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Manipulation of features in virtual environments (VE) is known to affect behavior in the real world. We developed a virtual reality augmented cycling system and sought to determine if manipulation VE parameters modified cycling rate. We tested three groups of subjects young adults (n = 4) older adults (n = 6) and individuals post-stroke (n = 5) as they cycled in a virtual park environment while we...
The clinical consequences of an acquired brain injury can lead to a lack of insight or self-awareness. These symptoms are associated with a lack of motivation and adherence to the treatment. We have developed a virtual game board on a multi-touch table that promotes the collaboration and competition among patients while developing the role-playing and the self-assessment strategies. This paper presents...
The virtual reality (VR) therapy described below consists of a series of VR exercises, delivered with low-cost equipment. It replicates the conventional exercise and activity sequence recommended for restoring postural and coordination abnormalities after traumatic brain injuries (TBI). Efficacy was tested in a pilot group of 9 participants with TBI. They completed 15 sessions, each approximately...
A dynamics framework provides a mechanism to examine patterns in gait that reflect a person's functional capabilities. Injury, aging, and disease can alter gait patterns, reflecting maladaptive behavior. Recently, interventions have been designed to specifically change gait dynamics to enhance functional capabilities. Our previous research has shown that a visual stimulus — a walking avatar — can...
We developed a system to investigate the effects of haptic tensile forces in the direction of locomotion in a virtual environment. Pilot results show improvement in gait velocity and symmetry when forces (5-20N) are applied to the hand. Healthy participants (n=5) increased walking velocity by 6–17% and a chronic stroke participant increased by 15%. When a transient perturbation increased force (10N...
Most virtual rehabilitation environments rely on visual feedback. However, little is known on the optimum characteristics of these feedbacks. Here, we present first results of a systematic literature review to assess and compare visual feedback types in virtual reality (VR) based neurological motor rehabilitation of the upper limb. Overall we identified 104 relevant publications. Within these some...
The ability to avoid obstacles during reaching in a virtual environment (VE) was compared between post-stroke individuals with well-recovered upper limbs (UL) and healthy controls. Stroke subjects ranked well in UL clinical assessments. However, even though well-recovered, stroke subjects still had residual movement deficits and made more errors in the obstacle avoidance reaching task compared to...
Evidence for improvement and retention of upper limb kinematics in children with cerebral palsy (CP) is scarce especially following training interventions using virtual environments. Children with CP were randomly allocated to one of two groups: task-oriented training with or without trunk restraint. For both groups, training was done in both virtual and physical environments. Motor improvements were...
Gait disorders and their resultant adverse effects are a major health problem. The aim of this retrospective analysis was to explore the efficacy of a 5-week VR clinical service to improve gait and mobility in subjects with a history of falls, mobility or stability dysfunction. 60 subjects received 15 sessions (3/week) of progressive intensive treadmill training while negotiating virtual obstacles...
We have developed an application based on binocular vision for amblyopia treatment. It is founded on stereo vision of objects with different contrast. Fellow eye occlusion does not allow a binocular vision but only a monocular one. This approach causes brain skills loss like the perception of depth. Our system increases visual acuity for amblyopic patients using binocular vision. Binocular vision...
Steering using optic flow allows adapting locomotion to the environment. Persons with brain lesions display difficulty steering and thus, gaining insight into the brain regions involved in steering may shed light on the disturbed mechanisms of visuomotor control. A joystick-based navigation task in a virtual environment was used to explore brain regions involved in steering control while exposed to...
Training in a Virtual Environment simulating a power wheelchair, can enhance safety, cost-effectiveness, training quality, and can also be used for the assessment of potential future users. Power wheelchair simulators often lack correct physics simulation, do not support peripheral vision, or do not provide features required for assessment. Here we address these issues with a novel power wheelchair...
Fractal patterns in gait are a hallmark of a healthy and adaptive locomotor system. These fractal patterns degrade with natural aging or pathology, potentially reflecting a decline in gait functionality. This experiment replicated our previous work that indicated fractal patterns in gait could be manipulated by synchronizing to fractal visual stimuli presented in virtual reality and examined factors...
Virtual reality use in cognitive rehabilitation of advanced dementia has been sparse. Three residents of a Dementia Ward participated in a feasibility study of the BrightArm™ system. They played custom games targeting several cognitive domains including short-term and working memory. Clinician observation revealed a positive effect on emotive state, with technology well accepted by all participants.
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