scholarly journals Rapid Prototyping of Virtual Reality Cognitive Exercises in a Tele–Rehabilitation Context

Author(s):  
Damiano Perri ◽  
Martina Fortunelli ◽  
Marco Simonetti ◽  
Riccardo Magni ◽  
Jessica Carloni ◽  
...  

In recent years, the need to contain healthcare costs due to the growing public debt of many countries, combined with the need to reduce costly travel by patients unable to move autonomously, have captured the attention of public administrators towards tele-rehabilitation. This trend has been consolidated overwhelmingly following the Covid-19 pandemic, which has made it precarious, difficult and even dangerous for patients to access hospital facilities. We present a platform devoted to the rapid prototyping of Virtual Reality based, cognitive tele-rehabilitation exercises. Patients who experienced injury or pathology need to practice a continuous training in order to recover functional abilities, and the therapist need to monitor the outcomes of such practices. The Virtual Reality exercises are designed on Unity 3D to empower the therapist to set up personalised exercises in a easy way, enabling the patient to receive personalized stimuli, which are crucial for a positive outcome of the practice. Furthermore, the reaction speed of the system is of fundamental importance, as the temporal evolution of the scene must proceed parallel to the patient’s movements, to ensure an effective and efficient therapeutic response. So, we optimized the Virtual Reality application in order to make the loading phase and the startup phase as fast as possible and we have tested the results obtained with many devices: in particular computers and smartphones with different operating systems and hardware. The implemented platform integrates in Nu!Reha system®, a tele-rehabilitation set of services that helps patients to recover cognitive and functional capabilities.

Electronics ◽  
2021 ◽  
Vol 10 (4) ◽  
pp. 457
Author(s):  
Damiano Perri ◽  
Martina Fortunelli ◽  
Marco Simonetti ◽  
Riccardo Magni ◽  
Jessica Carloni ◽  
...  

In recent years, the need to contain healthcare costs due to the growing public debt of many countries, combined with the need to reduce costly travel by patients unable to move autonomously, have captured the attention of public administrators towards tele-rehabilitation. This trend has been consolidated overwhelmingly following the Covid-19 pandemic, which has made it precarious, difficult and even dangerous for patients to access hospital facilities. We present an approach based on the rapid prototyping of virtual reality, cognitive tele-rehabilitation exercises, which reinforce the group of exercises available in the Nu!reha platform. Patients who experienced injury or pathology need to practice continuous training in order to recover functional abilities, and the therapist needs to monitor the outcomes of such practices. The group of new exercises based on the rapid prototyping approach, become crucial especially in this pandemic period. The Virtual Reality exercises are designed on Unity 3D to empower the therapist to set up personalized exercises in an easy way, enabling the patient to receive personalized stimuli, which are essential for a positive outcome in the practice. Furthermore, the reaction speed of the system is of fundamental importance, as the temporal evolution of the scene must proceed parallel to the patient’s movements, to ensure an effective and efficient therapeutic response. So, we optimized the virtual reality application in order to make the loading phase and the startup phase as fast as possible and we have tested the results obtained with many devices: in particular computers and smartphones with different operating systems and hardware. The implemented method powers up the Nu!Reha system®, a collection of tele-rehabilitation services that helps patients to recover cognitive and functional capabilities.


Author(s):  
Marika Lamanuzzi ◽  
Jacopo Andrea Di Antonio ◽  
Federica Foiadelli ◽  
Michela Longo ◽  
Andrea Labombarda ◽  
...  

2000 ◽  
Author(s):  
K. P. Walsh ◽  
D. G. Boyle ◽  
D. I. Wimpenny

Abstract Traditionally investment casting of biomedical implants has utilized the lost wax process, this paper is an investigation into the possibilities of casting small lots of custom specific medical implants directly and indirectly from various rapid prototyping & tooling techniques. Small batch quantities for quick turn arounds cost and lead times are the main contributing factors for the purpose of this investigation. To directly produce parts means that a RP model will be used in the place of the wax pattern in the investment casting process. To indirectly produce parts means that a mould, which has been generated from RP&T techniques, will be used to manufacture wax patterns that will then in turn be used to investment cast the parts. The device to be manufactured is a non-sterile, referred to as ‘trial’ prosthetic implant. The implant is used by the operating surgeon to check the ‘fit’ of the cavity that will be made to receive the prosthesis plus bone cement that will be used to fix the implant in place.


Author(s):  
Randall Spain ◽  
Benjamin Goldberg ◽  
Jeffrey Hansberger ◽  
Tami Griffith ◽  
Jeremy Flynn ◽  
...  

Recent advances in technology have made virtual environments, virtual reality, augmented reality, and simulations more affordable and accessible to researchers, companies, and the general public, which has led to many novel use cases and applications. A key objective of human factors research and practice is determining how these technology-rich applications can be designed and applied to improve human performance across a variety of contexts. This session will demonstrate some of the distinct and diverse uses of virtual environments and mixed reality environments in an alternative format. The session will begin with each demonstrator providing a brief overview of their virtual environment (VE) and a description of how it has been used to address a particular problem or research need. Following the description portion of the session, each VE will be set-up at a demonstration station in the room, and session attendees will be encouraged to directly interact with the virtual environment and ask demonstrators questions about their research and inquire about the effectiveness of using VE for research, training, and evaluation purposes. The overall objective of this alternative session is to increase the awareness of how human factors professionals use VE technologies and increase the awareness of the capabilities and limitations of VE in supporting the work of HF professionals.


2016 ◽  
Vol 26 (1) ◽  
pp. 5-13
Author(s):  
Branko Đukić

Table tennis is acyclic, polistructural sports activity which requires a high degree of physical, psychological, technical and tactical preparedness of the athlete. In the function of development and maintenance of functional ability high level, variety of methods impose, apply different training means, methods and loads. In this paper are presented laboratory and field testing results of aerobic functional capabilities of best ping pong players of Serbia and Serbian youth team before the European Championships in Bratislava in 2015, as well as exercises that can be applied in the training process of functional abilities development. Dosage, intensity and exercise selection should depend on the level of athletes physical fitness, and the level of adoption and trained kicks, athletes age, training periodization and etc.


2018 ◽  
pp. 1377-1392
Author(s):  
Yogendra Patil ◽  
Guilherme Galdino Siqueira ◽  
Iara Brandao ◽  
Fei Hu

Stroke rehabilitation techniques have gathered an immense attention due to the addition of virtual reality environment for rehabilitation purposes. Current techniques involve ideas such as imitating various stroke rehabilitation exercises in virtual world. This makes rehabilitation process more attractive as compared to conventional methods and motivates the patient to continue the therapy. However, most of the virtual reality based stroke rehabilitation studies focus on patient performing sedentary rehabilitation exercises. In this chapter, we introduce our virtual reality based post stroke rehabilitation system that allows a post stroke patient to perform dynamic exercises. With the introduction of our system, we hope to increase post stroke patient's ability to perform their daily routine exercises independently. Our discussion in this chapter is mainly centered around collaboration of rehabilitation system with virtual reality software. We also detail the design process of our modern user interface for collecting useful data during rehabilitation. A simple experiment is carried out to validate the visibility of our system.


Author(s):  
Archana Tyagi

Identity has become one of the single most important issues for human development and adjustment in today’s turbulent times. Virtual world is changing the interface of identification and communication. Virtual reality has recently emerged as an effective tool to extend a healing space for an alternative identity. The focus of this chapter is on the challenges faced by the young generation, which is struggling to understand its “identity.” The exploration of identity in such virtual environments may be a search for a ‘unitary’ construct about the self (Erikson, 1968). In this paper, the concept of “identity” and “identity crisis” and the potential challenges identified in the real and virtual world are discussed at length. In today’s world people are pulled in different directions, thanks to the different kinds of societal demands from family, friends and society. It becomes difficult to find a uniqueness of one’s self and yet able to fulfill the norms and parameters set up by the society. Respect for diversity of self would go a long way in allowing people to be “uniquely themselves” while belonging to a community. Healthy “crisis” or exploration can afford people the opportunity to knowledgeably investigate choices in which there is positive meaning with regard to where they have come from, where they presently exist, and where they envision their future to be (International Encyclopaedia of the Social Sciences, 2008). An attempt to explore the identity management and identity statuses has also been made to understand “real” and “virtual reality.” Identity crisis and psychosocial moratorium’s linkage (Erikson, 1963) to virtual reality have also been touched upon. An understanding of organizational identity with the individual identity.


2010 ◽  
Vol 450 ◽  
pp. 568-571
Author(s):  
Chiuhsiang Joe Lin ◽  
Shiau Feng Lin ◽  
Rou Wen Wang ◽  
Tien Lung Sun ◽  
Chin Jung Chao ◽  
...  

Selecting a right way to display the conceptual design results is an important issue for designers. This study evaluated three common computerized visual presentation methods for demonstrating the conceptual ideas of product designs. They are pictures, animations, and image-based VR. After evaluations, this study found that the image-based VR reached the best results of getting the ideas of the conceptual design. It is therefore suggested to use the image-based VR approach if designers wish to receive the most possible advices and feedback, especially in restricted presenting time. The image-based VR approach will help users understand many aspects and considerations of the designer’s conceptual ideas more easily and quickly.


Author(s):  
Lun Li ◽  
Zhili Zhou ◽  
Jishun Li ◽  
Yujun Xue

The virtual reality is a multi-functional, interactive and immersible technology. As an advanced engineering design technology, the virtual reality technology (VRT) has been widely used in large mining machinery design and manufacturing. The system is based on DIVISION Mockup2000i2 software. Virtual prototype of the Tunnel Boring Machine (TBM) is studied in this paper. In addition, the movement simulation of TBM is completed in DIVISION Mockup2000i2. Firstly, CATIA software is adopted to build the parts of TBM. The TBM is assembled in CATIA too. Secondly, the THEOREM software is applied to convert the assembled model of TBM to another format which can be identified in DIVISION MOCKUP2000i2 software. In order to make the TBM image living, life-like and easy to browse, the light of surface, virtual materials and landmark scenes are set up in DIVISION MOCKUP2000i2 software environment. All motion parameters of the parts are defined before the simulation. Then, the virtual movement simulation of TBM components is analyzed with the behaviors property of MOCKUP. The virtual movement of cutting wheel, screw conveyor machinery and the door of mud out are studied. The virtual movement of segments and segment erector machine are completed by setting up virtual parts and virtual event. Five segments are fixed accurately in a cycle. The relations and interference of the parts movement are examined simultaneity. The hotkey is defined before the simulation, which can trigger the continuous implementation of virtual motion. In addition, a virtual voice is used to enhance the performance of movement simulation. The virtual prototype of TBM being set up and simulated will have positive significance for design inspection, structural analysis and product introduction without TBM physical prototype being manufactured.


2020 ◽  
Vol 9 (4) ◽  
pp. 1025 ◽  
Author(s):  
Nansi López-Valverde ◽  
Jorge Muriel Fernández ◽  
Antonio López-Valverde ◽  
Luis F. Valero Juan ◽  
Juan Manuel Ramírez ◽  
...  

Background: Dental treatments often cause pain and anxiety in patients. Virtual reality (VR) is a novel procedure that can provide distraction during dental procedures or prepare patients to receive such type of treatments. This meta-analysis is the first to gather evidence on the effectiveness of VR on the reduction of pain (P) and dental anxiety (DA) in patients undergoing dental treatment, regardless of age. Methods: MEDLINE, CENTRAL, PubMed, EMBASE, Wiley Library and Web of Science were searched for scientific articles in November 2019. The keywords used were: “virtual reality”, “distraction systems”, “dental anxiety” and “pain”. Studies where VR was used for children and adults as a measure against anxiety and pain during dental treatments were included. VR was defined as a three-dimensional environment that provides patients with a sense of immersion, transporting them to appealing and interactive settings. Anxiety and pain results were assessed during dental treatments where VR was used, and in standard care situations. Results: 31 studies were identified, of which 14 met the inclusion criteria. Pain levels were evaluated in four studies (n = 4), anxiety levels in three (n = 3) and anxiety and pain together in seven (n = 7). Our meta-analysis was based on ten studies (n = 10). The effect of VR was studied mainly in the pediatric population (for pain SMD = −0.82). In the adult population, only two studies (not significant) were considered. Conclusions: The findings of the meta-analysis show that VR is an effective distraction method to reduce pain and anxiety in patients undergoing a variety of dental treatments; however, further research on VR as a tool to prepare patients for dental treatment is required because of the scarcity of studies in this area.


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