Human Walking in Virtual Environments


Book Description

This book presents a survey of past and recent developments on human walking in virtual environments with an emphasis on human self-motion perception, the multisensory nature of experiences of walking, conceptual design approaches, current technologies, and applications. The use of Virtual Reality and movement simulation systems is becoming increasingly popular and more accessible to a wide variety of research fields and applications. While, in the past, simulation technologies have focused on developing realistic, interactive visual environments, it is becoming increasingly obvious that our everyday interactions are highly multisensory. Therefore, investigators are beginning to understand the critical importance of developing and validating locomotor interfaces that can allow for realistic, natural behaviours. The book aims to present an overview of what is currently understood about human perception and performance when moving in virtual environments and to situate it relative to the broader scientific and engineering literature on human locomotion and locomotion interfaces. The contents include scientific background and recent empirical findings related to biomechanics, self-motion perception, and physical interactions. The book also discusses conceptual approaches to multimodal sensing, display systems, and interaction for walking in real and virtual environments. Finally, it will present current and emerging applications in areas such as gait and posture rehabilitation, gaming, sports, and architectural design.










Virtual Reality for Physical and Motor Rehabilitation


Book Description

While virtual reality (VR) has influenced fields as varied as gaming, archaeology and the visual arts, some of its most promising applications come from the health sector. Particularly encouraging are the many uses of VR in supporting the recovery of motor skills following accident or illness. Virtual Reality for Physical and Motor Rehabilitation reviews two decades of progress and anticipates advances to come. It offers current research on the capacity of VR to evaluate, address, and reduce motor skill limitations and the use of VR to support motor and sensorimotor function, from the most basic to the most sophisticated skill levels. Expert scientists and clinicians explain how the brain organizes motor behavior, relate therapeutic objectives to client goals and differentiate among VR platforms in engaging the production of movement and balance. On the practical side, contributors demonstrate that VR complements existing therapies across various conditions such as neurodegenerative diseases, traumatic brain injury and stroke. Included among the topics: Neuroplasticity and virtual reality. Vision and perception in virtual reality. Sensorimotor recalibration in virtual environments. Rehabilitative applications using VR for residual impairments following stroke. VR reveals mechanisms of balance and locomotor impairments. Applications of VR technologies for childhood disabilities. A resource of great immediate and future utility, Virtual Reality for Physical and Motor Rehabilitation distills a dynamic field to aid the work of neuropsychologists, rehabilitation specialists (including physical, speech, vocational and occupational therapists), and neurologists.




Locomotion and Posture in Older Adults


Book Description

This book is an attempt to advance the discussion and improve our understanding about the effects of aging and movement disorders on motor control during walking and postural tasks. Despite these activities are performed daily, there is a high requirement of motor and neural systems in order to perform both tasks efficiently. Both walking and posture require a complex interaction of musculoskeletal and neural systems. However, the mechanisms used to control these tasks, as well as how they are planned and coordinated, are still a question of discussion among health professionals and researchers. In addition, this discussion is more interesting when the effects of aging are included in the context of locomotion and the postural control. The number of older individuals is 841 million in 2015, which is four times higher than the 202 million that lived in 1950. Aging causes many motor, sensorial and neural deficits, which impair locomotion and postural control in the elderly. The severity of this framework is worsened when the aging goes along with a movement disorder, such as Parkinson disease, Chorea, Dystonia, Huntington disease, etc. Therefore, the aim of this book is to highlight the influence of different aspects on planning, controlling and performing locomotion and posture tasks. In attempting to improve current knowledge in this field, invited authors present and discuss how environmental, sensorial, motor, cognitive and individual aspects influence the planning and performance of locomotor and postural activities. The major thrust of the book is to address the mechanisms involved in controlling and planning motor action in neurological healthy individuals, as well as in those who suffer from movement disorders or face the effects of aging, indicating the aspects that impair locomotion and postural control. In addition, new technologies, tools and interventions designed to manage the effects of aging and movement disorders are presented in the book.










Virtual Reality


Book Description

Although the emergence of virtual reality (VR) goes back to the 1960s, with the recent availability of low-cost and high-accuracy systems it has become increasingly prevalent in a wide variety of areas; with uses ranging from training and education to rehabilitation and entertainment. Nowadays, there are many companies that have their own VR systems with various types of headsets and controllers. This has shaped how VR is being used today and how we interact with the latest generation VR systems. With the rapidly evolving dynamics gained through technological advancements, VR is projected to grow and transform the way humans do everyday tasks both in the workplace and in personal lives. In addition to the VR headsets, there are now augmented reality (AR) headsets that allow the user to see their real-world surroundings while also viewing computer generated imagery. This leads to an enhanced user experience. This book aims to provide a comprehensive update of the latest scientific research, mainly in VR and partly in AR, from the last five years. The content is themed around the application areas of training, education, robotics, health and well-being, and user experience.







Innovations in Biomedical Engineering


Book Description

This book presents the latest developments in the field of biomedical engineering and includes practical solutions and strictly scientific considerations. The development of new methods of treatment, advanced diagnostics or personalized rehabilitation requires close cooperation of experts from many fields, including, among others, medicine, biotechnology and finally biomedical engineering. The latter, combining many fields of science, such as computer science, materials science, biomechanics, electronics not only enables the development and production of modern medical equipment, but also participates in the development of new directions and methods of treatment. The presented monograph is a collection of scientific papers on the use of engineering methods in medicine. The topics of the work include both practical solutions and strictly scientific considerations expanding knowledge about the functioning of the human body. We believe that the presented works will have an impact on the development of the field of science, which is biomedical engineering, constituting a contribution to the discussion on the directions of development of cooperation between doctors, physiotherapists and engineers. We would also like to thank all the people who contributed to the creation of this monograph—both the authors of all the works and those involved in technical works.