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Session Chair: Jaime Sánchez
Exploring the intelligent agents for controlling user navigation in 3D
games for cognitive stimulation, R
M E M Costa, D S Souza, I Mendonça, Universidade do Estado do Rio de Janeiro, BRAZIL
Despite the
many research efforts addressing the development of environments for Virtual
Rehabilitation processes, only few of them consider a modeling step before
system implementation. Our previous experience in developing virtual
environments for stimulating cognitive functions stresses the necessity of
adopting some Software Engineering practices. These open new possibilities to
extend or integrate the system with others applications. The objective of this
paper is to introduce some technical aspects related to modeling and
implementing a multi-agent game for training memory and attention. We explore
the integration of multi-agent model methodologies and present initial results
of an experiment made with two specific languages for
building three-dimensional virtual environments.
Assessing navigation in real and virtual environments: a validation
study, S T Koenig, G P
Crucian, J C Dalrymple-Alford, A Dünser, University of
Canterbury, NEW ZEALAND
For navigation
ability, a transfer of knowledge from virtual training environments to
real-world scenarios has been shown in several studies in the past. The purpose
of this investigation is to demonstrate the equivalence of a series of
navigation tasks in complex real-world and virtual buildings. Instead of
testing knowledge transfer in very simple environments, identical tasks are
performed in either version of a complex building. 29 participants are shown
twelve landmarks, followed by a battery of tasks which are carried out in the
real building by half of the participants, whereas the other half performs
identical tasks in a virtual model of the same environment. No significant
differences or effects were found, but due to the multifaceted nature of the
gathered data and large variability within groups, overlap of both groups'
distributions was minimal. To discover the underlying factors of this
variability, further research is needed. Usability and future development of
virtual environments are discussed.
Wearable device to assist independent living, R
J McCrindle, V M Williams, C R Victor, A P Harvey, S R Nyman, J Barrett, H Hogarth, P Levene, R Smith, P Panek, G Edelmayer, P Mayer, P Needham, N Floratos, University
of Reading/Brunel University/ Bournemouth University/Docobo Limited, UK,
Technical University of Vienna, AUSTRIA and e-ISOTIS, GREECE
Older people increasingly want to
remain living independently in their own homes. The aim of the ENABLE project
is to develop a wearable device that can be used both within and outside of the
home to support older people in their daily lives and which can monitor their
health status, detect potential problems, provide activity reminders and offer
communication and alarm services. In order to determine the specifications and
functionality required for development of the device user surveys and focus
groups were undertaken and use case analysis and scenario modeling carried out.
The project has resulted in the development of a wrist worn device and mobile
phone combination that can support and assist older and vulnerable wearers with
a range of activities and services both inside and outside of their homes. The
device is currently undergoing pilot trials in five European countries. The aim
of this paper is to describe the ENABLE device, its features and services, and
the infrastructure within which it operates.
Designing a workplace for workers with motion disability with a
computer simulation and virtual reality techniques, P Budziszewski, A
Grabowski, T Tokarski, M Dzwiarek, B Kurkus-Rozowska, J
Jankowski, Central Institute for Labour Protection – National
Research Institute, POLAND
This paper describes preliminary
results of a project aimed at adapting workplaces for workers with motion
disability with computer simulation and virtual reality techniques. For this
task, special software called the Troll and a computer human model with a
visualization of maximal arm reach and preferred working space were developed.
The Troll can be used to create a virtual working space, to adjust the human
model’s measurements and constraints to reflect a disabled person, and to
analyze necessary modifications. The Troll also makes it possible to conduct
research in an immersive virtual reality environment to assess a modified
workplace and, if necessary, add further modifications.
Session Chair: Mauricio Sáenz
Listening to complexity: blind people’s learning about gas particles
through a sonified model, O
Lahav, S T Levy, Tel-Aviv University/University of
Haifa, ISRAEL
Students who are blind have been
integrated at public schools with sighted students. Because most of Science
Education curriculum resources are based on visual representations such as
diagrams, charts, models (real and digital), and exploration in science
laboratories, students who are blind are lack in participating and collecting
the information from first hand. The current research project is based on the
assumption that the supply of appropriate information through compensatory
sensory channels may contribute to science education performance. In the
research system - Listen to complexity system the user is interacting with
dynamic objects in a real life scenario.
Using augmented reality to support the understanding of
three-dimensional concepts by blind people, C Kirner, T G
Kirner, R S Wataya, J A Valente, Federal University of Itajuba/Adventist
University of Sao Paulo/State
University of Campinas,
BRAZIL
Seeing and
describing real and imaginary three-dimensional scenes from the observer’s
viewpoint is an intuitive activity for non-impaired people, but it is difficult
for congenitally blind people, once it involves abstract concepts for them,
such as: perspective, depth planes, occlusion, etc. This paper discusses the
problem related to understanding three-dimensional concepts by blind people and
presents physical environments and procedures supported by an augmented reality
tool in order to help blind people to understand, describe and convert
three-dimensional scenes into two-dimensional embossed representations, like
painting. To verify how the blind people can acquire those concepts, we developed
an augmented reality application, working as an audio spatial tutor to make the
perspective learning process easy. That application was tested with ten
congenitally blind people, who understood the perspective concepts and made
comments about the experience. Finally, we discuss the learning method and
technical aspects, pointing out directions to improve the augmented reality
application and ways to release it.
Visual tracking and audio-based interfaces for the navigation of people
who are blind, J
Sánchez, A Tadres, University of Chile, CHILE
A person who is blind can be capable
of locating objects and also other people, such as a sighted person, by just
using audio cues. In this research we present the design, development and evaluation
of ARTAB, a technological assistant for people who are blind that uses
Augmented Reality to identify a set of objects in an indoor environment. As a
result, we generated audio-based representations that allow a user to determine
the position of an object relative to the angle of vision of the video capture
device for navigation purposes. The usability testing performed allowed us to
detect that it is not trivial to assign sound effects so that the variation of
such effects would imply changes in the position of an object. The continual
variation of the sound pitch does not generate the contrast necessary for the
blind user to be able to obtain a certain kind of information. However, users
generally perceive ARTAB as a useful tool for assisting orientation and
mobility tasks.
Session Chair: Imre Cikajlo
PiTaSu: a wearable interface for assisting senior citizens with memory
problems, T
Kuroda, G Yamamoto, D Yoshitake, S Hickey, J Hyry, K
Chihara, P Pulli, Kyoto University Hospital/Okayama
University/Nara Institute of Science and Technology, JAPAN and University of
Oulu, FINLAND
Little research has been carried out
on specialized wearable user interfaced designs to assist memory impaired
senior citizens. This paper proposes and implements PiTaSu (Picture based
Tapping on wall Surfaces) to realize direct user interface system to offer
visual feedback and tactile feedback. PiTaSu is based on a pictorial based
Augmented and Alternative Communication (AAC) system. PiTaSu consists of a
body-worn or shoulder-attached mobile projector, a camera and an accelerometer
wrist band. The projector shows information that will help assist the memory
impaired senior citizen in their daily task. The camera and the accelerometer
detect a tapping position and tapping trigger. Experimental results have
demonstrated that a senior citizen can use PiTaSu without learning special
skills, and the projection based user interface has potential. Therefore,
PiTaSu can assist memory-impaired senior citizens as a daily task reminder.
Designing an ecological virtual task in the context of executive
functions: preliminary study, X
Cao, A-S Douguet, P Fuchs, E Klinger, Arts et Métiers Paristech/Kerpape
Rehabilitation Center/MINES ParisTech, FRANCE
Brain damage
is a major cause of disability that often leads to deficits in executive
functions with dramatic consequences on activities of daily living. While
rehabilitation approaches of the dysexecutive syndrome are still limited,
virtual reality has shown its potential to propose innovative intervention
strategies based on ecologically valid functional tasks. The Therapeutic
Virtual Kitchen (TVK) was designed as an assessment tool to help therapists and
their patients with brain injury. In the TVK, some ecological virtual tasks may
be configured by the therapists for patients’ assessment and rehabilitation. The purpose of this
paper is to validate the feasibility of the TVK with healthy subjects and
patients with brain injury in Kerpape Rehabilitation Center.
Traumatic brain injury memory training: a virtual reality online
solution, P
Gamito, J Oliveira, J Pacheco, D Morais, T Saraiva,
R Lacerda, A Baptista, N Santos, F Soares, L
Gamito, P Rosa, Universidade Lusófona de Humanidades e
Tecnologias/Centro de Medicina de Reabilitação de Alcoitão/Clínica São João de
Deus/Centro de Investigação Social/Instituto Universitário de Lisboa, PORTUGAL
This study
aims at assessing an online portal where patients with traumatic brain injury
(TBI) can carry on memory and attention exercises outside clinic premises. The
training took place in a VR setup where one TBI patient had to complete a set
of 10 online VR sessions. The neuropsychological evaluation was carried out
with the PASAT (Paced Auditory Serial Addition Task) at pre, during and after
treatment assessments. The results showed an increase in working memory and
attention levels from the first to the final assessment, which can suggest that
VR applications may promote the autonomy and increase in overall quality of
life of these patients. The average time for task conclusion was of 5 minutes.
Impact of the physical field of view on the performance in a purchasing
task in the VAP-S for patients with brain injury, H Cherni, A Kadri,
A Tarruella, P-A Joseph, E Klinger, Arts
Métiers Paristech/Université Victor Segalen de
Bordeaux, FRANCE
In VR-based
cognitive rehabilitation, there is a particular interest in subject’s
performance in the virtual tasks in which the patients are engaged. This
performance is function of many factors among which the characteristics of
visual information delivered by the virtual system. This study was designed to
examine the impact of the physical field of view (PFOV) on the performance in a
virtual task in the Virtual Action Planning Supermarket (VAP-S) among patients
with brain injury and control subjects. Results show that, for all the participants,
there is no significant difference between the main VAP-S variables in two
experimental configurations (large FOV and small FOV), except for the number of
incorrect actions that increases in the small FOV situation. We conclude in
suggesting some explanations about the impact of the PFOV on patient use of the
visual VAP-S information.
Session Chair: Sebastian Koenig
Post traumatic stress disorder
treatment with virtual reality exposure for criminal violence: a case study in
assault with violence, A De la Rosa-Gómez, G
Cárdenas-López, Universidad Nacional Autónoma de México, MÉXICO
The criminal
violence is attached with mental health problems as depression and substance
use and abuse. However one of most important psychological problems linked with
the victims of violence is post traumatic stress disorder (PSTD). In Mexico,
according to the ENSI-5 in 2009, 11% (6,800/for each 100 thousands of
habitants) of the population over 18 years, experienced a crime. One in four of
the people victim of violence develops PSTD symptoms. Due to this socially
relevant problem and based on the efficacy treatments, it is important to
design treatments involving the use of Virtual Reality (VR), because it can
help overcome some of the limitations of traditional therapy using exposure.
The present paper expounds a case study of treatment program to PTSD in assault
with violence.
Participatory design with children with autism: the development of
collaborative virtual environments, L Millen, S V Cobb, H Patel, University
of Nottingham, UK
The COSPATIAL (Communication and
social participation: collaborative technologies for interaction and learning)
project explores how we can develop effective and useful educational technologies
in the form of shared active surfaces (SAS) and collaborative virtual
environments (CVEs) to support the enhancement of social skills for children on
the autism spectrum. The UK design team comprises technology developers, design
engineers, educational psychologists as well as teachers from both mainstream
and autism specialist schools. A user centred design approach is used to make
decisions and review prototype development using CVE technology. The team is
then involved in detailed specification of CVE scenarios and iterative review
of prototypes. The involvement of
teachers throughout the entire process is crucial, but in order to understand
the primary user further and implement concepts optimally it is also desirable
to involve the target end users directly in the design process. This paper
describes the participatory design approach for elicitation of user
requirements and CVE scenario design that is being used with typically
developing children and how these methods have been adapted to facilitate
involvement of children on the autism spectrum.
Session Chair: Sarah Kruger
Stroke rehabilitation using m-Health Care and 3D virtual environments –
work in progress, J
Broeren, L Pareto, B Johansson, C Ljungberg, M Rydmark, Trollhättan/Uddevalla
NU-Hospital Organization, SWEDEN
We have now started testing a telehealth system for stroke rehabilitation in a rural area in Sweden
(NU-
Hospital Group Area). For collection of
assessments and audiovisual communication, the telehealth system has
bidirectional contact with the home-based units. To date,
three stroke subjects’ participated; they were instructed to play 3D computer games with the hemiplegic upper
extremity. The
intervention led to clinical changes for all subjects. The
analysis of the audiovisual
communication revealed that the both stroke subjects and
therapists were not yet
effective in regulating their turn taking process. The data suggests the feasibility of a distance based
approach using 3D virtual environments for upper extremity rehabilitation after
stroke.
A simple camera tracking virtual
reality system for evaluation of wrist range of motion, D Shefer Eini, N Ratzon, A A Rizzo, S-C Yeh, B S Lange, B
Yafa, A Dietz, P L Weiss, R Kizony, Tel-Aviv University/Chaim
Sheba Medical Center at Tel Hashomer/University
of Haifa/Ono
Academic College, ISRAEL
and University of
Southern California, USA
Clinicians assess wrist and hand
function to identify pathology, monitor effectiveness of treatment, and
determine the readiness to return to work and other activities. The goniometer,
the conventional evaluation tool used to assess range of motion (ROM), is most
suited to the measurement of passive and active joint ROM under conditions that
entail static, non-functional movements.
Instruments that measure ROM during complex, dynamic tasks may encumber
the movement. We have adapted a simple
optical tracking device that uses a low-cost webcam to track two diodes,
referred to as the Virtual Wrist Tracker (VWT), to assess wrist ROM in 30
subjects, aged 18-65 years; fifteen patients had sustained orthopaedic injuries
and 15 were control subjects. ROM was assessed by a standard goniometer and by
the VWT under two conditions: visual auditory feedback and auditory pacing
feedback. The results of test-retest
analysis of control subjects demonstrated good reliability for the VWT during
wrist extension and moderate reliability during wrist flexion. High, significant correlations were found
between the ROM for wrist extension and flexion as measured by a goniometer and
via the VWT in the research group and for wrist extension but not for wrist
flexion in the control group. A repeated
measures ANOVA mixed design showed no significant differences in wrist
extension ROM or in wrist flexion ROM during the performance of the task with
visual and auditory feedback versus a task with auditory pacing, nor was there
interaction effects between task type and group during extension and flexion.
Wrist ROM in either direction increased as the participant progressed from one
target rectangle to the next; statistically significant interaction effect was
found between ROM in target position and group indicating that the difference
between the targets in the control group was significantly different than in
the research group. Finally, both groups enjoyed performing the VWT tasks but
the control subjects felt greater presence, success and control. The VWT appears to be a reliable and valid
tool for assessing wrist ROM during dynamic activities.
Integrated arm and hand training using adaptive robotics and virtual
reality simulations, A
S Merians, G G Fluet, Q Qiu, S Saleh, I Lafond, S V
Adamovich, University of Medicine and Dentistry
of New Jersey, USA
Virtual
Reality simulations interfaced with robotic arm devices are being used for
training the upper extremity of people post-stroke. The benefit has been
hypothesized to be the ability to provide repetitive task practice, directed
visual and auditory feedback, learning algorithms and graded resistive and
assistive forces. All of these elements can be manipulated to provide
individualized motor learning paradigms. We have developed a unique exercise
system, interfaced with complex virtual reality gaming simulations that can
train both the upper arm and the hand of people in the chronic phase
post-stroke. After two weeks of
intensive training, eleven subjects, were able to more effectively control the limb during hand
interaction with the target as demonstrated by improved proximal stability,
smoothness and efficiency of the movement path. This was in concert with
improvement in the distal kinematic measures of fractionation and improved
timing. These changes in kinematic measures were accompanied by
robust changes in functional tests of upper extremity motor control, the Wolf Motor Function Test, the Jebsen Test of Hand Function
and the 9-hole Peg Test.
Study to evaluate a low cost virtual reality system for home based
rehabilitation of the upper limb following stroke, P J Standen, D J
Brown, S Battersby, M Walker, L Connell, A
Richardson, University
of Nottingham/ Nottingham
Trent University/Erewash Community Occupational Therapy Service,
UK
Stroke
survivors with continuing impairment in their upper limb find it difficult to
access the early intensive, task specific practice that research has shown is
necessary for motor recovery. A systematic review of studies that investigate the
effects of robot-assisted therapy on motor and functional recovery in patients
with stroke found significant improvement in upper limb motor function but the systems reviewed are
expensive, require technical support and are hospital or laboratory based. This
paper describes the development of a low cost home based system together with a
suite of games which would allow patients to practice the movements required
for activities of daily living at the frequency required. The ongoing
feasibility study is described.
Remote monitoring and quantification of upper limb and hand function in
chronic disability conditions, S
H Brown, J Langan, K L Kern, E A Hurvitz, University
of Michigan, USA
This paper describes a convenient,
home-based telerehabilitation system designed to improve upper limb and hand
function in adults with cerebral palsy.
The training program incorporates a variety of computer-guided
sensorimotor activities such as unilateral and bilateral reaching, reaching and
grasping, object manipulation, and tactile discrimination tasks. Quantitative
measures of performance are uploaded to the laboratory after each training
session for further analysis. Webcam monitoring of performance occurs
periodically throughout the training period.
Twelve adults with cerebral palsy completed a 40 min/day, five days/week
training program over eight weeks.
Temporal measures of performance indicated significant improvement in
reaching and hand manipulation ability as well as improved tactile
discrimination. Preliminary analysis of the time course of change revealed
variable patterns within and across participants. The capacity to measure change throughout a
training program provides an opportunity to investigate how learning occurs
over time in chronic disability.
Compliance was excellent with subjective reports indicating improvement
in activities of daily living. Future
development includes a fully automated system with stand alone modules which
allow for customization of training protocols depending upon specific needs of
the user.
Session Chair: Paul Sharkey
Light Arrays: a system for extended engagement, D Wilde, A
Cassinelli, A Zerroug, R J N Helmer, M Ishikawa, Tokyo
University, JAPAN and Monash University/ Commonwealth
Scientific and Industrial Research Organisation, AUSTRALIA
We present the development vision of a
range of interactive body-worn lighting systems for performance, play,
rehabilitation and dis- or altered- ability support. The systems combine
experimental and off-the-shelf technologies to arrive at outcomes that require
and inspire extended physical and expressive engagement, and afford a range of
different learning opportunities. We discuss the context and background, our
aims and approach – mixing art, design and engineering methodologies. We then
outline a number of scenarios of use and their relevance to ArtAbilitation. Our
aim is to open up a dialogue with the ArtAbilitation community in the early
stages, to generate collaborative interest and inform development.
Warrior’s Journey – a path to healing through narrative exploration, J F Morie, K
Haynes, E Chance, University of Southern
California, USA
The Warriors’ Journey is an interactive
narrative experience that is part of the online, virtual world healing space of
the Coming Home Project (www.cominghomecenter.org) at the University of
Southern California’s Institute for Creative Technologies. This project is
exploring new ways to reach veterans who are returning from recent conflicts
and who often have mental health issues or difficulty fitting back into their
home communities. We are looking at the
affordances of online 3D virtual worlds to address some of the issues that may
prevent or deter veterans from getting the help they need. We are exploring the use of specific
therapies within the virtual world space, as well as social and enrichment
activities designed around the needs of this group. The Warriors’ Journey is one such activity
that engages participants in stories to emphasize and reinforce common ideals
of honorable warriors throughout history.
After experiencing these stories, participants are then encouraged to
construct their own warrior’s story within the Coming Home space. It is hoped that such activities may help
contribute to a more positive sense of self-esteem, a restructured life
narrative, and a feeling of control over the stresses incurred during their
service to their country.
Extending body & imagination: moving to move, D Wilde, R J N
Helmer, M Miles, Tokyo University, JAPAN and Monash
University/ Commonwealth Scientific and
Industrial Research Organisation, AUSTRALIA
We present a range of body-worn
devices that have evolved from a common design intent: ‘to move the body
through real and virtual extension’. These devices encourage people to move in
extra-normal ways, and thereby view and experience their bodies from perhaps
hitherto unknown perspectives. They provide a rich playground for
self-expression, as well as learning opportunities that we believe might be
relevant for people with physical challenges and unconventional or altered
abilities. Our desire in presenting this work to the ArtAbilitation community is
to open up a dialogue and examine opportunities for engagement.
Session Chair: Susan Brown
Games for rehabilitation: the voice of the players, S M Flynn, B S
Lange, Blue
Marble Game Co./University of Southern California, USA
The
purpose of this study is to explore the use of video games from the perspective
of the disabled player. Over 150 participants responded to an online survey
exploring the use of video games for rehabilitation.
The respondents represented 9 countries throughout the world. The
survey consisted of questions regarding subject demographics, living situation,
activities of daily living assistance requirements, use of assistive devices,
and computer use. Other questions addressed the responders’ disability. Video
game play experience, activity, game play, controller use and accessibility are
addressed. Questions regarding the use of currently available off the shelf
video games in rehabilitation are explored. Lastly, we surveyed the future of video
games and how they can be improved for rehabilitation and leisure enjoyment.
The results of this survey are
presented. In general, individuals with disabilities enjoy playing video games
and play video games often. However, players with disabilities would appreciate
educating the game industry about disabilities and how to makes games with a
more “universal game design”.
Designing engaging, playable games for rehabilitation, J W Burke, M D J
McNeill, D K Charles, P J Morrow, J H Crosbie, S M
McDonough, University of Ulster, UK
Stroke is a leading cause
of severe physical disability and can result in of a range of impairments,
including loss of balance, attention and concentration deficiencies, pain,
weakness and paralysis. This paper
reports on the design of serious games for upper limb rehabilitation following
stroke. In particular, we focus on
identifying principles of video game design which are important in the context
of rehabilitation and show how these principles can be implemented. We also report on an evaluation of the games
for playability, usability and engagement.
Designing studies for requirements and modelling of users for an
accessible set-top box, P
Langdon, M F Gonzalez, P Biswas, University of Cambridge, UK
This paper describes work carried out
to address the human centred design process behind the generation of
requirements and user data for the prototyping of a user-model intended as part
of a TV set-top box intended for use by mild to moderately impaired users. The
aim is to develop both the technology and user modelling required within one
STB system that will enable individuals with sensory, cognitive and physical
impairments to interact with a number of reference applications. In order to do
this it will be necessary for the system to categorise users on the basis of
their input and interaction performance with a variety of input devices and
assign them to a pre-assigned profile in the systems internal user-model. We
address the issue of whether a human centred design process can be developed
that is in principle capable of adequately generating the required data and
specifications. We report the development of an inclusive design approach which
subsumes both accessibility and usability. The ultimate aim will be to create a
foundation for actual research and development work by identification of
requirements from users as well as application and framework developers. We report the requirements analysis of this
development and some preliminary results from user focus groups, chosen using
an inclusive survey of capability, and interacting with early prototypes of
interaction interfaces.
Birth of intelligent virtual humans in clinical training, A A Rizzo, B S
Lange, J Williams, J G Buckwalter, J Difede, B
Rothbaum, T Parsons, P Kenny, University of Southern California/Cornell
University/Emory University, USA
Over the last 15
years, a virtual revolution has taken place in the use of Virtual Reality
simulation technology for clinical purposes. Recent shifts in the social and scientific
landscape have now set the stage for the next major movement in Clinical
Virtual Reality with the “birth” of intelligent virtual humans. This paper will
present an overview of the SimCoach project that aims to develop virtual human
support agents to serve as online guides for promoting access to psychological
healthcare information and for assisting military personnel and family members
in breaking down barriers to initiating care. While we believe that the use of
virtual humans to serve the role of virtual therapists is still fraught with
both technical and ethical concerns, the SimCoach project does not aim to
become a “doc in box”. Rather, the SimCoach experience is being designed to
attract and engage military Service Members, Veterans and their significant
others who might not otherwise seek help with a live healthcare provider. It is
expected that this experience will motivate users to take the first step – to
empower themselves to seek advice and information regarding their healthcare
(e.g., psychological health, traumatic brain injury, addiction, etc.) and
general personal welfare (i.e., other non-medical stressors such as economic or
relationship issues) – and encourage them to take the next step towards seeking
other, more formal resources if needed.
Session Chair: Laura Millen
Development of an interactive stepping game to reduce falls in the
elderly, B S
Lange, S M Flynn, C Y Chang, Y Si, C Nanavati, C
L Chieng, A A Rizzo, University of Southern California, USA
More than one-third of people over the
age of 65 experience falls each year, and those who fall once are two to three
times more likely to fall again. A fall can significantly limit a person’s
ability to remain self-sufficient. Fall injuries are responsible for
significant disability, reduced physical function, and loss of independence.
However, falls are not an inevitable result of aging. Systematic reviews of
fall intervention studies have established that prevention programs can reduce
falls. Physical activities, including strengthening exercises, tai chi, dancing
and walking have been demonstrated to improve balance and decrease risk of
falls in older adults. Modified dance-based exercises that include step-based
movements have been demonstrated to improve endurance and balance in older
adults. Dance video games, using a dance mat with areas that the player must
step on in time with cues on the screen, have been demonstrated to improve
activity and mood and reduce weight in children and youth. However, these dance
games often include fast paced music, frequent jumping and an overload of
visual information, movement and colors on the screen. This paper outlines the
development of a prototype rhythm game that leverages the benefits of
step-based exercise and dance video games to improve balance and reduce falls
in older adults.
Virtual reality approach to gait training in service members with lower
extremity amputations, S
E Kruger, Walter
Reed Army Medical Center, USA
Gait training is an essential part of
the rehabilitation process for those with lower extremity (LE) amputations.
For service members at Walter Reed Army Medical Center, the Computer
Assisted Rehabilitation Environment (CAREN) allows virtual reality to be
incorporated into gait training as an adjunct to conventional therapies.
This retrospective case series examines the self-selected velocities
achieved in two different virtual environments (VE) by 11 service members with
LE amputations. These VEs allowed participants to progress from level
walking to more challenging terrain. Over periods of four to eight weeks,
all participants were found to increase their self-selected velocities;
progression appears to be individual. The preliminary results obtained
indicate that further investigation is warranted.
Continuation of balance training for stroke subjects in home
environment using virtual reality, I Cikajlo, M Rudolf, N Goljar, Z Matjacic, University Rehabilitation Institute, SLOVENIA
The objective of the
telerehabilitation is a continuation of the rehabilitation process on subjects’
home and making the therapists and physicians possible to follow the progress
remotely. Hereby the pilot project with virtual reality based tasks for dynamic
standing frame supported balance training is presented. Six stroke subjects participated
in the preliminary study. The subjects performed the therapy five times a week,
each time for up to 20 minutes for three weeks. The results were evaluated by
objective game parameters as track time, number of collisions and clinical
instruments Berg Balance Scale, Timed Up&Go and 10m walk test. The outcomes
demonstrated a significant improvement of all parameters. However, the follow
up after two weeks demonstrated that functional improvement could be possible
on a long term, if the subjects continue with targeted tasks for extended
period of time. Besides, the balance training could be continued on subject’s
home instead of the hospital, which would decrease the number of outpatients’
visits and reduce related costs.
Audio-visual biofeedback system for postural control, M Milosevic, K M V
McConville, Ryerson
University, CANADA
This study presents an application of
biofeedback in balance training, in particular an audio-visual balance
rehabilitation system designed for training of the elderly. Motivated by the
need to provide portable, cost-effective and accessible training devices, the
system implements a MEMS accelerometer to quantify the balance board movements
during a balancing task and use them to provide a real-time, synchronous
audio-visual biofeedback. The visual feedback displays the offset and the
overall performance of the balance board. The audio feedback is based on the
sound localization cues that indicate the direction of the balance board
movements using stereo sound. Initial results indicate a significant
improvement in the postural stability when the audio-visual biofeedback is
provided. The pilot study found significant improvements in maintenance and
recovery of dynamic balance manifested through decreased variability of
complex, lateral and front-to-back movements during a balancing task.
Development of an interactive
rehabilitation game using the Nintendo® WiiFit™ Balance Board for people with
neurological injury, B S Lange, S M Flynn, C Y Chang, A
Ahmed, Y Geng, K Utsav, M Xu, D Seok, S
Cheng, A A Rizzo, University of
Southern California, USA
Visual biofeedback and force plate
systems are often used for treatment of balance and mobility disorders
following neurological injury. Conventional Physical Therapy techniques have
been shown to improve balance, mobility and gait. The training program
encourages patients to transfer weight onto the impaired limb in order to
improve weight shift in standing and during gait. Researchers and therapists
have been exploring the use of video game consoles such as the Nintendo®
WiiFit™ as rehabilitation tools. Initial case studies have demonstrated that
the use of video games has some promise for balance rehabilitation. However,
initial usability studies and anecdotal evidence has indicated that the
commercial games that are currently available are not necessarily suitable for
the controlled, specific exercise required for therapy. Based on focus group
data and observations with patients, a game has been developed to specifically
target weight shift training using an open source game engine and the WiiFit
balance board. The prototype underwent initial usability testing with a sample
of four Physical Therapists and four patients with neurological injury or
disease. Overall, feedback was positive and areas for improvement were
identified. This preliminary research provides support for the development of a
game that caters specifically to the key requirements of balance
rehabilitation.
Session Chair: Orly Lahav
Development of a voice-based rhythm game for training speech motor
skills of children with speech motor disorders, D
Umanski, D Kogovšek, M Ozbič, N O Schiller, Leiden University,
THE NETHERLANDS and University of Ljubljana, SLOVENIA
In
this project, we deal with the development and evaluation of a new tool for
conducting speech rhythm exercises. A training methodology is proposed, based
on a schedule of exercises, each presenting a sequence of syllables arranged in
a specific rhythmic pattern. In order to assist the therapists with
conducting speech rhythm exercises with children, we have developed a computer
game prototype which implements the training, by providing the exercises,
visual feedback and evaluation of performance. The game prototype was further
evaluated in a usability study involving children with various speech
disorders. We discuss the limitations of the current system and propose
improvements for further development.
Robotic vocalization training system for the auditory-impaired, M Kitani, T Hara,
H Hanada, H Sawada, Kagawa
University, JAPAN
The authors are developing a
vocalization training system for the auditory-impaired using a talking robot.
The training system mainly consists of a talking robot which has mechanical
organs like a human. With an adaptive learning strategy using an auditory
feedback control, the robot autonomously learns the vocalization, and then
reproduces the speech articulation from inputted sounds.
By employing the talking robot, the training is realized by two different
approaches. One is a training based on the hardware demonstration, which shows
the speech articulation by the robotic motions, and the other is a software-based
training, which shows the phonetic characteristics of generated voices.
Training experiments are being conducted in Kagawa Prefectural School for the
Deaf, and significant results have been obtained. In the previous system, the
speech learning algorithm of the robot was constructed by using a
Self-organizing Neural Network (SONN), which consists of the combination of a
Self-organizing Map (SOM) and a Neural Network (NN). However, improper maps
were found in the results of the speech articulation learning. In this study, a
new algorithm using two SOMs, called a dual-SOM, is introduced for the
autonomous learning of the robotic articulations. Firstly, the construction of
the training system is described together with the autonomous learning of robotic
vocalization using the dual-SOM algorithm, and then the analysis of the speech
training progress is presented based on the phoneme characteristics and the
mechanical vocal articulations.
Automatic speech recognition for assistive technology devices, A P Harvey, R J
McCrindle, K Lundqvist, P
Parslow, University of Reading, UK
Speech offers great potential as a
mode of interaction with devices to control our environment, support our work
or assist us with tasks of daily living, however, to date the level to which
this has been universally achieved and exploited has not matched its potential.
Automatic Speech Recognition (ASR) is the process of interpretation of human
speech by a machine. This may take two forms; continuous speech, as with human
to human interaction or dictation, and discrete speech, such as commands issued
to a device. ASR in the ‘ENABLE’ project uses discrete utterances to allow
navigation of the user interface on a wrist worn device, control of the
associated ECS (Environmental Control System) components as well as the ability
to provide feedback for long term conditions using speech alone; features
widely requested by users with a range of disabilities as well as by others for
general ease of use. The aim of this paper is to explain the rationale and
process behind the development of the ASR for the ENABLE device.
Basic study toward automatic generation of glove-type command input
device with optimal number of sensors, Y Tabata, T Kuroda, K Okamoto, Kyoto
College of Medical Science/Kyoto University Hospital, JAPAN
Data-gloves are one of the most
essential devices for VR systems. Although most of conventional data-gloves are
designed to capture “analogue” hand postures, most of information systems
require just “digital” hand postures corresponding to commands. This paper
proposed a method to calculate a data-glove with optimal number of sensors to
obtain given set of “digital” hand postures. The authors applied the proposed
method to JSL. The result tells that a data-glove with just eight sensors can
obtain all hand postures given in JSL.
Virtual environments for exposure in
obsessive-compulsive disorder, G Cárdenas López, S Muñoz, Universidad
Nacional Autónoma de México, MÉXICO
Obsessive
Compulsive Disorder (OCD) affects 2.6% of the population in Mexico, severely
affecting the quality of life of the people who suffer it. The World Health
Organization (WHO) ranks OCD as the tenth leading cause of disability in the
world, representing a health issue that requires attention, especially from
health professionals. Several studies on the different treatments developed for
this disorder have been carried, including: exposure, response prevention and
cognitive therapy. We developed a treatment based on virtual reality (VR)
technologies to expose patients with OCD to controlled virtual environments.
The treatment includes sessions of psychoeducation, breathing training, cognitive
restructuring and exposure, using a Head Mounted Display (HMD). VR increases
the sense of immersion and presence in the environment, and evokes the same
reactions and emotions that are experienced in real situations.
Integrative approach for designing collaborative technologies for
social competence training in children with autism spectrum conditions, S V Cobb, L
Millen, T Glover, S Parsons, S Garib-Penna, P L
Weiss, E Gal, N Bauminger, S Eden, University
of Nottingham/University of Birmingham,
UK and University of Haifa,
Bar Ilan University,
ISRAEL
The COSPATIAL project is exploring the
use of two collaborative interaction technologies, Collaborative Virtual
Environments (CVEs) and Shared Active Surfaces (SASs), as suitable media to
support learning of social competence skills for typically developing children
and those with Autism Spectrum Conditions (ASC)s. This paper describes the
integrated approach used to design and develop learning scenarios in each
technology.
Videogame for improving orientation and mobility in blind children, J Sánchez, J P
Rodríguez, Universidad de Chile, CHILE
This work presents an evaluative study
on the usability of a haptic device together with a sound-based videogame for
the development and use of orientation and mobility (O&M) skills in closed,
unfamiliar spaces by blind, school-aged children. A usability evaluation was
implemented for a haptic device especially designed for this study (Digital
Clock Carpet) and a 3D videogame (MOVA3D) in order to determine the degree to
which the user accepted the device, and the level of the user’s satisfaction
regarding her interaction with these products for O&M purposes. In addition,
a preliminary cognitive evaluation was administered. Usability results show
that both the haptic device and the videogame are usable, accepted and
considered to be pleasant for use by blind children. The results also show that
they are ready to be used for cognitive learning purposes. Results from the
preliminary cognitive study demonstrated significant gains in the development
of tempo-spatial orientation skills of blind children when navigating in
unfamiliar spaces.
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