial and VIS conditions on head yaw occurred with SW (p<0.05). In SW, a significant interaction of depth of field and inertia on amplitude (p<0.001) and phase (p<0.05) of head yaw occurred, especially during high vmax conditions. Thus, visual flow can organize lateral cervical responses despite being discordant with inertial input.","PeriodicalId":345535,"journal":{"name":"2011 International Conference on Virtual Rehabilitation","volume":"1 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":"129894130","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}