Literature DB >> 22494437

Designing informed game-based rehabilitation tasks leveraging advances in virtual reality.

Belinda Lange1, Sebastian Koenig, Chien-Yen Chang, Eric McConnell, Evan Suma, Mark Bolas, Albert Rizzo.   

Abstract

PURPOSE: This paper details a brief history and rationale for the use of virtual reality (VR) technology for clinical research and intervention, and then focuses on game-based VR applications in the area of rehabilitation. An analysis of the match between rehabilitation task requirements and the assets available with VR technology is presented. KEY MESSAGES AND IMPLICATIONS: Low-cost camera-based systems capable of tracking user behavior at sufficient levels for game-based virtual rehabilitation activities are currently available for in-home use. Authoring software is now being developed that aims to provide clinicians with a usable toolkit for leveraging this technology. This will facilitate informed professional input on software design, development and application to ensure safe and effective use in the rehabilitation context.
CONCLUSION: The field of rehabilitation generally stands to benefit from the continual advances in VR technology, concomitant system cost reductions and an expanding clinical research literature and knowledge base. Home-based activity within VR systems that are low-cost, easy to deploy and maintain, and meet the requirements for "good" interactive rehabilitation tasks could radically improve users' access to care, adherence to prescribed training and subsequently enhance functional activity in everyday life in clinical populations.

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Year:  2012        PMID: 22494437     DOI: 10.3109/09638288.2012.670029

Source DB:  PubMed          Journal:  Disabil Rehabil        ISSN: 0963-8288            Impact factor:   3.033


  39 in total

Review 1.  Effects of Virtual Reality Training (Exergaming) Compared to Alternative Exercise Training and Passive Control on Standing Balance and Functional Mobility in Healthy Community-Dwelling Seniors: A Meta-Analytical Review.

Authors:  Lars Donath; Roland Rössler; Oliver Faude
Journal:  Sports Med       Date:  2016-09       Impact factor: 11.136

2.  Considerations in the efficacy and effectiveness of virtual reality interventions for stroke rehabilitation: moving the field forward.

Authors:  Rachel Proffitt; Belinda Lange
Journal:  Phys Ther       Date:  2014-10-24

3.  Lee Silverman Voice Treatment BIG® for a Person With Stroke.

Authors:  Rachel M Proffitt; Whitney Henderson; Shea Scholl; Micaela Nettleton
Journal:  Am J Occup Ther       Date:  2018 Sep/Oct

4.  Emergence of virtual reality as a tool for upper limb rehabilitation: incorporation of motor control and motor learning principles.

Authors:  Mindy F Levin; Patrice L Weiss; Emily A Keshner
Journal:  Phys Ther       Date:  2014-09-11

5.  Implicit guidance to stable performance in a rhythmic perceptual-motor skill.

Authors:  Meghan E Huber; Dagmar Sternad
Journal:  Exp Brain Res       Date:  2015-03-28       Impact factor: 1.972

Review 6.  How a diverse research ecosystem has generated new rehabilitation technologies: Review of NIDILRR's Rehabilitation Engineering Research Centers.

Authors:  David J Reinkensmeyer; Sarah Blackstone; Cathy Bodine; John Brabyn; David Brienza; Kevin Caves; Frank DeRuyter; Edmund Durfee; Stefania Fatone; Geoff Fernie; Steven Gard; Patricia Karg; Todd A Kuiken; Gerald F Harris; Mike Jones; Yue Li; Jordana Maisel; Michael McCue; Michelle A Meade; Helena Mitchell; Tracy L Mitzner; James L Patton; Philip S Requejo; James H Rimmer; Wendy A Rogers; W Zev Rymer; Jon A Sanford; Lawrence Schneider; Levin Sliker; Stephen Sprigle; Aaron Steinfeld; Edward Steinfeld; Gregg Vanderheiden; Carolee Winstein; Li-Qun Zhang; Thomas Corfman
Journal:  J Neuroeng Rehabil       Date:  2017-11-06       Impact factor: 4.262

7.  User-Centered Design of a Controller-Free Game for Hand Rehabilitation.

Authors:  Rachel Proffitt; Marisa Sevick; Chien-Yen Chang; Belinda Lange
Journal:  Games Health J       Date:  2015-04-17

Review 8.  Designing Serious Game Interventions for Individuals with Autism.

Authors:  Elisabeth M Whyte; Joshua M Smyth; K Suzanne Scherf
Journal:  J Autism Dev Disord       Date:  2015-12

9.  Using Virtual Interactive Training Agents (ViTA) with Adults with Autism and Other Developmental Disabilities.

Authors:  Shanna L Burke; Tammy Bresnahan; Tan Li; Katrina Epnere; Albert Rizzo; Mary Partin; Robert M Ahlness; Matthew Trimmer
Journal:  J Autism Dev Disord       Date:  2018-03

10.  Development of an audio-based virtual gaming environment to assist with navigation skills in the blind.

Authors:  Erin C Connors; Lindsay A Yazzolino; Jaime Sánchez; Lotfi B Merabet
Journal:  J Vis Exp       Date:  2013-03-27       Impact factor: 1.355

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