This paper proposes the use of a non-immersive virtual reality rehabilitation system "ReHabgame" developed using Microsoft Kinect™ and the Thalmic™ Labs Myo gesture control armband. The ReHabgame was developed based on two third-person video games that provide a feasible possibility of assessing postural control and functional reach tests. It accurately quantifies specific postural control mechanisms including timed standing balance, functional reach tests using real-time anatomical landmark orientation, joint velocity, and acceleration while end trajectories were calculated using an inverse kinematics algorithm. The game was designed to help patients with neurological impairment to be subjected to physiotherapy activity and practice postures of daily activities. The subjective experience of the ReHabgame was studied through the development of an Engagement Questionnaire (EQ) for qualitative, quantitative and Rasch model. The Monte-Carlo Tree Search (MCTS) and Random object (ROG) generator algorithms were used to adapt the physical and gameplay intensity in the ReHabgame based on the Motor Assessment Scale (MAS) and Hierarchical Scoring System (HSS). Rasch analysis was conducted to assess the psychometric characteristics of the ReHabgame and to identify if these are any misfitting items in the game. Rasch rating scale model (RSM) was used to assess the engagement of players in the ReHabgame and evaluate the effectiveness and attractiveness of the game. The results showed that the scales assessing the rehabilitation process met Rasch expectations of reliability, and unidimensionality. Infit and outfit mean squares values are in the range of (0.68-1.52) for all considered 16 items. The Root Mean Square Residual (RMSR) and the person separation reliability were acceptable. The item/person map showed that the persons and items were clustered symmetrically.
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http://dx.doi.org/10.1016/j.heliyon.2018.e00526 | DOI Listing |
IEEE Trans Vis Comput Graph
March 2025
The paper describes SeamlessVR, a method for switching effectively from immersive visualization, in a virtual reality (VR) headset, to non-immersive visualization, on screen. SeamlessVR implements a continuous morph of the 3D visualization to a 2D visualization that matches what the user will see on screen after removing the headset. This visualization continuity reduces the cognitive effort of connecting the immersive to the non-immersive visualization, helping the user continue on screen a visualization task started in the headset.
View Article and Find Full Text PDFIEEE Trans Vis Comput Graph
March 2025
Virtual Reality has been used to improve motivation and help in the visualization of complex computing topics. However, few studies directly compared immersive and non-immersive environments. To address this limitation, we developed Abacus, a programming environment that can run in both immersive and non-immersive modes.
View Article and Find Full Text PDFPhys Occup Ther Pediatr
March 2025
Department of Physical Therapy for Pediatrics and Pediatric Surgery, Faculty of Physical Therapy, Badr University in Cairo, Cairo, Egypt.
Background: Children with autism spectrum disorders (ASD) can have difficulty adapting to environmental changes and motor-tasks demands.
Objective: to investigate the effectiveness of non-immersive virtual reality (VR) combined with traditional physiotherapy versus traditional physiotherapy alone on static and functional balance in children with ASD, aged from 7 to 12 years.
Methods: Fifty-three children with ASD were randomly assigned to either the VR group, received virtual reality training combined with traditional physical therapy, or the control group, received traditional physical therapy alone.
Eur J Phys Rehabil Med
March 2025
Psychological Sciences Research Institute (IPSY), Université Catholique de Louvain, Louvain-la-Neuve, Belgium.
Background: Virtual reality (VR) Serious Games (SG) offer greater sensitivity and specificity than traditional diagnostics. The playfulness of the SG reduces stress, enhancing motivation and reliability. We developed immersive (iVR) and non-immersive (niVR) versions of REAsmash, a SG based on Feature Integration Theory (FIT) to assess distractor inhibition attention.
View Article and Find Full Text PDFProsthet Orthot Int
March 2025
Department of Physical Medicine and Rehabilitation, Northwestern University Prosthetics-Orthotics Center (NUPOC), Feinberg School of Medicine, Chicago, IL, USA.
Background: Walking rehabilitation for individuals with lower limb amputation plays a crucial role in effectively using prostheses. The development of new technologies, such as virtual environments, will enhance our ability to improve walking in this population.
Objective: To explore the potential of virtual reality in lower limb amputee rehabilitation by using immersive virtual reality environments to address gait and balance issues and evaluate outcomes in individuals with lower limb amputation.
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