Literature DB >> 12855092

Virtual reality provides leisure time opportunities for young adults with physical and intellectual disabilities.

Patrice L Tamar Weiss1, Pnina Bialik, Rachel Kizony.   

Abstract

Due to limitations in their physical abilities, adults with cerebral palsy (CP) have relatively few opportunities to engage in independent leisure activities. This pervasive lack of opportunity often leads to the development of dependent behavioral patterns and learned helplessness. The objective of this pilot study was to explore ways in which virtual reality can provide positive and enjoyable leisure experiences during physical interactions with different game-like virtual environments and potentially lead to increased self-esteem and a sense of self-empowerment. The study sample consisted of five young male adults with CP and severe intellectual disabilities who are non-speaking and who use wheelchairs for mobility. Each participant experienced three game-like virtual scenarios via VividGroup's Gesture Xtreme video capture virtual reality (VR) system. The participant's video captured image was processed on the same plane as screen graphical animations that react in real time in response to his movements. Outcome measures included the participants' responses to a five-item presence questionnaire, a 6-item task specific questionnaire and observation of their videotaped performance while participating in the virtual games. Participants' responses to the questionnaire showed a high level of presence in all three scenarios. These participants demonstrated an exceptional degree of enthusiasm during each VR experience; some reacted to the various stimuli via appropriate and goal-oriented responses, in other cases the response was more arbitrary. Documentation of behaviors during and following the VR experiences may provide insight into the important role that VR may play in nurturing their self-esteem and sense of empowerment.

Entities:  

Mesh:

Year:  2003        PMID: 12855092     DOI: 10.1089/109493103322011650

Source DB:  PubMed          Journal:  Cyberpsychol Behav        ISSN: 1094-9313


  18 in total

1.  Influence of virtual reality soccer game on walking performance in robotic assisted gait training for children.

Authors:  Karin Brütsch; Tabea Schuler; Alexander Koenig; Lukas Zimmerli; Susan Mérillat -Koeneke; Lars Lünenburger; Robert Riener; Lutz Jäncke; Andreas Meyer-Heim
Journal:  J Neuroeng Rehabil       Date:  2010-04-22       Impact factor: 4.262

2.  Virtual reality training improves dynamic balance in children with cerebral palsy.

Authors:  Morteza Pourazar; Fazlolah Bagherzadeh; Fatemeh Mirakhori
Journal:  Int J Dev Disabil       Date:  2019-10-26

3.  Engagement with electronic screen media among students with autism spectrum disorders.

Authors:  Beth A Mineo; William Ziegler; Susan Gill; Donna Salkin
Journal:  J Autism Dev Disord       Date:  2008-07-15

4.  Video capture virtual reality as a flexible and effective rehabilitation tool.

Authors:  Patrice L Weiss; Debbie Rand; Noomi Katz; Rachel Kizony
Journal:  J Neuroeng Rehabil       Date:  2004-12-20       Impact factor: 4.262

5.  Motor rehabilitation using virtual reality.

Authors:  Heidi Sveistrup
Journal:  J Neuroeng Rehabil       Date:  2004-12-10       Impact factor: 4.262

Review 6.  The role of exergaming in Parkinson's disease rehabilitation: a systematic review of the evidence.

Authors:  Gillian Barry; Brook Galna; Lynn Rochester
Journal:  J Neuroeng Rehabil       Date:  2014-03-07       Impact factor: 4.262

7.  Exergaming (XBOX Kinect™) versus traditional gym-based exercise for postural control, flow and technology acceptance in healthy adults: a randomised controlled trial.

Authors:  Gillian Barry; Paul van Schaik; Alasdair MacSween; John Dixon; Denis Martin
Journal:  BMC Sports Sci Med Rehabil       Date:  2016-08-23

8.  The Role of Interaction with Nature in Childhood Development: An Under-Appreciated Ecosystem Service.

Authors:  J Kevin Summers; Deborah N Vivian; J Tobias Summers
Journal:  Psychol Behav Sci       Date:  2019-11-05

9.  A "virtually minimal" visuo-haptic training of attention in severe traumatic brain injury.

Authors:  Assaf Y Dvorkin; Milan Ramaiya; Eric B Larson; Felise S Zollman; Nancy Hsu; Sonia Pacini; Amit Shah; James L Patton
Journal:  J Neuroeng Rehabil       Date:  2013-08-09       Impact factor: 4.262

10.  Retraining function in people with Parkinson's disease using the Microsoft kinect: game design and pilot testing.

Authors:  Brook Galna; Dan Jackson; Guy Schofield; Roisin McNaney; Mary Webster; Gillian Barry; Dadirayi Mhiripiri; Madeline Balaam; Patrick Olivier; Lynn Rochester
Journal:  J Neuroeng Rehabil       Date:  2014-04-14       Impact factor: 4.262

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