Virtual Reality and Occupational Therapy
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What Do We Know About the Use of Virtual Reality in the Rehabilitation Field? a Brief Overview
electronics Review What Do We Know about The Use of Virtual Reality in the Rehabilitation Field? A Brief Overview Antonino Naro 1 and Rocco Salvatore Calabrò 2,* 1 Department of Clinical and Experimental Medicine, University of Messina, 98122 Messina, Italy; [email protected] 2 IRCCS Centro Neurolesi Bonino Pulejo, 98124 Messina, Italy * Correspondence: [email protected]; Tel.: +39-090-60128954 Abstract: Over the past two decades, virtual reality technology (VRT)-based rehabilitation has been increasingly examined and applied to assist patient recovery in the physical and cognitive domains. The advantages of the use of VRT in the neurorehabilitation field consist of the possibility of training an impaired function as a way to stimulate neuron reorganization (to maximize motor learning and neuroplasticity) and restoring and regaining functions and abilities by interacting with a safe and nonthreatening yet realistic virtual reality environment (VRE). Furthermore, VREs can be tailored to patient needs and provide personalized feedback on performance. VREs may also support cognitive training and increases patient motivation and enjoyment. Despite these potential advantages, there are inconclusive data about the usefulness of VRT in neurorehabilitation settings, and some issues on feasibility and safety remain to be ascertained for some neurological populations. The present brief overview aims to summarize the available literature on VRT applications in neurorehabilitation settings, along with discussing the pros and cons of VR and introducing the practical issues for research. The available studies on VRT for rehabilitation purposes over the past two decades have been mostly preliminary and feature small sample sizes. Furthermore, the studies dealing with Citation: Naro, A.; Calabrò, R.S. -
Virtual Reality Exposure Therapy for Adults with Post-Traumatic Stress Disorder: a Review of the Clinical Effectiveness
TITLE: Virtual Reality Exposure Therapy for Adults with Post-Traumatic Stress Disorder: A Review of the Clinical Effectiveness DATE: 28 August 2014 CONTEXT AND POLICY ISSUES Post-traumatic stress disorder (PTSD) is a chronic psychiatric condition that develops following an exceptionally traumatic event.1 Core symptoms of PTSD include re-experiencing the trauma (for example, through flashbacks and nightmares), avoidance of reminders of trauma, and hyperarousal (for example, feeling irritable or angry, startling easily, or experiencing difficulty sleeping or concentrating).1 Lifetime prevalence rates of PTSD have been estimated as 9.2% in Canada2 and ranging from 6.8% to 12.3% in the United States.3 Certain groups of people, such as those exposed to military combat, are at a higher risk of developing PTSD;3 lifetime prevalence of PTSD in Vietnam war veterans has been reported at 18.7%,4 and up to 18% of Operation Iraqi Freedom veterans have experienced PTSD.5 Treatments for PTSD include pharmacotherapy and psychological therapy.6 Selective serotonin reuptake inhibitors are the most common choice for PTSD pharmacotherapy.7 Of the psychological therapies, cognitive behavioural therapy (CBT) is considered to be a first-line therapy for PTSD based on strong evidence of effectiveness from clinical trials.6,8 CBT may involve multiple therapy approaches, including elements of cognitive therapy, development of coping skills, and exposure therapy.6 Exposure therapy in particular refers to a method by which patients repeatedly confront memories or -
Number 1, 2010 Virtual Reality Treatment of Posttraumatic Stress
CYBERPSYCHOLOGY,BEHAVIOR, AND SOCIAL NETWORKING Volume 13, Number 1, 2010 ª Mary Ann Liebert, Inc. DOI: 10.1089=cyber.2009.0394 Virtual Reality Treatment of Posttraumatic Stress Disorder Due to Motor Vehicle Accident Brenda K Wiederhold, Ph.D., MBA, BCIA1 and Mark D Wiederhold, M.D., Ph.D., FACP2 Abstract Posttraumatic stress disorder (PTSD) is a complex, multifaceted disorder encompassing behavioral, emotional, cognitive, and physiological factors. Although PTSD was only codified in 1980, there has been an increasing interest in this area of research. Unfortunately, relatively little attention has been given to the psychological treatment of motor vehicle accident survivors, which is remarkable because vehicular collisions are deemed the number one cause of PTSD. As the emotional consequences of vehicular collisions prevail, so does the need for more effective treatments. Randomized controlled clinical trials have identified exposure-based therapies as being the most efficacious for extinguishing fears. One type of exposure-based treatment, called virtual reality exposure therapy (VRET), provides a safe, controlled, and effective therapeutic alternative that is not dependent on real-life props, situations, or even a person’s imagination capabilities. This modality, while relatively new, has been implemented successfully in the treatment of a variety of anxiety disorders and may offer a particularly beneficial and intermediary step for the treatment of collision-related PTSD. In particular, VRET combined with physiological monitoring and feedback provides a unique opportunity for individuals to objectively recognize both anxiety and relaxation; learn how to manage their anxiety during difficult, albeit simulated, driving conditions; and then transfer these skills onto real-life roadways. -
Non-Immersive Virtual Reality for Post-Stroke Upper Extremity Rehabilitation: a Small Cohort Randomized Trial
brain sciences Article Non-Immersive Virtual Reality for Post-Stroke Upper Extremity Rehabilitation: A Small Cohort Randomized Trial Roxana Miclaus 1 , Nadinne Roman 1,* , Silviu Caloian 1, Brindusa Mitoiu 2, Oana Suciu 3 , Roxana Ramona Onofrei 3 , Ecaterina Pavel 4 and Andrea Neculau 1 1 Faculty of Medicine, Transilvania University of Brasov, 500036 Brasov, Romania; [email protected] (R.M.); [email protected] (S.C.); [email protected] (A.N.) 2 Rehabilitation Department, “Carol Davila” University of Medicine and Pharmacy, 0050474 Bucuresti, Romania; [email protected] 3 Department of Rehabilitation, Physical Medicine and Rheumatology, “Victor Babes, ” University of Medicine and Pharmacy in Timisoara, 300041 Timisoara, Romania; [email protected] (O.S.); [email protected] (R.R.O.) 4 Faculty of Letters, Transilvania University of Brasov, 500030 Brasov, Romania; [email protected] * Correspondence: [email protected] Received: 26 August 2020; Accepted: 18 September 2020; Published: 21 September 2020 Abstract: Immersive and non-immersive virtual reality (NIVR) technology can supplement and improve standard physiotherapy and neurorehabilitation in post-stroke patients. We aimed to use MIRA software to investigate the efficiency of specific NIVR therapy as a standalone intervention, versus standardized physiotherapy for upper extremity rehabilitation in patients post-stroke. Fifty-five inpatients were randomized to control groups (applying standard physiotherapy and dexterity exercises) and experimental groups (applying NIVR and dexterity exercises). The two groups were subdivided into subacute (<six months post-stroke) and chronic (>six months to four years post-stroke survival patients). The following standardized tests were applied at baseline and after two weeks post-therapy: Fugl–Meyer Assessment for Upper Extremity (FMUE), the Modified Rankin Scale (MRS), Functional Independence Measure (FIM), Active Range of Motion (AROM), Manual Muscle Testing (MMT), Modified Ashworth Scale (MAS), and Functional Reach Test (FRT). -
Virtual Reality Treatment Manual
VIRTUAL REALITY TREATMENT MANUAL In Virtuo Physiologically-Facilitated Graded Exposure Therapy in the Treatment of Recently Developed Combat-related PTSD (Training Skill-Based Resiliency) James L. Spira, Ph.D., MPH, Brenda K. Wiederhold, Ph.D., MBA, BCIA, Jeffrey Pyne, M.D., and Mark D. Wiederhold, M.D., Ph.D., FACP The Virtual Reality Medical Center 6155 Cornerstone Court East, Suite 210 San Diego, CA 92121 Phone 858-642-0267 Fax 858-642-0285 Copyright © 2006, 2007, 2008 by The Virtual Reality Medical Center. All rights reserved. Published by The Virtual Reality Medical Center, 6155 Cornerstone Court East, Suite 210, San Diego, California 92121, fax 858-642-0285. No part of this publication may be reproduced, stored in a retrieval system, or transmitted in any form by any means, electronic, mechanical, photocopying, recording, scanning or otherwise, except as permitted under Section 107 or 108 of the 1976 United States Copyright Act, without prior written permission of the publisher. Requests to the publisher for permission should be addressed to the Permissions Department at the above address. Limit of Liability/Disclosure of Warranty: While the publisher and authors have used their best efforts in preparing this manual, they make no representations or warranties with respect to the accuracy or completeness of the contents of the manual and specifically disclaim any implied warranties of merchantability or fitness for a particular purpose. No warranty may be created or extended by sales representatives or written sales materials. The information contained herein may not be suitable for your particular situation. You should consult with a professional where appropriate. -
CPR for the Arcade Culture a Case History on the Development of the Dance Dance Revolution Community
CPR for the Arcade Culture A Case History on the Development of the Dance Dance Revolution Community Alexander Chan SUID 5075504 STS 145: History of Computer Game Design Stanford University March 16, 2004 Introduction Upon entering an arcade, you come across an unusual spectacle. Loud Japanese techno and a flashing neon glow pour out of the giant speakers and multicolored lights of an arcade console at the center of the room. Stranger than the flashy arcade cabinet is the sweaty teenager stomping on a metal platform in front of this machine, using his feet to vigorously press oversized arrows as the screen in front of him displays arrows scrolling upward. A growing group of people crowd around to watch this unusual game-play, cheering the player on. In large letters, the words “Dance Dance Revolution 3rd Mix” glow above the arcade machine. Most people who stumble upon a scene similar to this one would rarely believe that such a conceptually simple arcade game could foster an enormous nation-wide game community, both online and offline. Yet the rules of the game are deceptively simple. The players (one or two) must press the arrows on the platform (either up, down, left, or right) when the corresponding arrows on the screen reach the top, usually on beat with the techno/pop song being played. If the player doesn’t press the arrows on time, the song will quickly come to an end, and the machine will Arrows scrolling up a DDR screen ask for more quarters to continue play. Yet despite its simplicity, Dance Dance Revolution, or DDR for short, has helped create a giant player community in the United States, manifesting itself though various forms. -
Exerlearn Bike: an Exergaming System for Children's Educational and Physical Well-Being by Rajwa Alharthi a Thesis Submitted T
EXERLEARN BIKE: AN EXERGAMING SYSTEM FOR CHILDREN’S EDUCATIONAL AND PHYSICAL WELL-BEING BY RAJWA ALHARTHI A THESIS SUBMITTED TO THE FACULTY OF GRADUATE AND POSTDOCTORAL STUDIES IN PARTIAL FULFILLMENT OF THE REQUIREMENTS FOR THE DEGREE OF MASTER IN COMPUTER SCIENCE OTTAWA-CARLETON INSTITUTE FOR COMPUTER SCIENCE SCHOOL OF ELECTRICAL ENGINEERING AND COMPUTER SCIENCE UNIVERSITY OF OTTAWA © RAJWA ALHARTHI, OTTAWA, CANADA 2012 Abstract Inactivity and sedentary behavioural patterns among children contribute greatly to a wide range of diseases including obesity, cancer, cardiovascular disease, and diabetes. It is also associated with other important health effects like mental health issues, anxiety, and depression. In order to reduce these trends, we need to focus on the highest contributing factor, which is lack of physical activity in children’s daily lives. 'Exergames' are believed to be a very good solution in promoting physical activity in children. Such games encourage children to engage in physical activity for long periods of time while enjoying their gaming experience. The purpose of this thesis is to provide means of directing child behaviour in a healthy direction by using gaming enhancements that encourage physical exertion. We believe that the combination of both exercising and learning modalities in an attractive gaming environment could be more beneficial for the child's well-being. In order to achieve this, we present an adaptive exergaming system, the "ExerLearn Bike", which combines physical, gaming, and educational features. The main idea of the system is to have children learn about new objects, new language, practice their math skills, and improve their cognitive ability through enticing games and effective exercise. -
Dance Dance Revolution on FPGA
ECE532 – Digital System Design Dance Dance Revolution on FPGA Name: Jeffrey Puk (992297518) Dharmendra Gupta (992370206) Kenny Chan (992462866) Date: April 2, 2007 Acknowledgements Special thanks to the following people for making this project a success. - Mark Jarvin - Patrick Akl - Professor Paul Chow And Xilinx for their generous donation of the Xilinx XUP Virtex II Pro board to the University of Toronto. ECE532 – Digital System Design Group Report Table of Content 1. Overview..................................................................................................................................... 1 1.1 Goals of the Project........................................................................................................... 1 1.2 Redefined Goals of the Project ......................................................................................... 1 1.3 System Diagram................................................................................................................ 2 1.4 High Level Description..................................................................................................... 3 2. Outcome...................................................................................................................................... 4 2.1 Future Improvements ........................................................................................................ 5 3. Detailed Description .................................................................................................................. -
Creating Virtual Environments for Phobia Treatment
Open Comput. Sci. 2016; 6:138–147 Review Article Open Access Dana Horváthová* and Vladimír Siládi Creating virtual environments for phobia treatment DOI 10.1515/comp-2016-0012 ysis of following resources as considerable success has Received Apr 30, 2016; accepted Jul 30, 2016 been achieved by using VR for distraction from pain or for panic disorder and agoraphobia [1]. In recent years, Abstract: In this paper, we try to present the problems of Virtual Reality Exposure Therapy (VRET) has become an the modern approach to treating various phobias. Virtual interesting alternative for the treatment of anxiety disor- environments created by virtual reality (VR) tools can help ders and several phobias [2–5]. Also Virtual Reality Cogni- to make the treatment of certain types of phobias more ef- tive Behavior Therapy (VRCBT) is an effective technology ficient. Attention to this form of phobia treatment with the with promising results [6, 7]. Treating simple phobias with help of VR is on the rise in the world, so we are also moni- VR techniques, clinical outcomes, cost effectiveness and toring its development, as well. Our paper introduces the possible side effects of this treatment are described in[8]. necessary hardware and software that has been piloted in VR therapy enables the patient to experience a realistic our department, but also methods of creating virtual en- yet carefully controlled exposure to an anxiety-provoking vironments, models and application designed for medical scenario in the therapist’s own office. While VR environ- therapies of patients. In our work we have searched for and ments were initially quite costly and demanded powerful tested the following methods for creating virtual environ- computers, lately their price has decreased, making this ments: A) modelling using computer graphics, B) mode- form of treatment an intriguing option for therapists [9]. -
Freely Available Virtual Reality Experiences As Tools to Support
Freely Available Virtual Reality Experiences as Tools to Support Mental Health Therapy: A Systematic Scoping Review and Consensus Based Interdisciplinary Analysis Best, P., Meireles, M., Schroeder, F., Montgomery, L., Maddock, A., Davidson, G., Galway, K., Trainor, D., Campbell, A., & Van Daele, T. (2021). Freely Available Virtual Reality Experiences as Tools to Support Mental Health Therapy: A Systematic Scoping Review and Consensus Based Interdisciplinary Analysis. Journal of Technology in Behavioral Science. https://doi.org/10.1007/s41347-021-00214-6 Published in: Journal of Technology in Behavioral Science Document Version: Publisher's PDF, also known as Version of record Queen's University Belfast - Research Portal: Link to publication record in Queen's University Belfast Research Portal Publisher rights Copyright 2021 the authors. This is an open access article published under a Creative Commons Attribution License (https://creativecommons.org/licenses/by/4.0/), which permits unrestricted use, distribution and reproduction in any medium, provided the author and source are cited. General rights Copyright for the publications made accessible via the Queen's University Belfast Research Portal is retained by the author(s) and / or other copyright owners and it is a condition of accessing these publications that users recognise and abide by the legal requirements associated with these rights. Take down policy The Research Portal is Queen's institutional repository that provides access to Queen's research output. Every effort has been made to ensure that content in the Research Portal does not infringe any person's rights, or applicable UK laws. If you discover content in the Research Portal that you believe breaches copyright or violates any law, please contact [email protected]. -
Operation Manual
9 WEBSITE: WWW.EXTREMEHOMEARCADES.COM; EMAIL: [email protected] OPERATION MANUAL Last Updated: 9/12/2021 Extreme Home Arcades – Operation Manual - 1 | Page EXTREME HOME ARCADES OPERATION MANUAL QUICK START GUIDE This Quick Start Guide is for fast learners, and customers who do not like user’s manuals and just want to dive in)! To receive your machine from the shipping company, unpack it, and move it into your residence, please see those sections later in this manual. This Quick Start Guide presumes you have your machine in a safe location, have plugged it in and the machine has electrical power. 1. Turning On Your Machine: • Uprights (MegaCade, Classic, Stealth) – The power button is located on top of the machine (upper left or right top of machine). It is a standard arcade push button (typically black). Push it, and it will turn on your machine. • Tabletops – The power button is located on the back center portion of the cabinet. • Pedestals – The power button is located on the back of the machine, near the center of the pedestal cabinet, opposite the HDMI port. 2. Loading a Game: • After you turn on your machine, an introduction video will automatically load. To skip the introduction video, push any button or push any position on any joystick on the machine. You will be at the Main Hyperspin Wheel. a. You can move down the HyperSpin wheel by pressing the Player 1 or Player 2 Joystick down (towards your body). Alternatively, you can move up the HyperSpin wheel by pressing the Player 1 or Player 2 Joystick up (away from your body). -
Virtual Reality Exposure Therapy for Posttraumatic Stress Disorder
Virtual Reality Exposure Therapy for Posttraumatic Stress Disorder a a c Barbara O. ROTHBAUM , Emily MALCOUN , Albert “Skip” RIZZO , and Naomi JOSMAN b a Emory University b University of Haifa c University of Southern California Abstract. Posttraumatic Stress Disorder (PTSD) is a chronic, debilitating, psychological condition that occurs in a subset of individuals who experience or witness life-threatening traumatic events. This chapter describes the underlying theoretical foundations and existing research on virtual reality exposure therapy (VRE), a recently emerging treatment for PTSD. Three virtual reality scenarios used to treat PTSD in combat veterans and survivors of terrorism – Virtual Vietnam, Virtual Iraq, and BusWorld – are presented, along with a case study of an individual treated using BusWorld. The future of VRE and its potential for use with telemedicine and the Internet for treatment of PTSD are also discussed. Keywords. Virtual reality exposure therapy; Virtual Iraq; Virtual Vietnam; BusWorld. __________________________________________________________________ Author Note. Disclosure Statement: Dr. Rothbaum is a consultant to and owns equity in Virtually Better, Inc., which is developing products related to the VR research described in this paper. The terms of this arrangement have been reviewed and approved by Emory University in accordance with its conflict-of- interest policies. Correspondence concerning this chapter should be addressed to Barbara Olasov Rothbaum, 1256 Briarcliff Road, Building A, 3rd Floor, Atlanta, GA 30322. Email: [email protected]; Naomi Josman, Ph.D., Associate Professor, Department of Occupational Therapy, Faculty of Social Welfare and Health Sciences, University of Haifa, Mount Carmel, Haifa, 31905 Israel. Email: [email protected] Overview Posttraumatic Stress Disorder (PTSD) is a chronic, debilitating, psychological condition that occurs in a significant minority of persons who experience or witness life-threatening traumatic events.