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
How does the Rehabilitation Gaming System work? Goal?
• As participant moves the arm, system displays the motion of
an equivalent virtual limb. Gloves measure hand flexion/extension.
• Goal: increase speed, accuracy, dexterity of reach & grasp movements
VR in Gait Rehabilitation uses? (3) Gaming environment provides?
- Overhead suspension harness for BWS
- Inertial tracking device detects head motion, warns user when looking down or leaning
- Programmable treadmill, automatically progresses patient, reduces BWS
- Gaming environment provides auditory cues, feedback, rewards, multiple levels
VR for Gait Rehabilitation simulated? Uses placement of? What kind of feedback? Has built in?
- Simulated urban scene is different each time
- Placement of people, cars, buildings, etc. is randomly generated
- Auditory feedback responds to certain events
- Gaming environment has built-in rewards
IREX* System uses? Embeds? Can be?
- Uses digital video with “green screen” technology
- Embeds image of person into VR environment
- Numerous games developed for rehab
- Can be extensively tailored by therapist for individual patient
CAREN uses? Gives feedback on? Has a? Uses a wide range of? Benefit?
- Real time feedback via 3D motion capture
- Gives feedback on a patient’s motion in real-time
- Movable platform
- Wide range of virtual environments allow many different behaviors
- Accurate measurement tools for evaluating progress
EEG control of Wheelchair Navigation creates? EEG are? Stereo video footage is? A pair of shuttered glasses creates?
- Create a virtual world through which a person can navigate using just their thoughts.
- EEG (electroencephalogram) are attached to a person’s scalp to monitor electrical activity within their brain.
- Stereo video footage is projected onto three walls and the floor. No need a head-mounted display device.
- A pair of shuttered glasses creates the illusion of 3D to intensify the overall feeling of being inside the simulated reality.
Benefits of VR - simulate? Allow for? Provide? (2) Encourage?
- Simulate complexity of real-life situations
- Allow for interactive problem-solving
- Provide specific feedback on
- Provide motivation via game structure and scoring systems
- Encourage high levels of practice