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2011 International Conference on Virtual Rehabilitation最新文献

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Virtual environment support orientation skills of newly blind 虚拟环境支持新盲人的定向技能
Pub Date : 2011-06-27 DOI: 10.1109/ICVR.2011.5971839
O. Lahav, D. W. Schloerb, M. Srinivasan
The newly blind face enormous emotional, cognitive and physical difficulties in the first stage of rehabilitation. During the traditional orientation and mobility rehabilitation program, the newly blind are trained in basic orientation and mobility skills. The virtual system BlindAid aimed to serve as a simulator for the subject to practice his or her new spatial knowledge and orientation and mobility strategies. The two main goals of this research were to examine: (1) the exploration strategies and process of the newly blind when using a virtual environment; (2) the contribution of the virtual environment exploration process to performance on orientation tasks in virtual environments and real spaces. The findings supply evidence that interaction with the BlindAid system by people who are newly blind provides the participants' development of comprehensive cognitive maps of actual known and unknown spaces during their rehabilitation program.
刚失明的人在康复的第一阶段面临着巨大的情感、认知和身体上的困难。在传统的定向和行动康复计划中,新失明的人接受基本定向和行动技能的训练。虚拟系统BlindAid旨在为受试者提供一个模拟器,以练习他或她的新空间知识、方向和移动策略。本研究的两个主要目的是研究:(1)新盲人在使用虚拟环境时的探索策略和过程;(2)虚拟环境探索过程对在虚拟环境和真实空间中完成定位任务的贡献。研究结果提供了证据,表明新失明的人与盲助系统的互动,使参与者在康复过程中对实际已知和未知空间形成了全面的认知地图。
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引用次数: 7
User-acceptance and flow in two gaming platforms used for exercise 两个运动游戏平台的用户接受度和流量
Pub Date : 2011-06-27 DOI: 10.1109/ICVR.2011.5971853
J. Robinson, P. van Schaik, A. MacSween, J. Dixon, Denis Martin
The aim of this study was to compare users' acceptance and experience through psychological questionnaires for two gaming platforms when used as an exercise tool. Thirty-three participants were recruited from the population of Teesside University, UK. Participants were randomly allocated to either exercise using the Interactive Rehabilitation and Exercise system, or the Nintendo Wii. Following a four-week exercise programme, no significant differences were found between gaming platforms. However, there were significant increases in acceptance and experience.
本研究的目的是通过心理问卷比较两种游戏平台作为锻炼工具时用户的接受度和体验。研究人员从英国提赛德大学招募了33名参与者。参与者被随机分配到使用互动康复和锻炼系统或任天堂Wii进行锻炼。在为期四周的锻炼计划之后,在游戏平台之间没有发现显著差异。然而,在接受度和经验方面有了显著的提高。
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引用次数: 3
Effects of shading and droplines on object localization in virtual rehabilitation for patients with neurological conditions 神经系统疾病患者虚拟康复中阴影和斜纹对目标定位的影响
Pub Date : 2011-06-27 DOI: 10.1109/ICVR.2011.5971874
Wouter van den Hoogen, I. Lamers, Katrien Baeten, K. Coninx, P. Feys, Sofie Notelaers, L. Kerhofs, W. Ijsselsteijn
Virtual environments (VE) are emerging for the creation of effective and motivating exercise therapy for neurorehabilitation of MS and stroke patients. Although these interactive systems are promising tools in rehabilitation, the targeted end users often suffer from visual system disorders and cognitive dysfunctions, which may influence their capabilities while navigating in a virtual 3D world. Cues like shades are proven to be effective navigation and localization aids in a 3D environment for healthy people, but little is known about their benefit for persons with a neurological disease. Therefore, we conducted a user study to test the impact of visual cues such as shading on navigation tasks in a VE for a population of MS and stroke patients. We compared 3 visual conditions in the environment: one without shading, one with shading, and one with shading as well as a dropline between the shade and the object representing the person's location in the environment. Participants in the user study were 11 persons diagnosed with MS, 9 with stroke and 9 healthy control persons. Subjective measures were not uninfluenced by the use of shade or a dropline, but objective measures show a significant increase in speed, and lower execution time resulting from the addition of object-shading.
虚拟环境(VE)正在兴起,为多发性硬化症和中风患者的神经康复创造有效和激励的运动疗法。虽然这些交互系统是很有前途的康复工具,但目标最终用户通常患有视觉系统障碍和认知功能障碍,这可能会影响他们在虚拟3D世界中导航的能力。像阴影这样的线索被证明是健康人群在3D环境中有效的导航和定位辅助工具,但对于患有神经系统疾病的人来说,它们的益处知之甚少。因此,我们进行了一项用户研究,以测试视觉线索(如阴影)对多发性硬化症和中风患者在VE中导航任务的影响。我们比较了环境中的3种视觉条件:一种是没有阴影的,一种是有阴影的,还有一种是有阴影的,阴影和物体之间有一条线,代表了人在环境中的位置。用户研究的参与者是11名诊断为多发性硬化症的人,9名中风患者和9名健康对照者。主观测量结果并非不受阴影或斜线使用的影响,但客观测量结果显示,由于增加了物体阴影,速度显著提高,执行时间缩短。
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引用次数: 2
Virtual reality rehabilitation system for neuropathic pain and motor dysfunction in spinal cord injury patients 虚拟现实康复系统治疗脊髓损伤患者神经性疼痛和运动功能障碍
Pub Date : 2011-06-01 DOI: 10.1109/ICVR.2011.5971865
M. Villiger, M. Hepp-Reymond, P. Pyk, D. Kiper, K. Eng, Jeremy Spillman, Bruno Meilick, N. Estévez, S. Kollias, A. Curt, S. Hotz-Boendermaker
Spinal cord injury (SCI) causes both lower limb motor dysfunction and associated neuropathic pain. Although these two conditions share related cortical mechanisms, different interventions are currently used to treat each condition. With intensive training using entertaining virtual reality (VR) scenarios, it may be possible to reshape cortical networks thereby reducing neuropathic pain and improving motor function. We have created the first VR training system combining action observation and execution addressing lower limb function in incomplete SCI (iSCI) patients. A particular feature of the system is the use of size-adjustable shoes with integrated motion sensors. A pilot single-case clinical study is currently being conducted on six iSCI patients. Two patients tested to date were highly motivated to perform and reported improved physical well-being. They improved in playing skill and in controlling the virtual lower limbs. There were post-intervention indications of neuropathic pain decrease, muscle strength increase, faster walking speed and improved performance on items relevant for ambulation. In addition functional MRI before and after treatment revealed a decreased activation pattern. We interpret this result as an improvement of neuronal synergies for this task. These results suggest that our VR system may be beneficial for both reducing neuropathic pain and improving motor function in iSCI patients.
脊髓损伤(SCI)引起下肢运动功能障碍和相关的神经性疼痛。尽管这两种疾病具有相关的皮层机制,但目前用于治疗每种疾病的干预措施不同。通过娱乐性虚拟现实(VR)场景的强化训练,有可能重塑皮层网络,从而减少神经性疼痛并改善运动功能。我们创造了第一个结合动作观察和执行的VR训练系统,用于治疗不完全性SCI (iSCI)患者的下肢功能。该系统的一个特点是使用了可调节大小的鞋子,并集成了运动传感器。目前正在对6名iSCI患者进行一项试点单病例临床研究。迄今为止接受测试的两名患者表现出高度的积极性,并报告身体健康状况有所改善。他们在游戏技巧和控制虚拟下肢方面都有所提高。干预后的适应症为神经性疼痛减轻,肌肉力量增加,步行速度加快,在行走相关项目上的表现改善。此外,治疗前后的功能性MRI显示激活模式降低。我们将这一结果解释为该任务中神经元协同作用的改进。这些结果表明,我们的VR系统可能有助于减轻iSCI患者的神经性疼痛和改善运动功能。
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引用次数: 21
期刊
2011 International Conference on Virtual Rehabilitation
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