Oct 20, 2007
fMRI Analysis of Neural Mechanisms Underlying Rehabilitation in VR
fMRI Analysis of Neural Mechanisms Underlying Rehabilitation in Virtual Reality: Activating Secondary Motor Areas.
Conf Proc IEEE Eng Med Biol Soc. 2006;1:3692-3695
Authors: August K, Lewis JA, Chandar G, Merians A, Biswal B, Adamovich S
A pilot functional MRI study on a control subject investigated the possibility of inducing increased neural activations in primary, as well as secondary motor areas through virtual reality-based exercises of the hand. These areas are known to be important in effective motor output in stroke patients with impaired corticospinal systems. We found increased activations in these brain areas during hand exercises in VR when compared to vision of non-anthropomorphic shapes. Further studies are needed to investigate the potential of virtual reality-based rehabilitation for tapping into the properties of the mirror neuron system to stimulate plasticity in sensorimotor areas.
17:43 Posted in Cybertherapy, Virtual worlds | Permalink | Comments (0) | Tags: cybertherapy, virtual reality
Oct 15, 2007
Smart Ambience Therapy with Body Brush
An article recently appeared in Time magazine reports about Smart Ambience Therapy (SAT), a series of interactive technology programs designed by Horace Ho-Shing Ip to help children overcome the effects of abuse.
From the article:
Abused children are often withdrawn children. Ip had never considered using virtual reality to help them, but in 2002, he held a public exhibition of a virtual-paintbrush program he was working on and was surprised to see that emotionally closed kids took to it, using their bodies to create ebullient paintings. The kids' parents were shocked, but perhaps they shouldn't have been.
Since the 1990s, virtual reality has aided medicine by allowing victims of phobia or post-traumatic stress disorder to confront simulations of their fears: an oversize tarantula, a balcony on the 77th floor. Paint Splash was a natural outgrowth of those therapies.
Another program in the SAT product line helps abused kids confront aggressors by letting them shove away approaching grizzlies. A third teaches aggressive kids to reach out and touch virtual ribbons that dart away from jerky movements but glide toward smoother ones.
SAT has won a gold medal at Geneva's Salon International des Inventions, but Ip's success is evidenced best when kids come to use the lab. Many of them begin by covering the screen in black. "By the end," Ip says, "they're throwing blue. Art therapists will tell you, 'That's calm.'"
This website provides more information about Smart Ambience Therapy, including a demonstration video:
The project Smart Ambientce Therapy aims to develop a new form of therapy treatment by integrating the existing art and drama therapy to the virtual environment through an innovative exploitation of the Body Brush technology.
1. To use the body as a brush in virtual reality space. Body Brush will be used as a tool for communication and a creative emotional outlet for young clients recovering from physical/ or emotional abuse.
2. The body, acting as a paintbrush, can be seen as a unique process of accessing one's internal world, as it can help a client get in touch with emotional material through kinesthetic movements.
3. The body brush medium will be integrated into the art therapy process to help address feelings around grief and depression, distrust, fear and anger and low self-esteem resulting from abuse. What can emerge from this creative outlet are new feelings of self worth, strength, hope and coping strategies to deal with changes.
4. Through using this technique, a sense of mastery in using computer can be achieved. The client can also 'get into' the image.
20:20 Posted in Cyberart, Cybertherapy | Permalink | Comments (0) | Tags: cyberart, cybertherapy
Oct 12, 2007
Cue-exposure therapy to decrease alcohol craving in virtual environment
Cue-exposure therapy to decrease alcohol craving in virtual environment.
Cyberpsychol Behav. 2007 Oct;10(5):617-23
Authors: Lee JH, Kwon H, Choi J, Yang BH
During abstinence from alcohol, craving is elicited by the cues and contexts previously associated with alcohol, which contribute to relapse. To prevent the craving and relapse experienced by alcoholics, cue-exposure therapy (CET) has been used to extinguish the association between alcohol and alcohol-related cues and contexts. This study applied CET, using a virtual reality (VR) system, to eight members of an Alcoholics Anonymous group for eight sessions. Cues and contexts most likely to elicit an urge to drink were selected through a preliminary survey in order to compose VR-CET scenarios: a glass, a bottle, food, and a bar were judged to be the most tempting for people in alcohol dependence and abstinence. Using these cues and contexts, a Japanese-style pub and a western bar were created. Each session was administered for 30 minutes by a psychiatrist and included an introduction, immersion, VR navigation, interviews about feelings, and self-report questionnaires about cravings. The eight sessions consisted of initial and closing sessions and person-, object-, and situation-focused sessions. As a result, a reduction in cue-elicited craving after VR-CET was reported. A mean score of 15.75 (SD = 10.91) on the Alcohol Urge Questionnaire in the first session decreased to 11.50 (SD = 5.76) in the final session. This study suggests that using virtual reality can enhance the effectiveness of CET.
21:52 Posted in Cybertherapy | Permalink | Comments (0) | Tags: virtual reality, cybertherapy
Oct 08, 2007
Nintendo Wii used in stroke rehabilitation
Via Medgadget
Doctors at Sister Kenny Rehabilitation Institute at Abbott Northwestern Hospital are using the new Nintendo video game console to help stroke victims recover.
We saw 77-year-old Jerry Pope getting a workout playing a virtual tennis game. He suffered a debilitating stroke in June. Pope said that the Wii has enabled him to regain his balance, and the use of his arms."Not only am I moving the hand, my feet are moving, I am jumping around, it is as if I am really playing the game. It is motivational, makes you feel like you are progressing, even if you are not and that helps you," he said.
Before his stroke, Pope was a semi-pro tennis player. He initially tried the traditional exercises recommended by physical therapists, but found them repetitive and boring.
He says the Wii is fun and it is helping him make progress. His therapists agree.
Right now just a few hospitals around the nation are trying this, but the Army has also jumped on board. Injured soldiers in Landstuhl, Germany are also regaining their strength by playing virtual games on the Wii.
00:13 Posted in Cybertherapy | Permalink | Comments (0) | Tags: cybertherapy
Sep 27, 2007
Use of Virtual Reality in Children With Cerebral Palsy
Use of Virtual Reality to Improve Upper-Extremity Control in Children With Cerebral Palsy: A Single-Subject Design.
Phys Ther. 2007 Sep 25;
Authors: Chen YP, Kang LJ, Chuang TY, Doong JL, Lee SJ, Tsai MW, Jeng SF, Sung WH
BACKGROUND AND PURPOSE:/b> Virtual reality (VR) creates an exercise environment in which the intensity of practice and positive feedback can be systematically manipulated in various contexts. The purpose of this study was to investigate the training effects of a VR intervention on reaching behaviors in children with cerebral palsy (CP). Participants Four children with spastic CP were recruited. Method A single-subject design (A-B with follow-up) was used. All children were evaluated with 3 baseline, 4 intervention, and 2 follow-up measures. A 4-week individualized VR training program (2 hours per week) with 2 VR systems was applied to all children. The outcome measures included 4 kinematic parameters (movement time, path length, peak velocity, and number of movement units) for mail-delivery activities in 3 directions (neutral, outward, and inward) and the Fine Motor Domain of the Peabody Developmental Motor Scales-Second Edition (PDMS-2). Visual inspection and the 2-standard-deviation-band method were used to compare the outcome measures. RESULTS: /b> Three children who had normal cognition showed improvements in some aspects of reaching kinematics, and 2 children's change scores on the PDMS-2 reached the minimal detectable change during the intervention. The improvements in kinematics were partially maintained during follow-up. DISCUSSION AND CONCLUSION:/b> A 4-week individualized VR training program appeared to improve the quality of reaching in children with CP, especially in children with normal cognition and good cooperation. The training effects were retained in some children after the intervention.
23:48 Posted in Cybertherapy, Virtual worlds | Permalink | Comments (0) | Tags: virtual reality, cybertherapy
A device for robotic upper extremity repetitive therapy
Design and control of RUPERT: a device for robotic upper extremity repetitive therapy.
IEEE Trans Neural Syst Rehabil Eng. 2007 Sep;15(3):336-46
Authors: Sugar TG, He J, Koeneman EJ, Koeneman JB, Herman R, Huang H, Schultz RS, Herring DE, Wanberg J, Balasubramanian S, Swenson P, Ward JA
The structural design, control system, and integrated biofeedback for a wearable exoskeletal robot for upper extremity stroke rehabilitation are presented. Assisted with clinical evaluation, designers, engineers, and scientists have built a device for robotic assisted upper extremity repetitive therapy (RUPERT). Intense, repetitive physical rehabilitation has been shown to be beneficial overcoming upper extremity deficits, but the therapy is labor intensive and expensive and difficult to evaluate quantitatively and objectively. The RUPERT is developed to provide a low cost, safe and easy-to-use, robotic-device to assist the patient and therapist to achieve more systematic therapy at home or in the clinic. The RUPERT has four actuated degrees-of-freedom driven by compliant and safe pneumatic muscles (PMs) on the shoulder, elbow, and wrist. They are programmed to actuate the device to extend the arm and move the arm in 3-D space. It is very important to note that gravity is not compensated and the daily tasks are practiced in a natural setting. Because the device is wearable and lightweight to increase portability, it can be worn standing or sitting providing therapy tasks that better mimic activities of daily living. The sensors feed back position and force information for quantitative evaluation of task performance. The device can also provide real-time, objective assessment of functional improvement. We have tested the device on stroke survivors performing two critical activities of daily living (ADL): reaching out and self feeding. The future improvement of the device involves increased degrees-of-freedom and interactive control to adapt to a user's physical conditions.
23:33 Posted in AI & robotics, Cybertherapy | Permalink | Comments (0) | Tags: cybertherapy
Sep 25, 2007
Sensation of presence and cybersickness in applications of virtual reality for rehabilitation
22:19 Posted in Cybertherapy, Virtual worlds | Permalink | Comments (0) | Tags: virtual reality, cybertherapy
Sep 18, 2007
Virtual Reality applications in improving postural control
Virtual Reality Applications in Improving Postural Control and Minimizing Falls.
Conf Proc IEEE Eng Med Biol Soc. 2006;1(1):2694-2697
Authors: McConville KV, Virk S
Maintaining balance under all conditions is an absolute requirement for humans. Orientation in space and balance maintenance requires inputs from the vestibular, the visual, the proprioceptive and the somatosensory systems. All the cues coming from these systems are integrated by the central nervous system (CNS) to employ different strategies for orientation and balance. How the CNS integrates all the inputs and makes cognitive decisions about balance strategies has been an area of interest for biomedical engineers for a long time. More interesting is the fact that in the absence of one or more cues, or when the input from one of the sensors is skewed, the CNS "adapts" to the new environment and gives less weight to the conflicting inputs [1]. The focus of this paper is a review of different strategies and models put forward by researchers to explain the integration of these sensory cues. Also, the paper compares the different approaches used by young and old adults in maintaining balance. Since with age the musculoskeletal, visual and vestibular system deteriorates, the older subjects have to compensate for these impaired sensory cues for postural stability. The paper also discusses the applications of virtual reality in rehabilitation programs not only for balance in the elderly but also in occupational falls. Virtual reality has profound applications in the field of balance rehabilitation and training because of its relatively low cost. Studies will be conducted to evaluate the effectiveness of virtual reality training in modifying the head and eye movement strategies, and determine the role of these responses in the maintenance of balance.
23:04 Posted in Cybertherapy, Virtual worlds | Permalink | Comments (0) | Tags: cybertherapy, virtual reality
VR can help muliple sclerosis patients to improve walking
Via KurzweilAI.net
Researchers at Technion, Israel's Institute of Technology, have developed a virtual reality system to enable people suffering from Multiple Sclerosis to walk more effectively.
The system is composed of two main components - a sensory element that measures the movement of the body and a small screen attached to the patient's eyeglasses. The patient sees a virtual floor moving beneath him as he walks, which helps him to remain stable and improve his walking abilities.
Read the full story
22:41 | Permalink | Comments (0) | Tags: cybertherapy, virtual reality
Sep 13, 2007
Virtual reality for the psychophysiological assessment of phobic fear
Virtual reality for the psychophysiological assessment of phobic fear: Responses during virtual tunnel driving.
Psychol Assess. 2007 Sep;19(3):340-6
Authors: Mühlberger A, Bülthoff HH, Wiedemann G, Pauli P
22:33 Posted in Cybertherapy, Virtual worlds | Permalink | Comments (0) | Tags: cybertherapy, virtual reality
Sep 11, 2007
A new mechanical arm trainer to intensify the upper limb rehabilitation after stroke
A new mechanical arm trainer to intensify the upper limb rehabilitation of severely affected patients after stroke: design, concept and first case series.
Eura Medicophys. 2007 Sep 10;
Authors: Hesse S, Schmidt H, Werner C, Rybski C, Puzich U, Bardeleben A
Description and case series on a new mechanical arm trainer with three degrees of freedom (DoF), the REHA-SLIDE (RS), for stroke rehabilitation are presented. Similar to a rolling pin, it consists of two handles at either side of a connecting rod, the handles are bilaterally moved forward and backward, sideways, and rotated, the base plate is inclinable. A computer mouse attached to the rod enables playing games offering computer-biofeedback. Two patients, 6 and 5 weeks after a first-time supratentorial stroke, suffering from a flaccid non-functional upper extremity have been studied. Interventions performed were additional 30 min of RS-training every workday for 6 weeks; one session included 400 repetitions evenly distributed between the forward backward movement and drawing a circle clock- and counter clockwise. Afterwards the patients could play games. Upper extremity portion of the Fugl-Meyer Motor Assessment Score (FM, 0-66), and muscle strength by a Medical Research Council (MRC) sum score (0-45), the FM assessment was blinded. In the 2 patients, the FM (0-66) improved from 7 to 37, and from 17 to 43, their initial (terminal) MRC sum scores were 6 (36) and 13 (31). With the REHA-Slide (RS), severely affected patients practiced a bilateral 3 DoF movement. No conclusions can be drawn so far and a controlled clinical study must be the next step.
22:19 Posted in Cybertherapy | Permalink | Comments (0) | Tags: cybertherapy
Sep 05, 2007
The treatment of phantom limb pain using immersive virtual reality: Three case studies
The treatment of phantom limb pain using immersive virtual reality: Three case studies.
Disabil Rehabil. 2007 Sep 30;29(18):1465-9
Authors: Murray CD, Pettifer S, Howard T, Patchick EL, Caillette F, Kulkarni J, Bamford C
Purpose. This paper describes the design and implementation of a case study based investigation using immersive virtual reality as a treatment for phantom limb pain. Method. Three participants who experienced phantom limb pain (two with an upper-limb amputation, and one with a lower-limb amputation) took part in between 2 and 5 immersive virtual reality (IVR) sessions over a 3-week period. The movements of participants' anatomical limbs were transposed into the movements of a virtual limb, presented in the phenomenal space of their phantom limb. Results. Preliminary qualitative findings are reported here to assess proof of principle for this IVR equipment. All participants reported the transferal of sensations into the muscles and joints of the phantom limb, and all participants reported a decrease in phantom pain during at least one of the sessions. Conclusion. The authors suggest the need for further research using control trials.
18:19 Posted in Cybertherapy | Permalink | Comments (0) | Tags: cybertherapy, virtual reality
Aug 02, 2007
Virtual-reality-Assisted treatment of flight phobia
Virtual-reality-Assisted treatment of flight phobia.
Isr J Psychiatry Relat Sci. 2007;44(1):29-32
Authors: Wallach HS, Bar-Zvi M
BACKGROUND: Flight phobia is a common and debilitating specific phobia. Recently, an effective technology, called Virtual Reality (VR), has been developed for the treatment of various anxiety disorders including flight phobia. METHOD: This article reports the results of a pilot study consisting of four subjects treated for Flight Phobia using Virtual Reality. RESULTS: All four subjects flew post-treatment. They experienced a significant reduction in fear of flying on two measures - anxiety about flying and global rating of fear of flying. Limitations: Due to the small sample size, the lack of a control group, and the lack of objective measures, caution must be exercised in interpreting the results. CONCLUSIONS: The use of Virtual Reality psychotherapy is relatively new worldwide, as well as in Israel. This study suggests the utility of implementing this technology in Israel.
19:10 Posted in Cybertherapy, Virtual worlds | Permalink | Comments (0) | Tags: cybertherapy, virtual reality
Computer-Generated Virtual Reality to Control Pain and Anxiety
Computer-Generated Virtual Reality to Control Pain and Anxiety in Pediatric and Adult Burn Patients During Wound Dressing Changes.
J Burn Care Res. 2007 Jul 20;Publish Ahead of Print
Authors: van Twillert B, Bremer M, Faber AW
Changing daily wound dressings provokes a substantial amount of pain in patients with severe burn wounds. Pharmacological analgesics alone often are inadequate to solve this problem. This study explored whether immersive virtual reality (VR) can reduce the procedural pain and anxiety during an entire wound care session and compared VR to the effects of standard care and other distraction methods. Nineteen inpatients ages 8 to 65 years (mean, 30 years) with a mean TBSA of 7.1% (range, 0.5-21.5%) were studied using a within-subject design. Within 1 week of admission, standard care (no distraction), VR, or another self-chosen distraction method was administered during the wound dressing change. Each patient received the normal analgesic regimen. Pain was measured with visual analog thermometer scores, and anxiety was measured with the state-version of the Spielberger State Trait Anxiety Inventory. VR distraction and television distraction both significantly reduced pain ratings compared with no distraction. Thirteen of 19 patients reported clinically meaningful (33% or greater) reductions in pain during VR distraction. No side effects were reported. There were no significant reductions in anxiety. No correlations were found between the reduction in pain ratings and patient variables like age, sex, duration of hospital stay, or percentage of (deep) burns. After comparing different distraction methods, only VR and television showed significant pain reductions during wound dressing changes. The effects of VR were superior, but not statistical significant, to that of television. There was no significant reduction of anxiety ratings.
19:10 Posted in Cybertherapy, Virtual worlds | Permalink | Comments (0) | Tags: cybertherapy, virtual reality
Jul 11, 2007
Myomo e100 NeuroRobotic System
Via Medgadget
US company Myomo has announced that the e100 NeuroRobotic System, a technology designed to help in the rehabilitation process of patients by "engaging and reinforcing both neurological and motor pathways," has received FDA clearance to market.
How it Works
- Patient's brain is the controller: When a patient attempts movement during therapy, their muscles contract and electrical muscle activity signals fire
- Non-invasive sensing: An EMG sensor sits on the skin's surface to detect and continuously monitor a person's residual electrical muscle activity
- Proprietary system software: Advanced signal processing software filters and processes the user's EMG signal, and then forwards the data to a robotic device
- Proportional assistance: Portable, wearable robotics use the person's EMG signal to assist with desired movement; power assistance is customized to patient ability with Myomo's real-time adjustable control unit.
Product page: Myomo e100 NeuroRobotic System ...
21:36 Posted in AI & robotics, Cybertherapy | Permalink | Comments (0) | Tags: cybertherapy
Using a Robot to Teach Human Social Skills
Via KurzweilAI
A humanoid robot designed to teach autistic children social skills has begun testing in British schools. Known as KASPAR (Kinesics and Synchronisation in Personal Assistant Robotics), the $4.33 million bot smiles, simulates surprise and sadness
Read full article
21:26 Posted in AI & robotics, Cybertherapy | Permalink | Comments (0) | Tags: artificial intelligence, robotics, cybertherapy
Jul 08, 2007
Virtual reality in stroke rehabilitation: Still more virtual than real
Virtual reality in stroke rehabilitation: Still more virtual than real.
Disabil Rehabil. 2007 Jul 30;29(14):1139-46
Authors: Crosbie JH, Lennon S, Basford JR, McDonough SM
Purpose. To assess the utility of virtual reality (VR) in stroke rehabilitation. Method. The Medline, Proquest, AMED, CINAHL, EMBASE and PsychInfo databases were electronically searched from inception/1980 to February 2005, using the Keywords: Virtual reality, rehabilitation, stroke, physiotherapy/physical therapy and hemiplegia. Articles that met the study's inclusion criteria were required to: (i) be published in an English language peer reviewed journal, (ii) involve the use of VR in a stroke rehabilitation setting; and (iii) report impairment and/or activity oriented outcome measures. Two assessors independently assessed each study's quality using the American Academy for Cerebral Palsy and Developmental Medicine (AACPDM) grading system. Results. Eleven papers met the inclusion criteria: Five addressed upper limb rehabilitation, three gait and balance, two cognitive interventions, and one both upper and lower limb rehabilitation. Three were judged to be AACPDM Level I/Weak, two Level III/Weak, three Level IV/Weak and three Level V quality of evidence. All articles involved before and after interventions; three randomized controlled trials obtained statistical significance, the remaining eight studies found VR-based therapy to be beneficial. None of the studies reported any significant adverse effects. Conclusion. VR is a potentially exciting and safe tool for stroke rehabilitation but its evidence base is too limited by design and power issues to permit a definitive assessment of its value. Thus, while the findings of this review are generally positive, the level of evidence is still weak to moderate, in terms of research quality. Further study in the form of rigorous controlled studies is warranted.
00:47 Posted in Cybertherapy, Virtual worlds | Permalink | Comments (0) | Tags: cybertherapy
Jul 03, 2007
Use of Virtual Reality Distraction to Reduce Claustrophobia Symptoms
Use of Virtual Reality Distraction to Reduce Claustrophobia Symptoms during a Mock Magnetic Resonance Imaging Brain Scan: A Case Report.
Cyberpsychol Behav. 2007 Jun;10(3):485-8
Authors: Garcia-Palacios A, Hoffman HG, Richards TR, Seibel EJ, Sharar SR
The present case series with two patients explored whether virtual reality (VR) distraction could reduce claustrophobia symptoms during a mock magnetic resonance imaging (MRI) brain scan. Two patients who met DSM-IV criteria for specific phobia, situational type (i.e., claustrophobia) reported high levels of anxiety during a mock 10-min MRI procedure with no VR, and asked to terminate the scan early. The patients were randomly assigned to receive either VR or music distraction for their second scan attempt. When immersed in an illusory three-dimensional (3D) virtual world named SnowWorld, patient 1 was able to complete a 10-min mock scan with low anxiety and reported an increase in self-efficacy afterwards. Patient 2 received "music only" distraction during her second scan but was still not able to complete a 10-min scan and asked to terminate her second scan early. These results suggest that immersive VR may prove effective at temporarily reducing claustrophobia symptoms during MRI scans and music may prove less effective.
22:52 Posted in Cybertherapy, Virtual worlds | Permalink | Comments (0) | Tags: cybertherapy
Jun 19, 2007
NeuroVR presented to the US congress
a little self-promotion... ;-)
last week we presented NeuroVR, an open-source virtual reality software platform for clinical and neuroscience applications, to the Congressional Modeling & Simulation Caucus , during the CyberTherapy Reception.
The Reception was held on Wednesday, June 13 from 5-7 pm in the foyer of the Rayburn House Office Building, Washington, DC, USA.
read the full news release
23:48 Posted in Cybertherapy, Research tools, Virtual worlds | Permalink | Comments (0) | Tags: virtual reality, telepresence, virtual presence, cybertherapy
Jun 07, 2007
Virtual reality exposure therapy for anxiety disorders: A meta-analysis.
Virtual reality exposure therapy for anxiety disorders: A meta-analysis.
J Anxiety Disord. 2007 Apr 27;
Authors: Powers MB, Emmelkamp PM
There is now a substantial literature investigating virtual reality exposure therapy (VRET) as a viable treatment option for anxiety disorders. In this meta-analysis we provide effect size estimates for virtual reality treatment in comparison to in vivo exposure and control conditions (waitlist, attention control, etc.). A comprehensive search of the literature identified 13 studies (n=397) that were included in the final analyses. Consistent with prediction the primary random effects analysis showed a large mean effect size for VRET compared to control conditions, Cohen's d=1.11 (S.E.=0.15, 95% CI: 0.82-1.39). This finding was consistent across secondary outcome categories as well (domain-specific, general subjective distress, cognition, behavior, and psychophysiology). Also as expected in vivo treatment was not significantly more effective than VRET. In fact, there was a small effect size favoring VRET over in vivo conditions, Cohen's d=0.35 (S.E.=0.15, 95% CI: 0.05-0.65). There was a trend for a dose-response relationship with more VRET sessions showing larger effects (p=0.06). Outcome was not related to publication year or sample size. Implications are discussed.
23:15 Posted in Cybertherapy | Permalink | Comments (0) | Tags: virtual reality, telepresence, virtual presence, cybertherapy