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Dec 09, 2004

Using VR to help children with motor impairments

Local children reach into virtual world
Students’ study hopes to help kids with motor impairments


By Shayna Garlick / Staff Writer
December 02, 2004

Seven-year-old Jewell Payne was in a virtual castle. Five blocks of different colors floated in front of her, and when she extended her hand and touched one, it disappeared. After a few minutes she had completed the exercise, and she removed her goggles to come back to reality.

Payne is one of 20 to 25 children who organizers hope will participate in this virtual reality game this semester, as part of research being conducted by Carole Dennis, chair of the occupational therapy department, and Sharon Stansfield, assistant professor of mathematics and computer science. Next semester, Dennis and Stansfield hope to have up to five children with cerebral palsy play the game, so they can evaluate its success as a treatment method for children with motor impairment.

The study allows technology that was first designed by Stansfield and computer science students in the summer of 2003 to finally be put to use.

Dennis said the study will help them compare movement in the real world and in the virtual world. Children participating in the research complete three sets of tasks, one in the real world and two in the virtual world.

In the “real world” game, a white board with five foam blocks of different colors attached to it is placed in front of the child. A computer mouse is placed on the child’s knee. When instructed to touch a block, he or she clicks the mouse, touches the block and then clicks the mouse again. The child does this for the other four blocks and repeats the exercise about five times. Sensors taped to the child collect data on the distance, speed and time it took him or her to go through each motion.

The child then puts on the virtual reality goggles and completes these sets of movements in two different virtual worlds. In both of these, the child will be inside a castle with blocks floating on the wall. However, the difference lies in what happens to the blocks once the child touches them. In one set of tasks, the blocks will turn in to something fun for the child, such as an alien or Mr. Potato Head. In the second virtual world, the blocks will simply disappear.

Studies have shown that when a task is more meaningful for a person, their motor control tends to better, Dennis said. She said they will be looking to see if movements are smoother and faster in the more exciting virtual world than the one in which the blocks just disappear. She is particularly interested in helping children with hemiplegia, a type of cerebral palsy in which one side of the body is stronger than the other. She hopes to set up games with which these children can use their stronger side and won’t have to work too hard to make interesting things happen.

She also hopes this motivation factor can be reverted back to the real world. For example, once researchers can analyze how a child with cerebral palsy reaches for the blocks in the real world, the child can practice that in game format and then go back to the real world again. Observers can look to see if the child’s performance has improved, Dennis said. Dennis and Stansfield said they are unsure of the outcome of the research because this is the first time this kind of virtual reality research has been conducted. Although they predict that the children will work harder in and enjoy the virtual world more, they are less certain it will actually improve their motor abilities.

The study is a multidisciplinary project, combining computer science and occupational therapy. Evan Suma, a senior computer science major, started work on this project a year ago. He said aside from the technical skills, he has also learned how difficult completing multidisciplinary research can be. “You’re talking different languages, and you have to sort of translate and figure out how to create something that will meet the goals of someone who speaks a totally different language than you,” he said.

Eight occupational therapy graduate students are also working on the study as part of a group research course. Senior Jessica Danow said she learned how much really goes in to a research project.

“I think its always great working with real people and doing something that’s the beginning steps of something that’s really going to make a difference,” she said.

18:35 Posted in Cybertherapy | Permalink | Comments (0) | Tags: serious gaming

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