State of the Science Symposium

Similar documents
Virtual Reality for Physical and Motor Rehabilitation. Patrice L. (Tamar) Weiss Emily A. Keshner Mindy F. Levin Editors

YOUR GATEWAY TO ENDLESS OPPORTUNITIES

Sensorimotor training in virtual reality: A review

VIRTUAL ENVIRONMENTS FOR THE EVALUATION OF HUMAN PERFORMANCE. Towards Virtual Occupancy Evaluation in Designed Environments (VOE)

Responses to a Virtual Reality Grocery Store in Persons with and without Vestibular Dysfunction ABSTRACT

Effects of Visual-Vestibular Interactions on Navigation Tasks in Virtual Environments

Reaching Within a Dynamic Virtual Environment

Virtual Reality in Neuro- Rehabilitation and Beyond

The quest to apply VR technology to rehabilitation: tribulations and treasures

Development and Validation of Virtual Driving Simulator for the Spinal Injury Patient

Gait & Posture 30 (2009) Contents lists available at ScienceDirect. Gait & Posture. journal homepage:

VIRTUAL ENVIRONMENTS FOR REAL TREATMENTS

Immersive Virtual Environment for Visuo-Vestibular Therapy: Preliminary Results

Low-cost, quantitative motor assessment

MOBILE AND UBIQUITOUS HAPTICS

Interventions for vision impairments post brain injury: Use of prisms and exercises. Dr Kevin Houston Talia Mouldovan

VISUOMOTOR PROGRAM DESCRIPTION AND OVERVIEW

A Novel Galvanic Vestibular Stimulation Based Navigator For The Blind

NAVIGATIONAL CONTROL EFFECT ON REPRESENTING VIRTUAL ENVIRONMENTS

Tilt simulation : virtual reality based upper extremity stroke rehabilitation

CyberPsychology and Behavior. A theory for treating visual vertigo due to optical flow. Virtual Reality and Rehabilitation

Concerning the Potential of Using Game-Based Virtual Environment in Children Therapy

A Three-Dimensional Evaluation of Body Representation Change of Human Upper Limb Focused on Sense of Ownership and Sense of Agency

Virtual environments as an aid to the design and evaluation of home and work settings for people with physical disabilities

Effects of roll visual motion on online control of arm movement: reaching within a dynamic virtual environment

Application of Instrumental Virtual Reality Training (eivr) in Cognitive Rehabilitation for People with Brain Injury

Behavioural Realism as a metric of Presence

COMPUTATIONAL ERGONOMICS A POSSIBLE EXTENSION OF COMPUTATIONAL NEUROSCIENCE? DEFINITIONS, POTENTIAL BENEFITS, AND A CASE STUDY ON CYBERSICKNESS

Quiz 2, Thursday, February 28 Chapter 5: orbital geometry (all the Laws for ocular motility, muscle planes) Chapter 6: muscle force mechanics- Hooke

MSMS Software for VR Simulations of Neural Prostheses and Patient Training and Rehabilitation

FALL 2014, Issue No. 32 ROBOTICS AT OUR FINGERTIPS

Three-dimensional haptic manipulator controlled game in the treatment of developmental coordination disorder

Cybersickness, Console Video Games, & Head Mounted Displays

A Vestibular Sensation: Probabilistic Approaches to Spatial Perception (II) Presented by Shunan Zhang

The influence of an immersive virtual environment on the segmental organization of postural stabilizing responses

Aviation Medicine Seminar Series. Aviation Medicine Seminar Series

Evaluating Effect of Sense of Ownership and Sense of Agency on Body Representation Change of Human Upper Limb

The SNaP Framework: A VR Tool for Assessing Spatial Navigation

Booklet of teaching units

Open Research Online The Open University s repository of research publications and other research outputs

What has been learnt from space

2/3/2016. How We Move... Ecological View. Ecological View. Ecological View. Ecological View. Ecological View. Sensory Processing.

A Three-Channel Model for Generating the Vestibulo-Ocular Reflex in Each Eye

Welcome to this course on «Natural Interactive Walking on Virtual Grounds»!

Glove-Based Virtual Interaction for the Rehabilitation of Hemiparesis Stroke Patient

Computer Haptics and Applications

Exergaming: A new tool to support patients with heart failure to be physically active

Proprioception & force sensing

Jane Li. Assistant Professor Mechanical Engineering Department, Robotic Engineering Program Worcester Polytechnic Institute

Application of eye tracking and galvanic vestibular inputs for enhancing human performance

Introduction to Virtual Reality. Chapter IX. Introduction to Virtual Reality. 9.1 Introduction. Definition of VR (W. Sherman)

MECHANICAL DESIGN LEARNING ENVIRONMENTS BASED ON VIRTUAL REALITY TECHNOLOGIES

Sensing self motion. Key points: Why robots need self-sensing Sensors for proprioception in biological systems in robot systems

User involvement in the development of welfare technology Mötesplats välfärdsteknologi och e-hälsa Niina Holappa, Prizztech Ltd

Mobile robot control based on noninvasive brain-computer interface using hierarchical classifier of imagined motor commands

Rotational Vestibular Chair

Haptic/VR Assessment Tool for Fine Motor Control

Collaboration in Multimodal Virtual Environments

Immersive Interaction Group

Programme Grants for Applied Research (PGfAR) Programme

Humanoid robot. Honda's ASIMO, an example of a humanoid robot

Introduction to NeuroScript MovAlyzeR Handwriting Movement Software (Draft 14 August 2015)

OT 528: OCCUPATION-BASED TREATMENT KIT

Imagine your future lab. Designed using Virtual Reality and Computer Simulation

Cody Narber, M.S. Department of Computer Science, George Mason University

WHAT PARIETAL APRAXIA REVEALS ABOUT THE BRAIN'S TWO ACTION SYSTEMS

COMPARING TECHNIQUES TO REDUCE SIMULATOR ADAPTATION SYNDROME AND IMPROVE NATURALISTIC BEHAVIOUR DURING SIMULATED DRIVING

HARMiS Hand and arm rehabilitation system

INTEGRATING IMMERSIVE TECHNOLOGIES IN HEALTHCARE CONSTRUTION. A Case Study of Virtual Reality

Usability and ergonomics in medical equipment

A reduction of visual fields during changes in the background image such as while driving a car and looking in the rearview mirror

Preliminary Programme

Mobile & ubiquitous haptics

What do I need to know about multisensory interactions?

Air-filled type Immersive Projection Display

Using Immersive Technology for Postural Research and Rehabilitation

Why interest in visual perception?

Virtual Grasping Using a Data Glove

Appendix E. Gulf Air Flight GF-072 Perceptual Study 23 AUGUST 2000 Gulf Air Airbus A (A40-EK) NIGHT LANDING

VIRTUAL REALITY Introduction. Emil M. Petriu SITE, University of Ottawa

Towards the development of cognitive robots

Discrimination of Virtual Haptic Textures Rendered with Different Update Rates

Feeding human senses through Immersion

Real-Time 3D Avatars for Tele-rehabilitation in Virtual Reality

Development of Virtual Reality Games for Motor Rehabilitation

This is a repository copy of A Wearable Skin Stretch Haptic Feedback Device: Towards Improving Balance Control in Lower Limb Amputees.

Scholarly Article Review. The Potential of Using Virtual Reality Technology in Physical Activity Settings. Aaron Krieger.

Lecture IV. Sensory processing during active versus passive movements

Evaluation of Haptic Virtual Fixtures in Psychomotor Skill Development for Robotic Surgical Training

Spatial navigation in humans

Neurovestibular/Ocular Physiology

AN AIDED NAVIGATION POST PROCESSING FILTER FOR DETAILED SEABED MAPPING UUVS

Determining the effectiveness of a vibrotactile balance prosthesis

Connecting Virtual Reality and Occupation

Performance of a remote eye-tracker in measuring gaze during walking

INTRODUCING THE VIRTUAL REALITY FLIGHT SIMULATOR FOR SURGEONS

Investigating the use of force feedback for motion-impaired users

CLOSING AN OPEN-LOOP CONTROL SYSTEM: VESTIBULAR SUBSTITUTION THROUGH THE TONGUE

A Step Forward in Virtual Reality. Department of Electrical and Computer Engineering

Developing assistive interfaces for motion-impaired users using cursor movement analysis in conjunction with haptic feedback

Transcription:

State of the Science Symposium Virtual Reality and Physical Rehabilitation: A New Toy or a New Research and Rehabilitation Tool? Emily A. Keshner Department of Physical Therapy College of Health Professions and Social Work Department of Electrical and Computer Engineering College of Engineering Funded by the National Institutes of Aging and National Institutes of Deafness and Communication Disorders of the National Institutes of Health.

What questions do we ask about clinical treatment and research? 1. Are we influencing the actions of the brain? 2. Is there learning? 3. Does the amount, kind, frequency of practice matter? These are the same questions that need to be asked about virtual reality when used for rehabilitation

Traditional Outcomes Measures Increased frequency of participation Activity logs Subjective reports Sensory and Motor Clinical Tests Manual muscle testing Reflex latencies Sensory identification Timed Get Up and Go A common weakness in all of these measures is the absence of multitasking

Is multitasking important for rehabilitation?

You don t need to worry about where to focus attention when you are moving in an environment that does not distract from the goal of the movement

BUT, in natural environments there are many things that may take your attention away from your actions...

Immersion in a virtual environment provides conflicting sensory demands like in a natural environment Gravitational Vector Visual Motion VECTION Otolith Signal Visual Signal Perception of Tilt visual scene CCW perception of CW self-motion otolith vector tilt CCW Keshner and Kenyon, 29

Incorporating other technologies can make demands of the Virtual World even more realistic

How can we evaluate Virtual Reality as a Rehabilitation Tool? 1. Are we influencing the actions of the brain? 2. Is there learning? 3. Does the amount, kind, frequency of practice matter? 4. Can we use VR for rehabilitation and training?

Virtual Reality images generate whole body actions during realistic tasks Laboratory for Innovations in Rehabilitation Technology, University of Haifa, Israel (Director: Tamar Weiss, OT, PhD)

VR influences perception of environmental demands A 3-dimensional, complex texture mapped, stereo visual scene that elicits a strong sense of presence in the observer. Virtual Environment and Postural Orientation Laboratory Temple University, USA, Emily Keshner PT EdD, Director

Wand tilt angle (Degrees) Head tilt angle (Degrees) Side-to-side center of pressure (cm) Wand tilt angle (Degrees) Head tilt angle (Degrees) Side-to-side center of pressure (cm) Visual Attention affects Spatial Orientation WAND HEAD COP 8 S5 6 4 CCW (Roll) 2-2 CW -4 8 S5 6 4 CCW (Roll) 2-2 CW -4 8 6 4 2-2 -4-6 S5 CCW (Roll) CW -6-6 -8 A A A 8 S1 6 4 2-2 -4-6 8 S1 6 4 2-2 -4-6 8 6 4 2-2 -4-6 -8 S1 B B B 8 6 4 2-2 S12 8 6 4 2-2 S12 8 6 4 2-2 -4 S12-4 -6 2 4 6 8 1 12 14 16 Time (Sec) QSEO Roll -4-6 2 4 6 8 1 12 14 16 Time (Sec) QSEO Roll -6-8 2 4 6 8 1 12 14 16 Time (Sec) QSEO Roll C C C Keshner et al. Cyberpsych, 26

Motion of the Visual World Can Influence How we Plan our Movement S7 Random Dot Pattern ankle trunk head -5 S1 Great Hall of Vection 3 S8-5 S3 Forward Left Right Backward -3.5-2.5-1.5 -.5.5 x-position (ft) 3-3.5-2.5-1.5 -.5.5 x-position (ft) Keshner and Kenyon 2

Evaluating the Value of Virtual Reality as a Rehabilitation Tool 1. Are we influencing actions of the brain? Yes Motor Planning and Perception 2. Is there learning? 3. Does the amount, kind, frequency of practice matter? 4. Can we use VR for rehabilitation and training?

Benefits of a virtual play rehabilitation environment for children with cerebral palsy Neural changes in the affected limb seen with fmri after VR therapy. After VR therapy the child was able to spontaneously perform Reaching Self-feeding Dressing which were not possible before the intervention. You et al. Developmental Medicine & Child Neurology 25

Joyce Fung, PT, PhD Laboratory Jewish Rehabilitation Hospital, Montreal, Canada

Habituation to Virtual Environments Fung et al. CyberPsych Behav, 26

RESULTS of TRAINING in VR With practice, patients increased gait speed to match task demands and adapted their gait to fit with changes in physical terrain. However, they did not develop the ability to anticipate and avoid collision with obstacles. Patients learned to change their movement but did not develop new cognitive planning skills necessary for acting in new environments.

Evaluating the Value of Virtual Reality as a Rehabilitation Tool 1. Are we influencing the actions of the brain? Perception and Motor Planning 2. Is there learning? Yes, error feedback generates adaptive motor behavior 3. Does the amount, kind, and frequency of practice matter? 4. Can we use VR for rehabilitation and training?

Virtual grocery stores are being used for navigation and socialization skills The Multi-User Virtual Action Planning Supermarket Weiss and Klinger, 29 Trajectory while shopping for items by a user with no impairment. A typical trajectory of the same shopping task by a client with Parkinson's Disease

Training Hand Function Alma Merians PT,PhD and Sergei Adamovich PhD, UMDNJ Combine virtual environments with a haptic master to provide practice for grasping, reaching, or both grasp and reach with assistance or resistance

Stroke subjects after practicing approximately three hrs/day for 8 days demonstrated a more normalized trajectory even without haptic assistance Adamovich et al. 29

Evaluating the Value of Virtual Reality as a Rehabilitation Tool 1. Are we influencing the actions of the brain? Perception and Motor Planning 2. Is there learning? We learn through error feedback generating adaptive behavior 3. Does the amount, kind, and frequency of practice matter? To get functional carryover, learned movement must be incorporated into complex motor behaviors The range of behaviors is still to be determined. 4. Can we use VR for rehabilitation and training?

A benefit of VR is standardized and individualized intervention within a purposeful context http://en.wikipedia.org/wiki/projection_augmented_model

Angular deviations Elderly adults and patients with neurological deficit are visually dependent Vertical Alignment young elderly stroke 2 15 1 5 1 2 3 4 trial Can we utilize this visual dependence to influence and evaluate motor relearning?

Participants 12 elderly (57-81 yrs) 17 patients with right hemiparesis (51-71 yrs) all community ambulators with intact sensation Scene was moved in upward or downward pitch at 3º or 45º/sec 3 deg deg.1 deg/sec Pre-incline period 5 s 3 s 3 s Incline period SCENE ON Post-incline period

Healthy Young Adult s COM is Sensitive to Velocity and Direction of Visual Motion

COM (mm) Healthy Elderly Patient with Stroke Anterior 5 3 1-1 -3-5 5 3 1-1 -3-5 dark up 45 deg/s up 3 deg/s -7 15 3 45 6 5-7 15 3 45 6 5 3 3 1-1 1-1 Posterior -3-5 -7 15 3 45 6 Time (sec) -7 15 3 45 6 Responses reflecting direction and velocity of the virtual scene suggests that VR is a feasible training tool. -3-5 dark down 45 deg/s down 3 deg/s

Balance Training on a Moving Platform in a VR CAVE Trained for a 2 week period In the dark Increased sensitivity of platform each day up to 2 times COM motion Patient instructed to focus on position of hips and knees.

Medial-Lateral(cm) Medial-Lateral(cm) Medial-Lateral(cm) Postural Sway Decreases with Practice 5 4 COP Pre-Training 73 yo female who falls 1 years post-onset of bilateral vestibular deficit an active, community dweller no other significant health problems 3 2 1-2 -15-1 -5 5 1 15 Anterior-Posterior (cm) 5 COP Post-Training 5 COP Post-2 weeks 4 4 3 3 2 2 1 1-2 -15-1 -5 5 1 15 Anterior-Posterior(cm) -2-15 -1-5 5 1 15 Anterior-Posterior(cm)

Effect of Training on Individuals with Head Injury (e.g., concussion, stroke) Used visual motion and platform motion to produce instability Trained with plantar vibration in the dark to enhance stabilization Patient with Stroke Trunk Motion (COM) Body Sway (COP)

VR is a Research and Rehabilitation Tool Virtual reality is a motivating and safe tool for rehabilitation purposes Virtual reality can be used both as an intervention and an outcome measure of rehabilitation gains Dosages for applicability to motion in the physical world and accurate transfer of training need to be further verified

COLLABORATORS Electronic Visualization Laboratory University of Illinois at Chicago Robert Kenyon Kalpana Dokka Virtual Environment and Postural Orientation Lab College of Health Professions and Social Work Ravi Buddharaju F. Jay Haran Richard Lauer Jill Slaboda Justin Shi Yun Wang This research was funded by the National Institutes of Aging (AG16359) and National Institutes of Deafness and Communication Disorders (NS2249, DC1125, and DC5235) of the National Institutes of Health and by a NIDRR Switzer Fellowship.