11 - Virtual Reality in Rehabilitation Flashcards

1
Q

Objectives of VR

A
  • practical training setting
  • – quasi realistic tasks
  • – indvdl, gradual adjustments
  • – context-specific, intuitive
  • – variety
  • improve feedback and assessment
  • – inform patient
  • – msrd scores
  • stronger neurophysiological effects
  • – brain stim
  • – cognitive challenge
  • – motivation
  • for physiotherapy and psychotherapy
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2
Q

VR and virtual envt def

A
  • VR = advanced form of human-computer interface that allows the user to interact and become immersed in a computer-generated envt in a realistic fashion
  • virtual envt (in rehab°) = envt created to assess and rehabilitate cognitive and functional abilities thru exposre to simulated ‘real-world’ or analog tasks
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3
Q

Display variety

A

visual, acoustic, olfactory, tactile, haptic/kinesthetic

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4
Q

Visual and haptic cues

A
  • static monocular cues = retinal info
  • dynamic monocular cues = movt
  • – motion parallax (dist => movt speed)
  • – kinetic depth effects (motion of 2D patterns)
  • binocular cues
  • – stereopsis = binocular dispartity
  • oculomotor cues
  • – accomodation (lens shape adapts to depth)
  • – convergence (inward movt to close-by obj)
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5
Q

VR display

A
  • HMD = head-mounted display = 2 separate img + inertial head tracking sensors
  • depth cues of 2D displays not needed
  • projections = isometric / perspective / oblique
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6
Q

Motivation def

A
  • forces acting on or w/i a person to initiate a behavior
  • extrinsinc / intrinsic
  • direction & intensity of one’s effort
  • need: participation willingness (=engagement) + active participation
  • games: inc lg term participation + short-term engagement
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7
Q

Emotions, valence, arousal

A
  • emotion = psychological state that arises spontaneously rather than thru conscious effort and is sometimes accompanied by physiological changes
  • arousal = emotional activation ranging from very excited/energized to very calm/sleepy
  • valence = hedonic qlty or pleasantness of an effective xp ranging from unpleasant to pleasant
  • arousal / valence space + physical effort
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8
Q

Optimizing engagement

A
  • Yerkes-Dodson’s law
  • – inc physical/mental arousal => inc perf
  • – arousal too high => dec perf
  • The Flow Concept = oscillation + linear augmentation of challenge vs/ skill
  • The Challenge Point Framework => optimal challenge b/ performance, learning potential and task difficulty
  • modulate engagement with
  • – biomechcl stimuli
  • – audiovisual features
  • – task difficulty
  • state estimator and adapt VR training to optimize engagement with desired cognitive load
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