L9 Virtual Reality Flashcards

1
Q

VR in Rehabilitation

A
  • More actions: execute actions that they cannot perform in
    real life due to their disabilities
  • More practice: in addition to traditional therapy
  • Individualized treatment plans: developed on the basis
    of careful assessment and following case-by-case treatment
    goals
  • Analysis: better understand the needs of people with
    disabilities in public places and at home
  • Convenience
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2
Q

VR Platforms

A

Google Daydream, Life VR (Time Inc.), Windows Holographic,
PlayStation, Xbox, HTC Vive, Oculus Rift,Hololens, Samsung Gear

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3
Q

Displays

A

Head mounted display (HMD), monitors, 3 monitors, cylindrical screens
(180º, 360º ), domes (CAVE)

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4
Q

Input Devices

A

Mouse/keyboard, wand, joystick, audio input, cyber glove

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5
Q

Interaction Mechanisms

A

head tracking, eye tracking, full-body tracking – motion
capture, real devices (gun), dynamics (treadmill, moving platform), user interfaces

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6
Q

Platform Considerations

A
  • Ease of Software integration
  • Realism/Immersion
  • Integration into users’ lifestyles
  • At home or for use in clinics
  • Connectivity to other users
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7
Q

Display Considersations

A
  • Realism/Immersion
  • Cost
  • Space/Size
  • VR sickness
  • Sensitivities
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8
Q

Input Device Characteristics

A
  • Size and shape, encumbrance
  • Degrees of freedom: integrated (mouse) vs. separable (Etch-a-sketch)
  • Direct (natural) vs. Indirect Manipulation
  • Rate control vs. Position control
  • Relative vs. Absolute
    Relative: measure difference between current and last input (mouse)
    Absolute: measure input relative to a constant point of reference (tablet)
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9
Q

Augmented Reality

A

live direct or indirect view of a physical, real-world
environment whose elements are augmented (or supplemented) by computer-generated
sensory input such as sound, video, graphics or GPS data.

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10
Q

Benefits of Immersive VR
Therapy

A
  • Improved trunk control and limb use
  • Improved balance, mobility
  • Improved fine and gross motor movement
  • Enhanced cognitive and executive functioning
  • Motivation: Gaming effect
  • Feedback: visual, audio, tactile/haptic
  • Greater sense of confidence and empowerment
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11
Q

Virtual Reality for Rehab Therapy

A
  • Post-Op
  • Stroke
  • Spinal Cord Injury
  • Accident
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12
Q

CAREN

A

Computer Assisted Rehabilitation Environment

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13
Q
A
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