| Literature DB >> 15679949 |
Patrice L Weiss1, Debbie Rand, Noomi Katz, Rachel Kizony.
Abstract
Video capture virtual reality (VR) uses a video camera and software to track movement in a single plane without the need to place markers on specific bodily locations. The user's image is thereby embedded within a simulated environment such that it is possible to interact with animated graphics in a completely natural manner. Although this technology first became available more than 25 years ago, it is only within the past five years that it has been applied in rehabilitation. The objective of this article is to describe the way this technology works, to review its assets relative to other VR platforms, and to provide an overview of some of the major studies that have evaluated the use of video capture technologies for rehabilitation.Entities:
Year: 2004 PMID: 15679949 PMCID: PMC546410 DOI: 10.1186/1743-0003-1-12
Source DB: PubMed Journal: J Neuroeng Rehabil ISSN: 1743-0003 Impact factor: 4.262
Figure 1Individual with a stroke performing within the Soccer environment using the VividGroup GX system.
Figure 2Individual with a stroke performing the Wishy Washy application using the Sony EyeToy system.
Figure 3Screen shots of the VMall showing clients with stroke selecting a shopping aisle (left panel), a food item (middle panel) and verifying the contents of the shopping cart (right panel).