Virtual Reality (VR)

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14 Terms

1
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Virtual Reality defintion

a simulation of a real world environment that is generated through computer software and is experienced by the user through a human-machine interface.

2
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T or F. The user of VR has a sense of actual presence in, and control over, the simulated environment. 

TRUE

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Sense of Presence definition

a feeling of being in an environment even if one is not physically there, resulting in behavior that is congruent with how the patient would respond if truly in that environment.

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VR Benefit Theories - Immersion, Distraction, and Mood

  • patients experience a presence in the virtual world

  • being in a virtual world is captivation

  • VR distracts patient from the actual therapy task thereby lessening exercise discomfort, fear, pain, and/or boredom

  • exercising in a virtual world has been demonstrated to induce calm in a group of patient with spinal cord injury

  • improving a patient’s mood can increase participation in therapy 

  • superior performance with dual or multiple task activities 

  • VR can provide unexpected and more challenging scenarios

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VR Benefit Theories - Performance Feedback

  • Exercises can be adjusted to patient-specific levels ensuring that patients are challenged but will experience a fair degree of success

  • VR systems can provide frequent, positive feedback on performance (feedback should be of a positive nature)

  • Objective scores can create a sense of competition which drives improvement (intra- patient and/or inter-patient)

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VR Benefit Theories - Exercise Volume and Intensity

  • VR results in increased volume of exercise and a substantially, greater number of therapeutic repetitions whereas traditional therapy may be limited by tasks found to be boring or ardous

  • research demonstrates that improvement in mootr function is related to exercise intensity and the number of repetitions performed 

  • research shows that cortical reorganization occurs in response to task-oriented movements and activities

  • repeated movements must be linked to a particular goal and result in incremental success

  • function based VR exercises can result in patient practicing a high volume of relevant real world tasks

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VR Benefit Theories - Physiologic Changes

  • video game playing has been shown to increase dopamine levels

    • dopamine is theorized to play a role with learning and VR may stimulate increased production thereby helping with neuromuscular re-education.

  • research shows that for stroke survivors, VR may decrease contralesional sensorimotor activity and increase ipsilesional activity, thereby leading to improved movement and function

  • evidence exists that VR exercises induce cortical and subcortical changes at a cellular and synaptic level resulting in ner patterns of motor activity 

<ul><li><p>video game playing has been shown to increase dopamine levels</p><ul><li><p>dopamine is theorized to play a role with learning and VR may stimulate increased production thereby helping with neuromuscular re-education.</p></li></ul></li><li><p>research shows that for stroke survivors, VR may decrease contralesional sensorimotor activity and increase ipsilesional activity, thereby leading to improved movement and function</p></li><li><p>evidence exists that VR exercises induce cortical and subcortical changes at a cellular and synaptic level resulting in ner patterns of motor activity&nbsp;</p></li></ul><p></p>
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Afferent Activation

active VR exercises stimulate that same physical senses used in the real world thereby affecting a variety of afferent CNS inputs

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Sensory systems involved with afferent activation

  • auditory

  • visual

  • vestibular

  • kinesthetic

  • proprioceptive

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Efferent Activation

active VR exercises stimulate motor responses which can lead to improved muscle recruitment, coordination, and/or strength

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T or F. VR Exercises where a patient is largely sedentary will generate substantial physical benefits.

FALSE

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VR systems augment traditional therapies by

  1. providing visual and auditory feedback that is captivating, fun, and motivating 

  2. engaging patients with a wide variety of conditions to perform a higher volume of exercise at greater intensities 

  3. offering functional task and goal oriented exercises and activities that provide immediate performance feedback 

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Research has produced significant results regarding a variety of patient populations and conditions like - 

  • neurological conditions 

  • cognitive impairment 

  • cardiopulmonary rehab 

  • falls and balance 

  • incontinence 

  • pain and wounds 

  • orthopedic conditions 

  • dysphagia and speech 

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<p>OmniVR 2020</p>

OmniVR 2020

  • designed for the needs of medically complex patients

  • easily pair with other tools for treatment options and progression including dysphagia and respiratory rehab

  • enables engaging intervention for independent sessions and group therapy sessions 

  • updates with enhanced visuals, accuracy of movement capture, and efficiency of set-up abd reporting