PTRS 853 - Moving into Virtual Reality

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15 Terms

1
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What is Virtual Reality?

- use of interactive stimulations

- created by computer hardware and software

- engage in environments

- that appear and feel similar to real world

2
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example of VR in neurorehabilitation applications

- balance and gait

- upper extremity

- grocery shopping

- cognition

- driving

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Pros of VR

- safe

- ecologically valid (resembles the world)

- controlled environment

- digital outcome measures

- personalized and targeted training

- repeated practice

- visual feedback

- enjoyable and motivating

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Cons of VR

- simulator adaptation syndrome (cybersickness)

- pixelation

- lag effects

- limited sense of presence

- disadvantages of commercial products

- disadvantages of rehab focused VR

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Order of system importance for balance

1. vision

2. somatosensation

3. vestibular function

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Purpose of sensory organization test

teases out affect systems

- tells what system is causing fall risk

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Cons of sensory organization test

expensive and bulky

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What type of treadmill training is more beneficial for normal gait and dual task?

VR treadmill > normal treadmill

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Pros of VR walk test

- challenging

- increased adaptation strategies -> increased dynamic balance

- integration of multiple systems and tasks (dual tasks)

- objective progress tracking and feedback (real time sensors and eye tracking)

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Virtual walking techniques

- walk in place with virtual interface

- locomotion devices

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VR cognition and gait assessment battery (VR-CoGait)

- multimodal tool to assess cognition and gait (auditory and visual interferences with gait parameters)

- well-controlled, ecologically valid environment

- early detection of cognition impairments and falls risk in patient populations

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APTA CPG article results on VR

strong evidence for VR with walking training and moderate to high intensities

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Choosing VR technology

- what will VR add to clinical practice?

- VR should be used as adjunct to traditional PT

- VR should not distract from clinical goals

- type and intent of equipment should be well understood

- tech savvy helps

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Choosing VR tasks / games

- physical / cognitive requirements vs capabilities

- progression of difficulty?

- is feedback provided?

- can the VR be used in the time available?

- can data be saved?

- can VR be used by multiple users?

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Patient considerations with VR

- use of mouse, joystick, physical tracking

- controls

- screen size and contrast of game

- instructions

- language