Virtual Reality and Rehabilitation

slipperhangingAI and Robotics

Nov 14, 2013 (3 years and 11 months ago)

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Dr. Sue Cobb, VIRART, HFRG, University of Nottingham

Dr. Belinda Lange, Institute for Creative Technologies, University
of Southern California

Virtual Reality and Rehabilitation

Outline



Definition of rehab


VR for rehabilitation


Virtual rehab community


Examples of applications


Main challenges (3
-
5 years)


Definition of Rehabilitation


Rehabilitation is the process of helping an individual achieve the
highest level of independence and quality of life possible
-

physically, emotionally, socially, and spiritually



Rehabilitation does not reverse or undo the damage caused by a
injury or illness, but rather helps restore the individual to optimal
health, functioning, and well
-
being.



Rehabilitate (from the Latin "
habilitas
") means "to make able
again."


Virtual Reality for Rehabilitation


Variety of technologies:


VR platforms


Displays


Input devices


Interaction mechanisms


Wide range of impairments and disabilities


Diversity in the way the technology is applied


Multi
-
dimensional nature of R&D issues






(Cobb and Sharkey, 2007)


Virtual Rehabilitation Community


Conferences have emerged since early 90’s:
-


MMVR
http://www.nextmed.com/



ICDVRAT
http://www.icdvrat.rdg.ac.uk/



ICVR
http://www.virtual
-
rehab.org/2011/


ISVR
http://www.virtual
-
rehab.org/2011/



Example applications

(Brown et al., 1999)

(Cobb and Brown 1997)

(Cobb et al., 2002)

(Hilton et al., 2007)

(Millen et al., 2011)

Blue/Green screen technology for motor
coordination




(
Kizony

et al.,
2002; Weiss et al. 2009)

University of Haifa
-

IREX System


Comparison of reaching and grasping
kinematics in virtual & physical
environments
.


3 grasp types:

Spherical
-

can

Power
-

screwdriver

Precision
-

nail

Mindy F. Levin, McGill University, Montreal

Wii

Fit Balance Board

(Lange
et
al., 2010)

Webcam Tracking

(Lange
et
al., 2010)

(
Shefer

et
al., 2010)

(Rizzo
et
al., 2005)

Key Features of Rehabilitation tools


Tailored to individual’s level of ability


Flexible options to individualize exercises to meet
specific therapy goals


Option to increase level of challenge at appropriate rate


Reliable and Valid user sensing hardware


Appropriate and timely feedback


Quantitative performance data

Main challenges 3
-
5 years


OUTCOME STUDIES!!

Can clinicians and patients use these applications?

Are these technologies as good as or better than
standard care?


User testing


Clinical trials


How do we build applications that move beyond a novel
technology and become integrated into standard clinical
practice or home
-
based care?



Can we encourage users to adhere to exercise programs?


Public perception


“The University of Nottingham is
hosting the event which aims to
show how specialist technology can
improve our lives.”


“This system could be used in
hospitals to keep vulnerable patients
in touch but not in direct physical
contact with visitors. We’re both at
the conference but in different
rooms!”


(BBC East Midlands Today 20
th

September 2011)

References


Anderson, F., Annett, M.,
Bischof
, W.F. (2010). Lean
on Wii: Physical Rehabilitation With Virtual Reality and Wii Peripherals.
Proceedings
of 15th Annual
Cybertherapy

Conference
, June 13
-
15, 2010;
pp

229
-
234


Brown, D. J., Neale, H. R., Cobb, S. V. G., & Reynolds, H. (1999). Development and evaluation of the virtual city.
International Journal of Virtual Reality
,
3
(4), 27
-
38


Burke, J.W., McNeill, M.D.J., Charles, D.K., Morrow, P.J.,
Crosbie
, J.H., McDonough, S.M. (2010). Augmented Reality Games for Upper
-
Limb Stroke Rehabilitation.
Proceedings of the Second International Conference on Games and Virtual Worlds for Serious Applications.


Cobb, S.,
Beardon
, L.,
Eastgate
, R., Glover, T, Kerr, S., Neale, H., Parsons, S.,
Benford
, S., Hopkins, E., Mitchell, P., Reynard, G., & Wilson, JR. (2002). Applied Virtual
Environments to support learning of Social Interaction Skills in users with
Asperger’s

Syndrome,
Digital Creativity
, Vol.
13
, No.1, 11
-
22


Cobb, S.V.G. and Brown, D.J. (1997). Promotion of Health and Safety at Work using a Virtual Factory.
Proceedings of Virtual Reality in Education and Training,
VRET’97


Cobb, SVG and Sharkey, PM. (2007). A decade of research and development in disability, virtual reality and associated technol
ogi
es: review of ICDVRAT 1996
-
2006.
International Journal of Virtual Reality
,
6

(2), 51
-
68


Gil
-
Gomez, J.A., Lozano, J.A.,
Alcaniz
, M. (2009).
Nintendo Wii Balance Board for Balance Disorders. Poster presented at:
Virtual Rehabilitation International
Conference
; June 29
-
July 2,
2009,
Haifa
Israel


Hilton, D., Cobb., S., Bentham, J.,
Eastgate
, R.,
Wharrad
, H., Cable, R. and
Cotrel
-
Gibbons, L. (2009). A virtual environment ward simulation for clinical education.
Proceedings INTED09


Kizony
, R., L.
Raz
, et al. (2005). "Video
-
capture virtual reality system for patients with paraplegic spinal cord injury."
Journal of Rehabilitation Research and
Development
,
42
(5): 595
-
607


Lange, B.S., Flynn, S.M., Chang, K.,
Proffitt
, R., Rizzo,
A.
(2010). Development
of an interactive game
-
based rehabilitation tool for dynamic balance training.
Topics in
Stroke
Rehabilitation
,

17
(5); 345
-
352
.


Lange, B.S
.

(2010). How
to get where we need to be
-

current and future perspectives on the use of video games for motor rehabilitation.


National Institutes of
Health Workshop on Virtual Reality Technologies Treating Obesity and Diabetes
. July 15
-
16, 2010.


Millen, L., Glover, T., Hawkins, T., Patel, H. and Cobb, S.,

(2011).

Participant representation in use of collaborative virtual
environments for conversation with children
on the autism spectrum.

Poster presented at

Joint Virtual Reality Conference JVRC2011. 20
-
21
st

September, Nottingham, UK.


Rizzo, A.A., Cohen, I., Weiss, P.L., Kim, J.G.,
Yeh
, S.C.,
Zali
, Hwang ,B.J. (2005). Design
and Development of Virtual Reality Based Perceptual
-
Motor Rehabilitation
Scenarios.
28th Annual International Conference of the IEEE Engineering in Medicine and Biology
Society


Ryan, M., Smith, S., Chung, B.,
Cossell
, S.,
Jackman
, N., King, J., Mark, O.,
Ong
,
V.
(2009). Rehabilitation
Games: Designing Computer Games for Balance Rehabilitation
in the Elderly.
Foundations of Digital Games Conference
proceedings
, April
26
-
30, Cape Canaveral.


Shefer
, E.D.,
Ratzon
, N., Rizzo, A.A.,
Yeh
, S., Lange, B.S.,
Yafa
, B., Dietz, A., Weiss, P.L.,
Kizony
, R
.
(2010). Simple
camera tracking virtual reality system for evaluation
of wrist range of motion.
Proceedings of the 2010 International Conference on Disability, Virtual Reality and Associated Technology
, pp.123
-
130.


Weiss, P.L.,
Sveistrup
, H., Rand, D. and


Kizony
, R. (2009). Video capture virtual reality: A decade of rehabilitation assessment and intervention.
Physical Therapy
Reviews
,
14
: 307
-
321