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.




Virtual Reality in Health and Rehabilitation


Book Description

This edited book focuses on the role and use of VR for healthcare professions in both health and rehabilitation settings. It is also offers future trends of other emerging technology within medicine and allied health professions. This text draws on expertise of leading medical practitioners and researchers who utilise such VR technologies in their practices to enhance patient/service user outcomes. Research and practical evidence is presented with a strong applied emphasis to further enhance the use VR technologies within the community, the hospital and in education environment(s). The book may also be used to influence policymakers on how healthcare delivery is offered.




Virtual Reality


Book Description

The use of virtual reality for learning, training, and rehabilitation for people with special needs has been on the rise in recent years. Virtual reality allows the user to be trained, to gather information and to perform rehabilitation tasks in the virtual reality space. It allows the user to perform independently, safely, and efficiently, in a combined product of sensory, motor, and cognitive skills. The design, development, and evaluation of such virtual reality environments is a multidisciplinary work, the integration of medicine, physical therapy, occupational therapy, neuroscience, psychology, education, engineering, computer science, and art. In this book we cover a broad range of topics from virtual reality-augmented therapy in the development of cognitive neuroscience perspectives on motor rehabilitation, the potential of virtual environments to improve orientation and mobility skills for people who are blind, virtual reality for people with cerebral palsy, haptic virtual reality technologies for visual impairment and blindness, perception of space and subsequent design changes needed for accessibility, autism spectrum disorder to improving cognitive and intellectual skills via virtual environments in a range of different topics such as mathematical performance or prospective memory.




Interactivity, Game Creation, Design, Learning, and Innovation


Book Description

This book constitutes the refereed post-conference proceedings of two conferences: The 8th EAI International Conference on ArtsIT, Interactivity and Game Creation (ArtsIT 2019), and the 4th EAI International Conference on Design, Learning, and Innovation (DLI 2019). Both conferences were hosed in Aalborg, Denmark, and took place November 6-8, 2019. The 61 revised full papers presented were carefully selected from 98 submissions. The papers represent a forum for the dissemination of cutting-edge research results in the area of arts, design and technology, including open related topics like interactivity and game creation.




Virtual Reality


Book Description

Over the past twenty years, groups of therapists, researchers and engineers have seized the potential of virtual reality (VR) and its associated technologies to work together on designing and testing a great variety of rehabilitation devices and systems with the objective of improving the support for people with disabilities. Virtual reality technologies offer new paradigms for human exploration, understanding and support by providing participants a safe setting in which they can interact and develop goal-oriented activities within functional-virtual environments, especially when they find themselves in situations of cognitive, behavioural or motor disabilities. The solutions built from these technologies reduce patients' limitations of activity and participation by promoting the recovery of capabilities. The current diversification of VR technology can also lead to tools used at home so that the patient can pursue the training that was initiated with the therapist in the care centre. In this book you will find research on the rehabilitation in motor, cognitive and sensorial disorders.




Assessing and Enhancing Complex Skill Learning with Virtual Environments


Book Description

Over recent decades, virtual reality (VR) and robotic technologies have demonstrated the potential to enhance physical therapy. Despite their advantages, clinical adoption of these technology-based systems have been slow due to limited evidence that they are more effective than traditional therapy. Currently, VR and robotic technologies are used to automate conventional therapy. Hence, the success of technology-driven rehabilitation relies on the efficacy of conventional therapy. This efficacy, in turn, is limited by our knowledge of motor learning and recovery. The goal of this thesis is to address several open questions in motor learning necessary for enhancing the efficacy of VR and robotic rehabilitation. Currently these technologies are used to train simple movements, but VR and robotic systems also have to potential to assist the learning of more complex skills. Moreover, these technologies afford the ability to assess complex skill learning in a controlled fashion without needing to sacrifice task complexity. However, a basic understanding of skill learning is required for these systems to be used effectively. In order to identify motor learning principles that apply to relearning the motor skills relevant for everyday life, this research aims to better understand complex motor skill learning, in contrast to the more prevalent research on simple, highly-controlled laboratory movements. Results from this research demonstrate that humans are sensitive to the redundancy of a task and learn strategies based on their variability and noise. Complementary experimental and computational results further reveal how the guidance methods used for shaping behavior should be adapted to the specific task. For tasks without redundancy, assistance should focus on reducing noise and variability. Contrastingly, assistance for tasks with redundancy should guide subjects towards stable solutions where variability has minimal effect of task performance. Verbal instructions were also shown to affect complex skill learning depending on the control strategy and the type of task. Together, these results provide initial principles for guiding complex skill learning that is more akin to the learning of everyday skills. Furthermore, these results demonstrate how VR and robotic technologies can be harnessed to better understand motor learning and simultaneously identify new approaches for motor rehabilitation.




Occupational Therapy


Book Description

This new book presents the growing occupational therapy knowledge and clinical practice. Occupational therapy, as a health profession, is concerned with preserving well-being through occupations, and its main goal is to help people participate in the activities of daily living. This is achieved by working with people to improve their ability to engage in the occupations they want to engage in or by changing the occupation or the environment to better support their occupational engagement. The topic of the book has been structured on occupational therapy framework and reflects new research, techniques, and occupational therapy trends. This useful book will help students, occupational therapy educators, and professionals to connect occupational therapy theories and the evidence-based clinical practice.




Children with Developmental Coordination Disorder


Book Description

The term Developmental Coordination Disorder (DCD) is used to describe a group of children who have difficulty. with tasks involving movement such that it interferes with their daily living or academic progress. As with other developmental disorders such as autistic spectrum disorder, attention deficit disorder and dyslexia, DCD is now a prominent concern of both researchers and practitioners. This text is aimed at both researchers and professionals who work in a practical manner with the condition and includes professionals in health, occupational therapists, physiotherapists, health visitors, paediatricians, and - in the educational field - teachers and others who are in daily contact with the children - their parents. The essence of the text is that work with children should be guided by research evidence driving the clinical practice which in turn raisies more questions for research. The authors in this text have both experience in research and are engaged in the day-to-day clinical work with children and bring both of these to bear in the chapters they have written.




Virtual Reality for Psychological and Neurocognitive Interventions


Book Description

This exciting collection tours virtual reality in both its current therapeutic forms and its potential to transform a wide range of medical and mental health-related fields. Extensive findings track the contributions of VR devices, systems, and methods to accurate assessment, evidence-based and client-centered treatment methods, and—as described in a stimulating discussion of virtual patient technologies—innovative clinical training. Immersive digital technologies are shown enhancing opportunities for patients to react to situations, therapists to process patients’ physiological responses, and scientists to have greater control over test conditions and access to results. Expert coverage details leading-edge applications of VR across a broad spectrum of psychological and neurocognitive conditions, including: Treating anxiety disorders and PTSD. Treating developmental and learning disorders, including Autism Spectrum Disorder, Assessment of and rehabilitation from stroke and traumatic brain injuries. Assessment and treatment of substance abuse. Assessment of deviant sexual interests. Treating obsessive-compulsive and related disorders. Augmenting learning skills for blind persons. Readable and relevant, Virtual Reality for Psychological and Neurocognitive Interventions is an essential idea book for neuropsychologists, rehabilitation specialists (including physical, speech, vocational, and occupational therapists), and neurologists. Researchers across the behavioral and social sciences will find it a roadmap toward new and emerging areas of study.




Virtual Reality


Book Description

The use of virtual reality for learning, training, and rehabilitation for people with special needs has been on the rise in recent years. Virtual reality allows the user to be trained, to gather information and to perform rehabilitation tasks in the virtual reality space. It allows the user to perform independently, safely, and efficiently, in a combined product of sensory, motor, and cognitive skills. The design, development, and evaluation of such virtual reality environments is a multidisciplinary work, the integration of medicine, physical therapy, occupational therapy, neuroscience, psychology, education, engineering, computer science, and art. In this book we cover a broad range of topics from virtual reality-augmented therapy in the development of cognitive neuroscience perspectives on motor rehabilitation, the potential of virtual environments to improve orientation and mobility skills for people who are blind, virtual reality for people with cerebral palsy, haptic virtual reality technologies for visual impairment and blindness, perception of space and subsequent design changes needed for accessibility, autism spectrum disorder to improving cognitive and intellectual skills via virtual environments in a range of different topics such as mathematical performance or prospective memory.