par HAJI AWANG MOHIDDIN HAJI AWANG MOHIDDIN Il y a 4 années
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NOTE
P1: Low Cost Devices Used in Virtual Reality Exposure Therapy
P2: Virtual Reality Therapy Can Improve Fatigue and Cognitive Function After Radiation and Chemotherapy
P3:ReHabgame: a non-immersive virtual reality rehabilitation system with applications in neuroscience
P4: Efficacy of Virtual Reality Combined With Real Instrument Training for Patients With Stroke: A Randomized Controlled Trial
P5: Is virtual reality exercise effective in reducing falls among older adults with a history of falls
P6: Significant applications of virtual reality for covid-19 pandemic
P7: Virtual reality art-making for stroke rehabilitation: Field study and technology probe
P8: Developing an automated VR cognitive treatment for psychosis: gameChange VR therapy
P9: An Approach to physical rehabilitation using state-of-art virtual reality and motion tracking technologies
P10: Virtual reality for pain management in patients with heart failure
is this kira solutions kah? :o
for my paper mcm solutions
kinda confused, is it future enhancement of the current study?
yea smth lke that
Augmented reality has the additional benefit of a lighter headset similar to glasses
Animated graphic that captures the making from the perspective of participant
Customization function could help enable color selection with a single controller
Teleport functionality should be redesigned to be simpler and more intuitive for low-mobility users
Allow colors to 'age'
Could be possible to share VR displays to peer's devices
to clarify the limitation and to confirm the findings regarding the efficacy of VR combined with real instrument training on the neurorehabilitation of patients with stroke.
VR art-making has some promise but needs significant improvements to support social interaction, situated decision-making, reflection, physical engagement with digital materials and meaning-making before it will be appropriate for artists with stroke-related impairments.
it is more effective at promoting the recovery of the fine motor function compared to conventional therapy.
it has improved the functional ability of the upper extremites in the chronic phase of stroke.
aimed to distract the player’s attention towards the exciting aspects of the game to avoid fatigue
Forest of Senerity (Holosphere VR, Birmingham,UK) application
Oculus GO VR
Developed using Unity3D
Soccer game and the patient takes the role of the goalkeeper
Intel RealSense (Motion-Tracking device)
Oculus Rift DK2 (VR Glasses)
gameChange can be delivered using commercially available VR equipment
Development was carried out by Oxford VR
a spin-out company from the University of Oxford
gameChange is an automated psychological therapy
HTC Vive controller
designed for use for the left and right hand
Oculus Rift controller
designed for a specific left and right hand
Google's Tilt Brush
works with two different controllers
an open-ended painting tool
used as the technology probe
Nintendo Wii Fit Balance Board
various instruments with 3 degrees of freedom
Conventional computer
Monitor
Random object (ROG) generator
The Monte-Carlo Tree Search (MCTS)
Thalmic™ Labs Myo
upper-arm function; hand movements; and advanced hand activities data
Microsoft Kinect™
The postural balance (increments of displacement of the person’s centre of mass and upper body joints)
2-D Game Luminosity
VRT Software
Portable peddler
To be used along with Body Motion Sensor (BMS), to simulate cycling motion in VRT system
Biometric Sensor for Heart Rate (HR) and Oxygen Saturation (O2Sat)
To check if participants are over-exerted when playing the game in VRT System
Body Motion Sensor (BMS)
To be used along with 'Portable peddler' to simulate cycling motion in VRT System.
VR Headset (Model not specified)
To be used in VRT System
Unreal Engine
3D engine for Oculus Rift V1
EON Studio
3D engine for nVisor MH 60
3D Studio Max
Create VR application
Windows Compatible Joystick
To be used with VR devices, for movement in VR environment.
OMRON M2 HEM-7121-E
Measure Pulse Rate (bpm: beats per minute) and blood pressure (measurements of blood pressure not stated in the study). Additional pulse rate measurement, to confirm validity.
Beurer PM200+ meter
Measure Pulse Rate (bpm: beats per minute)
Oculus Rift V1
Represents low-cost VR device
nVisor MH 60
Represents expensive VR device
shud..be..
nda pyh include benefits?
Printed screenshot was relatively meaningless and disconnected from the embodied experience of art-making
Participants did not have time to develop knowledge and facility with the materials
Mid-air gestures may require more strength hence losing precision with fatigue
Virtual brush strokes created with a controller and trigger yielded less sense of control
Inability to achieve a desired shape
Unable to apply fine pressure with fingers and hands with controller
time-consuming therefore the study was limit to the volunteers of communities.
not fully representative of the diverse population of stroke patients
Participants with sight impairments were not allowed to wear glasses or contact lenses. This makes the their sight blurry through-out the experiment, heavily decreasing their immersion level.
This is because, the experiment is conducted in a highly controlled environment. This means that the findings in the study might be ungeneralizable to real-life situations.
The results on this study might not be generalizable to all people with acrophobia (fear of heights).
experts showed interest and expectation in the developed proof of concept, and they agreed on the fact that virtual reality and motion tracking are promising technologies to be applied to physical rehabilitation
One expert stated that the system should have a feature to limit the exercises time, to prevent patients from performing the movements during too much time, thus reducing the effectiveness of the treatment.
They agree on the fact that at least the first session must be supervised by a physiotherapist to check that the patient is performing the right movements, and the supervised session mode has proven successful for that purpose.
They have pointed out that an average assisted kinesiotherapy for a patient with shoulder injury takes about 20 minutes, and engaging in the soccer game could allow them to complete the exercises on their own
They all think that the animations are fluid (The game is running at a minimum rate of 30 frames per second).
None of the experts suffered from dizziness, nausea or other sickness while wearing the virtual reality glasses
The movement performed by the patient would correspond to those required by a treatment of active kinesiotherapy and performing shoulder abduction of over 90 degrees would achieve an increase of the shoulder joint mobility, which would in any case depend on the patient and the injury severity.
The sight is block when the patient wear the virtual reality, so he is unable to see himself moving his upper trunk joints (ie the shoulder, elbow & hand)
The rehabilitation session can be either supervised or autonomous
The game developed in this work focuses on abduction & adduction
Physical rehabilitation is bounded to the rotator cuff on the right shoulder
Success criterion set at beginning of project was for 90% of users to rate gameChange as immersive, easy to use and engaging.
Success criterion was achieved
Second usability testing (post-completion)
6 patients
Formal usability testing (pre-completion)
5 patients
Patients with lived experience of psychosis completed a session of gameChange VR therapy, providing feedback and completing the usability questionnaire.
Usability questionnaire was developed during the project
VR Therapy
In each scenario, patients have to carry out key tasks
Each session lasts approximately 30 minutes
Begins in the coach’s room where the patient meets Nic, their virtual coach
Scenarios
Specifically designed to activate fearful cognitions and thus provide opportunities for the patient to test out their fears
The list of six gameChange scenarios was generated by the Lived Experience Advisory Panel(LEAP), and includes: •a bus; •a street; •a cafe; •a pub; •a doctor's waiting room; •a shop.
Two-part study
Experiential VR interviews using 3D tool as technology probe
Asked participants to describe the experience, perceptions of VR art compared to traditional art
Each participant had a single session of 35 minutes
One-on-one experiential interviews in person while participant used VR
Field study of traditional art-making
Weekly site visits that lasted for 2 hrs and 30 mins
RESULTS
Two-way repeated measures of ANOVA did show significant interactions in the PPA scores and falls incidence.
Independent test showed that there were no statistically significant difference in the average pre-test PPA values and numbers of falls over previous one year between two groups.
Conventional exercise
Using VR Wii Fit
Exercise organized in 1 hour session held on 3 days a week for 6 weeks.
Measurements were evaluate and analuzed using certain guidelines
Manual Muscle Test (MMT) hand grip test Box and Block Test 9-Hole Peg Test (9-HPT) modified Ashworth scale (MAS) the Korean-Montreal Cognitive Assessment (K-MoCA)
RESULT?
The experimental group showed significant improvements in the Box and Block Test
both control and experimental groups showed significant improvements in the MMT for finger extension
experimental group exhibited significant improvements in the MMT and MAS for wrist extension
Patients were randomly divided into a group by a computer program
Controlled
seated at a table and were subjected to a standardized treatment program
Experimental
underwent real instrument training in a VR environment and were supervised by an occupational therapist.
a Motor Assessment Scale (MAS) is the standardised assessment tool for this study
RESULT ?
The finding showed that the therapy provides an adequate physical and mental engagement through sufficient visual feedback throughout the sessions.
the participants commented very positively and reported that the activities covered a good ROM for the upper body
The majority of participants enjoyed the rehabilitation sessions and the ReHabgame activities
it is further assesed using an engagement questionnaire that was developed to assesed ReHabGame.
3 concepts that will be evaluated in the questionnaire
Absorption , the total engagement in the present experience
Presence , the sense of being within the game
Flow , the enjoyment of the game
Players interact with the virtual objects in the virtual park through three scenarios (case studies) 1. Reach-Graps-Release fruit game 2. Reach-press-hold buttons game 3. Reach-Press button game
Result
Evaluation
Followed by evaluations in 2 week intervals, for a total of 5 evaluations
First evaluation were scored pre-treatment
Measurement of Dependent Variables
Secondary Dependent Variables
4) Observation of pain medication used by participants
3) Subjective Report
To assess pain
2) Mini Mental Status Exam (MMSE)
To assess Cognitive Dysfunction
1) standardized Patient Health Questionnaire (PHQ-9)
To measure participant's depression level
Primary Dependent Variables
1) PIPER fatigue score
To measure participants subjective fatigue level
If participants over-exerted (e.g Heart Rate too high or Oxygen Saturation too low), system will pause and display warning.
Each participants were provided with the necessary equipments for both VRT system and 2-D Luminosity.
First 2 weeks: Participants was randomized to play VRT system or 2-D Luminosity, at their own home. 15-30 minutes session per day, 5 days a week. Second 2 weeks: Rest. No game activity. Last 2 weeks: Play 2-D Luminosity
Results
5. For Group 1, 2 and 4, The difference in mean pulse rate value was approximately 8 bpm. While the maximal recorded value was 10bpm higher. For Group 3, the diffference in mean pulse rate value was 13.2 bpm, and the maximal value was 17.2 bpm. The difference in measured values were significantly higher in Group 3, when compared to the other groups.
4. Maximal pulse rate was recorded during platform(elevator) ride, in Group 3. (113.2 bpm and 113.8 bpm)
3. Group 3 has the highest overall pulse rate.
2. Group 3 participants' body movement was less stable than other groups, and they also reported typical acrophobia (fear of heights) reactions, such as vertigo and leg tremor.
1. Group 3 participants took more time to complete the tasks.
Measurement for fear of height symptom during experiment: 1) Pulse Rate with 2 Pulsometers 2) Manual pulse checking on neck artery for 30 seconds 3) Self-report from participants 4) Observation of participants reaction
The above tasks were done twice: - first one using nVisor MH60 (expensive VR device) - second one using Oculus Rift CV1 (low-cost device)
After preparation and initial pulse measurement, each user was transported to the roof of the building (in VR) and perform the following actions: 1) Enter one of the moving platforms 2) Go one level down 3) Leave the platform and enter a bridge between buildings 4) Go to another platform 5) Enter the platform 6) Go down to the ground level 7) Repeat the sequence in inverted order (get back to the roof using the same route)
Participants are divided into 4 main groups, according to their individual features: Group 1: With no sight impairment and no fear of heights Group 2: with both sight impairment and fear of heights Group 3: with no sight impairment but with fear of heights Group 4: with sight impairment, but no fear of heights