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
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
3
Q
Display variety
A
visual, acoustic, olfactory, tactile, haptic/kinesthetic
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)
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
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
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
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