VR Flashcards

1
Q

Benefits of VR for learning - simulates? Allows for? Provides? (2) Encourages?

A
  • 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
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2
Q

What are the Six Principles for Game Design for Rehabilitation?

A
  1. rewarding
  2. optimal level of challenge
  3. Feedback
  4. choice & interactivity
  5. clear goals and mechanics
  6. socialization
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3
Q

Forms of reward? (3)

A
  • Conflict/competition,
  • Imitation/mimicry,
  • Sensation seeking
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4
Q

What kind of feedback?

A

Both intrinsic (response of game elements to player’s behavior) and extrinsic feedback (scores, and rewars)

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5
Q

What does choice and interactivity help promote? (2)

A

helps promote problem-solving, provides motivation to continue

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6
Q

Demonstrated benefits of gaming for healthy individuals include? (6)

A
  • 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
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7
Q

Neuroplastic adaptations have been demonstrated with video gaming in terms of? (2)

A
  • Visuospatial: discrimination, cognition, responsiveness

* Coordination between visuospatial stimuli and bimanual control of fine motor skills

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8
Q

Can expect neuroplastic changes in gross motor skills with? (4)

A
  • extensive use of motion controllers like
  • Nintendo Wii
  • Microsoft Kinnect
  • Playstation Move
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9
Q

Lohse et el Limitations?

A

Minimal evidence currently exists showing that video games used in a therapeutic environment do improve motor behavior or functional movement activities

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10
Q

Need RCTS that are…?(5)

A
  • 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
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11
Q

Key Elements of VR system? (4)

A
  • 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
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12
Q

Examples of Devices used to provide feedback? (5)

A
•	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
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13
Q

Driving Simulator with Haptic Feedback uses? Used to?

A
  • Control VR environment with ankle motion

* Used to retrain haptic perception and ankle control

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14
Q

VR tools for Gait, Dexterity - altered the? Developed a? Used by? Uses? (2) Encourages?

A
  • 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
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15
Q

Some devices used to measure body motion? (6)

A
  • 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
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16
Q

How does the Rehabilitation Gaming System work? Goal?

A

• 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

17
Q

VR in Gait Rehabilitation uses? (3) Gaming environment provides?

A
  • 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
18
Q

VR for Gait Rehabilitation simulated? Uses placement of? What kind of feedback? Has built in?

A
  • 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
19
Q

IREX* System uses? Embeds? Can be?

A
  • 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
20
Q

CAREN uses? Gives feedback on? Has a? Uses a wide range of? Benefit?

A
  • 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
21
Q

EEG control of Wheelchair Navigation creates? EEG are? Stereo video footage is? A pair of shuttered glasses creates?

A
  • 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.
22
Q

Benefits of VR - simulate? Allow for? Provide? (2) Encourage?

A
  • 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