Lecture 11 - Virtual Reality in Rehabilitation Flashcards
Why use VR in rehabilitation?
Conventional training without VR can be monotonous and boring. The underlying hypothesis is that it provides higher motivation, which results in higher active participation, which in turn leads to better therapeutic outcomes.
What is the goal of VR in rehabilitation?
To increase motivation in terms of active participation.
List the 3 specific objectives of VR in rehab.
- Provide a practical training setting
- Improve feedback and assessment
- Stronger neurophysiological effects
How does VR in rehab seek to provide a practical training setting?
- Enable training of quasi-realistic tasks, e.g. ADL tasks
- Individual and gradual difficulty adjustments to patient
- Intuitive use by context-specific instructions
- Larger variety of different tasks, e.g. challenging/dangerous
How does VR seek to provide improved feedback and assessment?
- Inform patient about their efforts (bars, graphs, colours)
- Measured scores inform therapist about rehabilitation status
How does VR seek to result in stronger neurophysiological effects?
- Further brain stimulating modalities (vision and sounds)
- Increased cognitive challenge
- Increase of motivation by provision of reward (“game instinct”)
Define Virtual Reality.
An advanced form of a human-computer interface that allows the user to ‘interact’ with and become immersed in a computer-generated environment in a naturalistic fashion.
How can Virtual Reality be used in the context of rehab?
Virtual environments can be created to assess and rehabilitate cognitive and functional abilities through exposure to stimulated real-world or analog tasks.
List 5 different types of VR display types.
- Visual
- Tactile
- Haptic/Kinesthetic
- Olfactory
- Acoustic
What 4 types of cues are used for depth perception?
- Static monocular cues (retinal information)
- Dynamic monocular cues (motion of objects/observer)
- Binocular cues (movements related to both eyes)
- Oculomotor cues (muscular activity of the eye)
Give 6 examples of static monocular cues for depth perception.
- Retinal image size
- Linear perspective
- Texture gradients
- Aerial perspective
- Occlusion
- Shadows
Give 2 examples of dynamic monocular cues for depth perception.
- Motion parallax (distant objects move slower than close ones)
- Kinetic depth effects (3D structures can be recognised by motion of 2D patterns)
Give an example of a binocular cue for depth perception.
Stereopsis (binocular disparity) - slightly different projections on retinas of the 2 eyes due to the eye’s different lateral (i.e. horizontal) positions on the head
Give 2 examples of oculomotor cues for depth perception.
- Accomodation - change of the lens shape to focus at certain depth due to ciliary muscle activity (most effective in near vision)
- Convergence - inward movement of both eyes when focusing on close object due to rotational eye muscle activity (most effective in near vision)
Describe an example of visual stereodisplay technology.
Head-Mounted Displays (HMD)
- 2 separate images produced by small LCD displays
- inertial head tracking sensors to account for head motion in graphics