Learning and Memory in Virtual Environments: A Role in Neurorehabilitation? Questions (and Occasional Answers) from the University of East London

2001 ◽  
Vol 10 (4) ◽  
pp. 345-358 ◽  
Author(s):  
F. David Rose ◽  
Elizabeth A. Attree ◽  
Barbara M. Brooks ◽  
Tresa K. Andrews

The virtual reality research group at the University of East London has its origins in basic neuroscience research on environmental influences on recovery of function from brain damage. Here we describe our work since incorporating within our research the use of virtual environments (VEs) in brain damage rehabilitation. We have focused on three issues relating to the development of VEs for people with impaired brain function: “usability”, the value of active interaction (as opposed to passive observation), and the nature of transfer of training from virtual to real environments. Our studies, which have encompassed vascular, traumatic, degenerative, and developmental brain damage, suggest that VEs have great potential in brain damage rehabilitation.

2022 ◽  
Author(s):  
Sarune Savickaite ◽  
Elliot Millington ◽  
Imants Latkovskis ◽  
Jonathan Failes ◽  
Nathan Kirkwood ◽  
...  

As VR technology matures, it offers opportunities to provide state of the art learning experiences. The use of this technology in education is not new, however, it can be significantly improved. Situated (or contextual) learning is one of the key pillars of immersive learning. Multi-user interaction in virtual environments has always been one of the goals of VR and this has been represented by the tools developed for it. In this preliminary work, we aim to introduce Project Mobius, which is a collaborative project between Edify.ac and the University of Glasgow. We describe how our multi-user lab has been set up and potential future applications for teaching and learning.


2020 ◽  
Vol 10 (5) ◽  
pp. 296 ◽  
Author(s):  
Irene Cortés-Pérez ◽  
Francisco Antonio Nieto-Escamez ◽  
Esteban Obrero-Gaitán

Stroke is a neurologic disorder considered the first cause of disability worldwide due to motor, cognitive, and sensorial sequels. Balance dysfunctions in stroke survivors increase the risk of falls and physiotherapeutic rehabilitation is essential to reduce it. Virtual reality (VR) seems to be an alternative to conventional physiotherapy (CT), providing virtual environments and multisensorial inputs to train balance in stroke patients. The aim of this study was to assess if immersive VR treatment is more effective than CT to improve balance after stroke. This study got the approval from the Ethics Committee of the University of Almeria. Three chronic ischemic stroke patients were selected. One patient who received 25 sessions of immersive VR intervention for two months was compared with another patient who received equivalent CT and a third patient with no intervention. Balance, gait, risk of falling, and vestibular and visual implications in the equilibrium were assessed. After the interventions, the two patients receiving any of the treatments showed an improvement in balance compared to the untreated patient. In comparison to CT, our results suggest a higher effect of immersive VR in the improvement of balance and a reduction of falls risk due to the active upright work during the VR intervention.


1999 ◽  

Abstract This volume covers papers presented at the NIST-ASME Industrial Virtual Reality Symposium held at the University of Illinois at Chicago, November 1-2, and the Symposium on Virtual Environments (VE) for Manufacturing, a part of the International Mechanical Engineering Congress and Exposition, held in Nashville, November 14-18. A collection of research and case study papers from both symposia are included.


Author(s):  
Orsolya Száraz

The Institute of Hungarian Literary and Cultural Studies at the University of Debrecen formed a research group in 2010 in order to launch the research of Hungarian realms of memory. This paper was written within the frameworks of the research group. Its basic hypothesis is that the identification of Hungary as the Bastion of Christendom is an established part of Hungarian collective memory. This paper attempts to demonstrate the changes of this realm of memory, regarding its meaning and function, from its formation up to the present day.


2020 ◽  
Vol 11 (1) ◽  
pp. 99-106
Author(s):  
Marián Hudák ◽  
Štefan Korečko ◽  
Branislav Sobota

AbstractRecent advances in the field of web technologies, including the increasing support of virtual reality hardware, have allowed for shared virtual environments, reachable by just entering a URL in a browser. One contemporary solution that provides such a shared virtual reality is LIRKIS Global Collaborative Virtual Environments (LIRKIS G-CVE). It is a web-based software system, built on top of the A-Frame and Networked-Aframe frameworks. This paper describes LIRKIS G-CVE and introduces its two original components. The first one is the Smart-Client Interface, which turns smart devices, such as smartphones and tablets, into input devices. The advantage of this component over the standard way of user input is demonstrated by a series of experiments. The second component is the Enhanced Client Access layer, which provides access to positions and orientations of clients that share a virtual environment. The layer also stores a history of connected clients and provides limited control over the clients. The paper also outlines an ongoing experiment aimed at an evaluation of LIRKIS G-CVE in the area of virtual prototype testing.


Author(s):  
Sarah Beadle ◽  
Randall Spain ◽  
Benjamin Goldberg ◽  
Mahdi Ebnali ◽  
Shannon Bailey ◽  
...  

Virtual environments and immersive technologies are growing in popularity for human factors purposes. Whether it is training in a low-risk environment or using simulated environments for testing future automated vehicles, virtual environments show promise for the future of our field. The purpose of this session is to have current human factors practitioners and researchers demonstrate their immersive technologies. This is the eighth iteration of the “Me and My VE” interactive session. Presenters in this session will provide a brief introduction of their virtual reality, augmented reality, or virtual environment work before engaging with attendees in an interactive demonstration period. During this period, the presenters will each have a multimedia display of their immersive technology as well as discuss their work and development efforts. The selected demonstrations cover issues of designing immersive interfaces, military and medical training, and using simulation to better understand complex tasks. This includes a mix of government, industry, and academic-based work. Attendees will be virtually immersed in the technologies and research presented allowing for interaction with the work being done in this field.


Author(s):  
Silvia Francesca Maria Pizzoli ◽  
Dario Monzani ◽  
Laura Vergani ◽  
Virginia Sanchini ◽  
Ketti Mazzocco

AbstractIn recent years, virtual reality (VR) has been effectively employed in several settings, ranging from health care needs to leisure and gaming activities. A new application of virtual stimuli appeared in social media: in the documentary ‘I met you’ from the South-Korean Munhwa Broadcasting, a mother made the experience of interacting with the avatar of the seven-year-old daughter, who died four years before. We think that this new application of virtual stimuli should open a debate on its possible implications: it represents contents related to grief, a dramatic and yet natural experience, that can have deep psychological impacts on fragile subjects put in virtual environments. In the present work, possible side-effects, as well as hypothetical therapeutical application of VR for the treatment of mourning, are discussed.


2021 ◽  
Vol 11 (4) ◽  
pp. 1510
Author(s):  
Charles Morizio ◽  
Maxime Billot ◽  
Jean-Christophe Daviet ◽  
Stéphane Baudry ◽  
Christophe Barbanchon ◽  
...  

People who survive a stroke are often left with long-term neurologic deficits that induce, among other impairments, balance disorders. While virtual reality (VR) is growing in popularity for postural control rehabilitation in post-stroke patients, studies on the effect of challenging virtual environments, simulating common daily situations on postural control in post-stroke patients, are scarce. This study is a first step to document the postural response of stroke patients to different challenging virtual environments. Five subacute stroke patients and fifteen age-matched healthy adults were included. All participants underwent posturographic tests in control conditions (open and closed eyes) and virtual environment without (one static condition) and with avatars (four dynamic conditions) using a head-mounted device for VR. In dynamic environments, we modulated the density of the virtual crowd (dense and light crowd) and the avoidance space with the avatars (near or far). Center of pressure velocity was collected by trial throughout randomized 30-s periods. Results showed that more challenging conditions (dynamic condition) induced greater postural disturbances in stroke patients than in healthy counterparts. Our study suggests that virtual reality environments should be adjusted in light of obtaining more or less challenging conditions.


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