Literature DB >> 19265756

The Sony PlayStation II EyeToy: low-cost virtual reality for use in rehabilitation.

Debbie Rand1, Rachel Kizony, Patrice Tamar L Weiss.   

Abstract

The objective of this study was to investigate the potential of using a low-cost video-capture virtual reality (VR) platform, the Sony PlayStation II EyeToy, for the rehabilitation of older adults with disabilities. This article presents three studies that were carried out to provide information about the EyeToy's potential for use in rehabilitation. The first study included the testing of healthy young adults (N = 34) and compared their experiences using the EyeToy with those using GestureTek's IREX VR system in terms of a sense of presence, level of enjoyment, control, success, and perceived exertion. The second study aimed to characterize the VR experience of healthy older adults (N = 10) and to determine the suitability and usability of the EyeToy for this population and the third study aimed to determine the feasibility of the EyeToy for use by individuals (N = 12) with stroke at different stages. The implications of these three studies for applying the system to rehabilitation are discussed.

Entities:  

Mesh:

Year:  2008        PMID: 19265756     DOI: 10.1097/NPT.0b013e31818ee779

Source DB:  PubMed          Journal:  J Neurol Phys Ther        ISSN: 1557-0576            Impact factor:   3.649


  20 in total

1.  Behavioral intention to use a virtual instrumental activities of daily living system among people with stroke.

Authors:  Allison Ellington; Richard Adams; Marga White; Paul Diamond
Journal:  Am J Occup Ther       Date:  2015 May-Jun

2.  Assessing upper extremity motor function in practice of virtual activities of daily living.

Authors:  Richard J Adams; Matthew D Lichter; Eileen T Krepkovich; Allison Ellington; Marga White; Paul T Diamond
Journal:  IEEE Trans Neural Syst Rehabil Eng       Date:  2014-09-24       Impact factor: 3.802

3.  Therapeutic Uses of Active Videogames: A Systematic Review.

Authors:  Amanda E Staiano; Rachel Flynn
Journal:  Games Health J       Date:  2014-09-16

4.  Development of an interactive upper extremity gestural robotic feedback system: from bench to reality.

Authors:  Krista A Wood; Corinna E Lathan; Kenton R Kaufman
Journal:  Conf Proc IEEE Eng Med Biol Soc       Date:  2009

5.  Study on the Effectiveness of Virtual Reality Game-Based Training on Balance and Functional Performance in Individuals with Paraplegia.

Authors:  Meetika Khurana; Shefali Walia; Majumi M Noohu
Journal:  Top Spinal Cord Inj Rehabil       Date:  2017-05-04

Review 6.  Virtual reality for stroke rehabilitation.

Authors:  Kate E Laver; Stacey George; Susie Thomas; Judith E Deutsch; Maria Crotty
Journal:  Cochrane Database Syst Rev       Date:  2015-02-12

7.  ENGAGE: Guided Activity-Based Gaming in Neurorehabilitation after Stroke: A Pilot Study.

Authors:  Ann Reinthal; Kathy Szirony; Cindy Clark; Jeffrey Swiers; Michelle Kellicker; Susan Linder
Journal:  Stroke Res Treat       Date:  2012-04-23

8.  Increasing patient engagement in rehabilitation exercises using computer-based citizen science.

Authors:  Jeffrey Laut; Francesco Cappa; Oded Nov; Maurizio Porfiri
Journal:  PLoS One       Date:  2015-03-20       Impact factor: 3.240

Review 9.  Efficacy of virtual reality-based intervention on balance and mobility disorders post-stroke: a scoping review.

Authors:  Anuja Darekar; Bradford J McFadyen; Anouk Lamontagne; Joyce Fung
Journal:  J Neuroeng Rehabil       Date:  2015-05-10       Impact factor: 4.262

Review 10.  Exergaming in older adults: a scoping review and implementation potential for patients with heart failure.

Authors:  Leonie Verheijden Klompstra; Tiny Jaarsma; Anna Strömberg
Journal:  Eur J Cardiovasc Nurs       Date:  2013-11-06       Impact factor: 3.908

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