Design and implementation of a cognitive ability virtual reality training tool

Author(s):  
Hazan Perez-C ◽  
William D. Moscoso-Barrera ◽  
Luis Alfredo Paipa-Galeano
2000 ◽  
Vol 9 (6) ◽  
pp. 524-556 ◽  
Author(s):  
Sharon Stansfield ◽  
Daniel Shawver ◽  
Annette Sobel ◽  
Monica Prasad ◽  
Lydia Tapia

This paper presents the design and implementation of a distributed virtual reality (VR) platform that was developed to support the training of multiple users who must perform complex tasks in which situation assessment and critical thinking are the primary components of success. The system is fully immersive and multimodal, and users are represented as tracked, full-body figures. The system supports the manipulation of virtual objects, allowing users to act upon the environment in a natural manner. The underlying intelligent simulation component creates an interactive, responsive world in which the consequences of such actions are presented within a realistic, time-critical scenario. The focus of this work has been on the training of medical emergency-response personnel. BioSimMER, an application of the system to training first responders to an act of bio-terrorism, has been implemented and is presented throughout the paper as a concrete example of how the underlying platform architecture supports complex training tasks. Finally, a preliminary field study was performed at the Texas Engineering Extension Service Fire Protection Training Division. The study focused on individual, rather than team, interaction with the system and was designed to gauge user acceptance of VR as a training tool. The results of this study are presented.


2019 ◽  
Vol 30 (02) ◽  
pp. 86-94
Author(s):  
Dong Hoon Kim ◽  
Kyung-Hun Kim ◽  
Suk-Min Lee

Abstract Objective We investigated the effect of upper limb sensory stimulation and virtual reality rehabilitation (SMVR) on upper extremity active joint angle, function and cognitive ability in chronic stroke patients. Methods A total of 30 patients were randomly divided into SMVR group and CON group. SMVR group was performed 60 min three times a week for 8 weeks in upper limb sensory stimulation and robot virtual reality rehabilitation. CON group performed conservative treatment and peripheral joint movement for 60 min. The upper limb function was measured by the Jebsen-Taylor hand function test (JTT) and the cognitive ability test was performed by the Stroop test (ST) and Trail making test (TMT). Results There was a significant difference (P<0.05) between before and after training in both groups, and SMVR group showed significant improvement in both groups. Conclusions In this study, we confirmed that robot virtual reality training in combination with limb motion stimulation for stroke patients positively affects the angle, function, and concentration of upper extremity active joints in chronic stroke patients.


2018 ◽  
Vol 47 (9) ◽  
pp. 1199-1205 ◽  
Author(s):  
Y. Pulijala ◽  
M. Ma ◽  
M. Pears ◽  
D. Peebles ◽  
A. Ayoub

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