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definition of virtual reality
Computer generated environment drawing on three primary senses → primarily vision
Continuum of fimmersion from most to least
head mounted display (complete)→ cave→ glasses that render a 2d image 3d (semi)
what is immersion based on
the hardware
what is presence based on
Psychological experience, how a person feels
examples of serious games (non-custom systems for rehab)
Wii, kinect
key concepts of serious games
goal motivation, reward, challenge, narrative structure
findings of virtual reality post stroke from Cochrane review
favorable for UE rehab when >15 hrs
general protocol for custom VR system for UE
pre and post testing, Intervention at home 12 weeks, Instructed to perform at least
twenty minutes of practice every day, 4 simulations based on level of
motor control and goals, 2 in-person visits during the first month, transitioned to 5 remote support visits weeks 5-12
examples of lab based custom for rehab serious games
lan, IREX, play station II
effects of VR training on gait speed based on cochrane review
no statistically significant difference- consider lack of data
effects of VR training on balance based on cochrane review
significant improvement
range of intensity for activity that people post-stroke can achieve compared to able-bodies (METs)
reduced
how can active video games be helpful vs standard therapy
can promote increased repetitions, more engagement, similar intensity to walking→ consider patient preference
examples of interventions during telehealth
imagery for balance confidence, stair negotiation, LE strengthening, stationary cycling, non-custom video games (use whatever is available at home)
how are games selected when using VR
to target a specific motion or activity, patient preference
companies that superimpose activities from the real world into the virtual world
augmented reality