VR Flashcards
Benefits of VR for learning - simulates? Allows for? Provides? (2) Encourages?
- Simulates complexity of real-life situations in a controlled & spatially restricted environment
- Allows for interactive problem-solving regarding motor skills
- Provides specific feedback on pre-programmed aspects of performance
- Provides motivation via game structure and scoring systems
- Encourages high levels of practice
What are the Six Principles for Game Design for Rehabilitation?
- rewarding
- optimal level of challenge
- Feedback
- choice & interactivity
- clear goals and mechanics
- socialization
Forms of reward? (3)
- Conflict/competition,
- Imitation/mimicry,
- Sensation seeking
What kind of feedback?
Both intrinsic (response of game elements to player’s behavior) and extrinsic feedback (scores, and rewars)
What does choice and interactivity help promote? (2)
helps promote problem-solving, provides motivation to continue
Demonstrated benefits of gaming for healthy individuals include? (6)
- Increased attentional capacity (following multiple moving objects) and working memory
- Expanded usable visual field
- Improved temporal resolution of visual & auditory stimuli
- Quicker simple and choice reaction times
- Enhanced reasoning about visuospatial rotations
- Increased self-esteem, feelings of achievement, well-being
Neuroplastic adaptations have been demonstrated with video gaming in terms of? (2)
- Visuospatial: discrimination, cognition, responsiveness
* Coordination between visuospatial stimuli and bimanual control of fine motor skills
Can expect neuroplastic changes in gross motor skills with? (4)
- extensive use of motion controllers like
- Nintendo Wii
- Microsoft Kinnect
- Playstation Move
Lohse et el Limitations?
Minimal evidence currently exists showing that video games used in a therapeutic environment do improve motor behavior or functional movement activities
Need RCTS that are…?(5)
- Set in a rehabilitation environment
- With participants who are … older, less tech savvy, may have a whole mix of physical, perceptual and/or cognitive limitations
- Therapeutic goals may not parallel goals of the game
- Match time spent on VR games with time spent in HEP
- Outcome measures specific to motor behaviors of therapeutic interest, and functional movement activities
Key Elements of VR system? (4)
- Virtual/Simulated Environment
- Display / feedback system
- Device to interact with user
- All of these designed for participants who may have unique mix of physical, perceptual and cognitive limitations
Examples of Devices used to provide feedback? (5)
• Computer screen with audio output • Projection screen, Immersive projection screens • Vibration and other tactile feedback from hand-held controllers, gloves • Resistance or force generation from mechanical or robotic devices • Head-mounted displays
Driving Simulator with Haptic Feedback uses? Used to?
- Control VR environment with ankle motion
* Used to retrain haptic perception and ankle control
VR tools for Gait, Dexterity - altered the? Developed a? Used by? Uses? (2) Encourages?
- Altered the Xbox and its Essential Reality P5 glove controller
- Developed a system to assist patients status post stroke with hand rehab
- Used by people with MS or PD
- Walker or cane projects laser line
- Headset shows virtual, tiled-floor image and auditory feedback
- Encourages operator to take longer step lengths
Some devices used to measure body motion? (6)
- Mechanical devices like hand-held controllers, steering wheels, accelerator pedals
- Accelerometer based tracking devices – Wii controller
- Pressure sensitive boards – Wii Fit board
- Visual tracking systems – Kinect* system, IREX* system, other 3D motion capture systems
- Robotic interfaces with arms, legs of both (Lokomat)
- Bioimpedance devices – EEG, EKG, biofeedback