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The Rutgers Arm II trains primarily shoulder motor control, arm dynamic response, endurance and cognitive anticipatory strategies in virtual environments. It improves on our earlier Rutgers Arm by replacing magnetic tracking with a visual tracking and by the use of a training table that tilts. Pilot trials with a single subject showed clear dependency on table tilt angle. Further trials are ongoing.
The purpose of this study is to examine dual task performance during locomotion in a functional virtual setting. A virtual reality-based paradigm was developed in order to achieve this goal. To date, four participants who had a stroke completed the study protocol. Gait parameters and cognitive performance indicators varied between subjects. Further data collection and analysis is currently being performed.
Interaction with computers and virtual environments is almost totally based on visual displays, along with auditory feedback. Somesthetic feedback, a necessary feature in all other skilled activity, is usually absent. Haptic interfaces attempt to solve this problem by coupling the human sense of touch with a computer-generated world. Haptics is the science of applying tactile sensation and kinesthesis...
This tutorial is intended for those new to the Virtual Rehabilitation field, as well as technologists looking at clinical adoption of computerized rehabilitation systems. It will present topics related to Wii-based rehabilitation, including the technology used and its safety aspects, patient populations Wii can benefit, therapy protocols, outcomes, and regulatory aspects. The tutorial is largely based...
The increasing use of virtual reality in the treatment of phobias translates in a just as expanding need for realism in its scenes and characters. Virtual characters need to seem gifted with intelligence. A first step in achieving this is by giving them the possibility to interact with real people. In this paper we present an eye-tracking based method to obtain interactive virtual characters. We use...
Picking up and moving small objects is one of the impaired functions stroke survivors most desire to recover. Indeed, this action is involved in many activities of daily living and is often difficult for stroke patients who have problems in (i) grasping the object, (ii) lifting the hand, and (iii) producing a straight trajectory. We have developed a ldquopick & placerdquo exercise using motivational...
Nowadays, stroke has become one the main causes of adult disability leading to life-lasting effects, including motor and cognitive deficits. Here we explore the benefits of the use of virtual reality (VR) for the rehabilitation of motor deficits following stroke. We have developed the rehabilitation gaming system (RGS), a VR-based apparatus designed for the treatment of the upper extremities. The...
Presence in virtual environments is achieved when the user is immersed and experiences a sense of realism. Multi-modal feedback is used to create this sense of realism. This study tested the contributions of visual stimuli and haptic effects to the userspsila sense of realism on a walking simulator. Haptic effects were modeled as an icy or a muddy road surface. To determine if the haptic effects modified...
The application of VR for driver rehabilitation can offer numerous unique and innovative advantages to the assessment and rehabilitation of driving skills for persons with neurological compromise. However, in order to ensure the successful integration and acceptance of this new tool, several considerations must be reviewed. This presentation will discuss findings from a series of studies that has...
One of the most pervasive disabilities is postural instability because it can arise with changes in both the central and peripheral nervous systems and in the skeletal-muscular system. In this keynote address, I will explore the role that virtual environment technology (VE) can play in the assessment and treatment of balance disorders and highlight some object lessons for virtual rehabilitation that...
The convergence of game technology (software and hardware), the Internet, and rehabilitation science forms the second-generation virtual rehabilitation framework. This reduced-cost and patient/therapist familiarity facilitate adoption in clinical practice. This paper presents a PlayStation 3-based hand physical rehabilitation system for children with hemiplegia due to perinatal brain injury (hemiplegic...
Better rehabilitation outcomes have been linked to higher levels of motivation in animal models of stroke recovery. Virtual reality environments have been postulated to increase the participantpsilas level of engagement and motivation in performing motor tasks. We evaluated motivation and presence in two groups of healthy participants (<25 yrs old; ges25yrs old) performing similar reaching tasks...
The ability to perform successive or simultaneous tasks is a common and necessary aspect of everyday life. This ability is often impaired in people suffering from brain lesions affecting, in particular, the frontal regions. The assessment and recovery of executive functions and dual task abilities conducted in laboratory settings do not always succeed, in part, due to the ecological and contextual...
In previous investigations, we demonstrated that a virtual reality navigation test developed in our laboratory is a sensitive and valid measure of hemispatial neglect and real-world navigation skills. In the present study we extend these results through development of a version of the test that does not rely on specialized equipment. The study aimed to replicate previous demonstrations of the sensitivity...
Spatial neglect has proven to be a significant factor limiting the success of the rehabilitation process following stroke. Current tests for neglect however have several substantial drawbacks, which often lead to a misdiagnosis of less severe cases. Further, while asymmetries of performance have been reported in the past along independent spatial dimensions, current tests are mostly limited to the...
Teleoperated from a distant location, a mobile robot with some autonomous capabilities can become a beneficial tool in telerehabilitation applications. Safety being of prime concern in such settings, we took special care in coming up with the proper teleoperation interfaces that can provide pertinent information about the system states and conditions (objects, persons, free space, data, etc.) in conjunction...
We have developed a novel robotic interface to train hand and finger function. HandCARE2 is a Cable-Actuated REhabilitation (CARE) system, in which each finger is free to move in space with a large range of movement, from a closed hand to full extension. The device, designed based on biomechanical measurements, can assist the subject in opening and closing movements of the hand and can be adapted...
Virtual reality (VR) has enormous potential as an adjunct in therapy. VR has many of the parameters shown to be effective in motor learning. It induces brain plasticity and benefits may be transferable to the physical world. We describe a novel approach to the rehabilitation of the upper limb using video-capture virtual reality technology.
We have developed a multi-channel electrogmyography sensor system capable of receiving and processing signals from up to thirty-two Implanted MyoElectric Sensors (IMES). The appeal of implanted sensors for myoelectric control is that EMG signals can be measured at their source providing relatively cross-talk free signals that can be treated as independent control sites. An external telemetry controller...
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