Effect of Proprioception Training of patient with Hemiplegia by Manipulating Visual Feedback using Virtual Reality: The Preliminary results

Author(s):  
Sangwoo Cho ◽  
Jeonghun Ku ◽  
Kiwan Han ◽  
Hyeongrae Lee ◽  
Jinsick Park ◽  
...  
Author(s):  
Akio Gofuku ◽  
Satoshi Fukumori ◽  
Kenji Sato

A VR-MVF system was developed and used for the treatment of CRPS at the Okayama University Hospital. Preliminary results from applying this system in patients showed that VR-MVF therapy may be plausible for CRPS treatment. The effects of VR-MVF therapy, however, may be enhanced by increasing the frequency of treatments. Thus, a remote personal VR-MVF system was designed for future implementation, and a prototype personal VR-MVF system was developed. Patient evaluation of the prototype system by the PQ test shows the feasibility of our VR system for CRPS treatment.


10.5772/51139 ◽  
2012 ◽  
Author(s):  
Kenji Sato ◽  
Satoshi Fukumori ◽  
Kantaro Miyake ◽  
Daniel Obata ◽  
Akio Gofuku ◽  
...  

2021 ◽  
Vol 11 (19) ◽  
pp. 8911
Author(s):  
Pedro Ribeiro ◽  
André Frank Krause ◽  
Phillipp Meesters ◽  
Karel Kural ◽  
Jason van Kolfschoten ◽  
...  

Professional truck drivers frequently face the challenging task of manually backwards manoeuvring articulated vehicles towards the loading bay. Logistics companies experience costs due to damage caused by vehicles performing this manoeuvre. However, driver assistance aimed to support drivers in this special scenario has not yet been clearly established. Additionally, to optimally improve the driving experience and the performance of the assisted drivers, the driver assistance must be able to continuously adapt to the needs and preferences of each driver. This paper presents the VISTA-Sim, a platform that uses a virtual reality (VR) simulator to develop and evaluate personalized driver assistance. This paper provides a comprehensive account of the VISTA-Sim, describing its development and main functionalities. The paper reports the usage of VISTA-Sim through the scenario of parking a semi-trailer truck in a loading bay, demonstrating how to learn from driver behaviours. Promising preliminary results indicate that this platform provides means to automatically learn from a driver’s performance. The evolution of this platform can offer ideal conditions for the development of ADAS systems that can automatically and continuously learn from and adapt to an individual driver. Therefore, future ADAS systems can be better accepted and trusted by drivers. Finally, this paper discusses the future directions concerning the improvement of the platform.


PLoS ONE ◽  
2020 ◽  
Vol 15 (11) ◽  
pp. e0242416
Author(s):  
Salomé Le Franc ◽  
Mathis Fleury ◽  
Mélanie Cogne ◽  
Simon Butet ◽  
Christian Barillot ◽  
...  

Introduction Illusion of movement induced by tendon vibration is an effective approach for motor and sensory rehabilitation in case of neurological impairments. The aim of our study was to investigate which modality of visual feedback in Virtual Reality (VR) associated with tendon vibration of the wrist could induce the best illusion of movement. Methods We included 30 healthy participants in the experiment. Tendon vibration inducing illusion of movement (wrist extension, 100Hz) was applied on their wrist during 3 VR visual conditions (10 times each): a moving virtual hand corresponding to the movement that the participants could feel during the tendon vibration (Moving condition), a static virtual hand (Static condition), or no virtual hand at all (Hidden condition). After each trial, the participants had to quantify the intensity of the illusory movement on a Likert scale, the subjective degree of extension of their wrist and afterwards they answered a questionnaire. Results There was a significant difference between the 3 visual feedback conditions concerning the Likert scale ranking and the degree of wrist’s extension (p<0.001). The Moving condition induced a higher intensity of illusion of movement and a higher sensation of wrist’s extension than the Hidden condition (p<0.001 and p<0.001 respectively) than that of the Static condition (p<0.001 and p<0.001 respectively). The Hidden condition also induced a higher intensity of illusion of movement and a higher sensation of wrist’s extension than the Static condition (p<0.01 and p<0.01 respectively). The preferred condition to facilitate movement’s illusion was the Moving condition (63.3%). Conclusions This study demonstrated the importance of carefully selecting a visual feedback to improve the illusion of movement induced by tendon vibration, and the increase of illusion by adding VR visual cues congruent to the illusion of movement. Further work will consist in testing the same hypothesis with stroke patients.


Author(s):  
Arūnė Dūdaitė ◽  
Vilma Juodžbalienė

Research background. Virtual reality and visual feedback improve motor performance, motor function and balance, so we want to fnd if it affects the function of legs and balance of children with spastic hemiplegia. Research aim was to establish if the use of virtual reality and visual feedback with traditional physiotherapy improve the function of legs and balance of children with cerebral palsy. Methods. Nine children with cerebral palsy participated in the research. Participants were randomly divided into two groups – virtual reality group (n = 6) and control (n = 3). Virtual reality group practised exergaming and stretching exercises for 10 weeks, twice a week. Control group practiced conventional physiotherapy and stretching exercises for 6 weeks, twice a week. We measured the range of motion of the lower limb, spasticity of the lower limb using Modifed Ashworth’o Scale, static, dynamic balance, trunk coordination using Trunk Impairment Scale at the start and the end of the research, and balance using Pediatric Balance Scale. Results. Virtual reality and visual feedback reduced the spasticity of the lower limb, improved balance and postural control for children with cerebral palsy, but it did not improve the range of motion of the lower limb of children with cerebral palsy. Conclusions. Virtual reality and visual feedback did not improve the range of motion of the lower limb of children with cerebral palsy. Virtual reality and visual feedback reduced spasticity of the lower limb, improved balance and postural control for children with cerebral palsy.Keywords. Cerebral palsy, virtual reality, visual feedback, postural control, muscle architecture.


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