scholarly journals Proof-of-Concept of the Virtual Reality Comprehensive Balance Assessment and Training for Sensory Organization of Dynamic Postural Control

Author(s):  
Sanghee Moon ◽  
Chun-Kai Huang ◽  
Maryam Sadeghi ◽  
Abiodun E. Akinwuntan ◽  
Hannes Devos

Accurate quantification of the impact of visual, somatosensory, and vestibular systems on postural control may inform tailor-made balance intervention strategies. The aim of this proof-of-concept study was to determine the safety, sense of presence, system usability, and face validity of a newly developed Virtual Reality Comprehensive Balance Assessment and Training (VR-ComBAT) in healthy young individuals. The VR-ComBAT included six balance condition: (1) stable surface with fixed virtual reality (VR) surroundings; (2) stable surface with blacked out VR surroundings; (3) stable surface with VR visual conflict; (4) unstable surface with fixed VR surroundings; (5) unstable surface with blacked out VR surroundings; and (6) unstable surface with VR visual conflict. Safety was evaluated using the number of adverse events, including scores on the Simulator Sickness Questionnaire. Sense of presence was evaluated using the igroup Presence Questionnaire (iPQ). System usability was assessed using the Systems Usability Scale (SUS). Friedman analyses with post hoc Wilcoxon Signed Rank tests were employed to demonstrate face validity by quantifying center of pressure (COP) changes in mean distance, mean velocity, and mean frequency in the anteroposterior (AP) and mediolateral (ML) direction across the six conditions. Twenty-three participants (27.4 ± 8.0 years old; 13 women) reported no adverse events. Participants scores on average 44.9 ± 9.6 on the iPQ and 79.7 ± 9.9 on the SUS. Post hoc analyses showed significant changes in COP-based measures when compared to baseline. The mean frequency change of COP showed direction-dependence in which increased frequency change in AP was observed while decreased change in ML was noted. The VR-ComBAT provides a safe, feasible, and cost-effective VR environment that demonstrates consistent sensory re-weighting between visual, somatosensory, and vestibular systems. Future studies should investigate whether VR-ComBAT can be used to inform precision rehabilitation of balance and fall prevention in older adults without and with neurological conditions.

2020 ◽  
Vol 34 (4) ◽  
pp. 683-702
Author(s):  
David Vernon ◽  
Thomas Sandford ◽  
Eric Moyo

Telepathy is one of the most commonly reported psi-type experiences and represents the idea that one person can acquire information relating to the thoughts/feelings/intentions of another from a distance via a non-usual route. Typically the procedure involves a Sender and a Receiver who are physically separated whilst the former attempts to relay target information to the latter. Refinements to this paradigm have included placing the Receiver in sensory isolation in an effort to enhance the signal to noise ratio of the signal, as seen in the ganzfeld research. Here the aim was to immerse the Sender in a virtual reality (VR) environment in an effort to boost the transmission of the target whilst keeping the Receiver in partial sensory isolation. Using such a paradigm we tested eleven pairs of participants, each acting as Sender and Receiver across five trials. In each trial the Sender was immersed in a VR environment depicting a positive arousing experience (e.g., skiing downhill, driving a racing car). The Receiver’s task was to identify the correct target image from a set of 5 (i.e., 20% chance) matched for mean valence and arousal. Initial analysis of Receiver performance showed hit rates that did not differ significantly from chance. However, a post-hoc analysis comparing participants top two choices to chance showed a mean hit rate of 52% which was significantly greater than chance (at 40%). Examination of possible associations between hit rate and belief in psi as well as the subjectively rated strength of the relationship between Sender-Receiver pairings only showed a correlation with the psi sub-scale of the RPB. Hence, we argue that participant hit rate is more suggestive than conclusive of a telepathic effect. In addition, we outline a number of methodological refinements which we think could help to improve the viability and effectiveness of using VR.


2020 ◽  
pp. 155335062095303
Author(s):  
Martijn P. H. van Ginkel ◽  
Marlies P. Schijven ◽  
Wilhelmina M. U. van Grevenstein ◽  
Henk W. R. Schreuder

Background. To determine face and construct validity for the new Bimanual Fundamentals curriculum for the Simendo® Virtual Reality Laparoscopy Simulator and prove its efficiency as a training and objective assessment tool for surgical resident’s advanced psychomotor skills. Methods. 49 participants were recruited: 17 medical students (novices), 15 residents (intermediates), and 17 medical specialists (experts) in the field of gynecology, general surgery, and urology in 3 tertiary medical centers in the Netherlands. All participants performed the 5 exercises of the curriculum for 3 consecutive times on the simulator. Intermediates and experts filled in a questionnaire afterward, regarding the reality of the simulator and training goals of each exercise. Statistical analysis of performance was performed between novices, intermediates, and experts. Parameters such as task time, collisions/displacements, and path length right and left were compared between groups. Additionally, a total performance score was calculated for each participant. Results. Face validity scores regarding realism and training goals were overall positive (median scores of 4 on a 5-point Likert scale). Participants felt that the curriculum was a useful addition to the previous curricula and the used simulator would fit in their residency programs. Construct validity results showed significant differences on the great majority of measured parameters between groups. The simulator is able to differentiate between performers with different levels of laparoscopic experience. Conclusions. Face and construct validity for the new Bimanual Fundamental curriculum for the Simendo virtual reality simulator could be established. The curriculum is suitable to use in resident’s training programs to improve and maintain advanced psychomotor skills.


2012 ◽  
Vol 10 (3) ◽  
pp. 163-166 ◽  
Author(s):  
Elizabeth Bright ◽  
Samuel Vine ◽  
Mark R. Wilson ◽  
Rich S.W. Masters ◽  
John S. McGrath

2020 ◽  
Vol 1643 ◽  
pp. 012202
Author(s):  
Alice Cryer ◽  
Gabriel Kapellmann-Zafra ◽  
Samantha Abrego-Hernández ◽  
Hector Marin-Reyes ◽  
Richard French

Author(s):  
S Leinster-Evans ◽  
J Newell ◽  
S Luck

This paper looks to expand on the INEC 2016 paper ‘The future role of virtual reality within warship support solutions for the Queen Elizabeth Class aircraft carriers’ presented by Ross Basketter, Craig Birchmore and Abbi Fisher from BAE Systems in May 2016 and the EAAW VII paper ‘Testing the boundaries of virtual reality within ship support’ presented by John Newell from BAE Systems and Simon Luck from BMT DSL in June 2017. BAE Systems and BMT have developed a 3D walkthrough training system that supports the teams working closely with the QEC Aircraft Carriers in Portsmouth and this work was presented at EAAW VII. Since then this work has been extended to demonstrate the art of the possible on Type 26. This latter piece of work is designed to explore the role of 3D immersive environments in the development and fielding of support and training solutions, across the range of support disciplines. The combined team are looking at how this digital thread leads from design of platforms, both surface and subsurface, through build into in-service support and training. This rich data and ways in which it could be used in the whole lifecycle of the ship, from design and development (used for spatial acceptance, HazID, etc) all the way through to operational support and maintenance (in conjunction with big data coming off from the ship coupled with digital tech docs for maintenance procedures) using constantly developing technologies such as 3D, Virtual Reality, Augmented Reality and Mixed Reality, will be proposed.  The drive towards gamification in the training environment to keep younger recruits interested and shortening course lengths will be explored. The paper develops the options and looks to how this technology can be used and where the value proposition lies. 


Crystals ◽  
2021 ◽  
Vol 11 (2) ◽  
pp. 107
Author(s):  
Tao Zhan ◽  
En-Lin Hsiang ◽  
Kun Li ◽  
Shin-Tson Wu

We demonstrate a light efficient virtual reality (VR) near-eye display (NED) design based on a directional display panel and a diffractive deflection film (DDF). The DDF was essentially a high-efficiency Pancharatnam-Berry phase optical element made of liquid crystal polymer. The essence of this design is directing most of the display light into the eyebox. The proposed method is applicable for both catadioptric and dioptric VR lenses. A proof-of-concept experiment was conducted with off-the-shelf optical parts, where the light efficiency was enhanced by more than 2 times.


Sign in / Sign up

Export Citation Format

Share Document