Thursday, September 25, 2014

Survey of VR Clinical Use

Survey

Using Virtual Reality in Clinical Practice: A Multi-Site Exploratory Study
Glegg, M. N. S., Holsti, L., Stanton, S., Hanna, S., Velikonja, D., Ansley, B., Sartor, D. & Brum, C.
NeuroRehabilitation : 2014 Sep 18 pg
DOI: 10:3233/NRE-141152

Link to abstract: www.ncbi.nlm.nih.gov/pubmed/25238866

Objective: For inpatients with acquired brain injury, how is GestureTek virtual reality used for rehabilitation?

Method: 11 therapists at two rehab centres collected data over 8 months on 39 clients; their VR interventions and the therapists’ treatment goals.

Findings and conclusions: Clinical “treatment characteristics and several outcomes of interest paralleled those in the literature; however, novel outcome areas were identified as research gaps. By study’s end, more than half of clients’ VR programs had been discontinued, for reasons consistent with documented barriers to VR use. These findings can help… inform the design of research that has high clinical relevance, and… provide a point of reference for clinicians incorporating VR into their practices.”

Friday, September 5, 2014

Virtual reality conference



10th International Conference on Disability, Virtual Reality and Associated Technologies Gothenburg, Sweden, September 2–4, 2014

Sponsored by the International Society for Virtual Rehabilitation
The society provides a multidisciplinary forum for engineers, scientists and clinicians who are interested in employing new technologies for physical, psychological, cognitive, and social rehabilitation applications. The purposes of the society… are to promote discussion of key issues & encourage clarity in research paradigms, devise a common reference set of terminology / standards / definitions, create opportunities for collaboration and networking, represent the community with respect to funding, government policies, consumer groups and… provide recognition through awards for exceptional member activities."

Conference Presentations: www.icdvrat.org/2014/schedule2014_outline.htm
Abstracts: www.icdvrat.reading.ac.uk/2014/abstracts.htm

Pilot Study
Of  Note: Kinecting the moves: the kinematic potential of rehabilitation-specific gaming to inform treatment for hemiplegia
Glegg, S. M. N., Hung, C. T., Valdés, B. A., Kim, B. D. G. & Van der Loos, H. F. M.

"Two therapy applications for hemiplegic arm rehabilitation were developed and tested… Analysis of data provided by commercially available motion tracking technology could serve as an additional rehabilitation tool for therapists."

Abstract: www.icdvrat.reading.ac.uk/2014/papers/ICDVRAT2014_SP06_Glegg_Hung_etal.pdf
Full Text: caris.mech.ubc.ca/files/2014/08/Kinecting-the-Moves-The-kinematic-potential-of-rehab-ICDVRAT2014.pdf"

Wednesday, August 27, 2014

Patterns of Home Gameplay

Observational Study

Do people with intellectual disability use Nntendo Wii when placed in their home as part of a physitherapy program? An observational study.
Chung, A. M. J., Harvey, L. A, & Hassett, L. M.
Disability and Rehabilitation Assistive Techology Early online 1 – 6
DOI: 10.3109/17483107.2014.938705

Link to abstract www.ncbi.nlm.nih.gov/pubmed/25052846

Objective: In people with intellectual disability, how much Nintendo is played when prescribed as home physiotherapy?

Method: 20 participants with intellectual disability, average age 19, were receiving home-based physiotherapy. They were assigned Wii play for 12 weeks as an effective part of their therapy intervention. Participants or their carers recorded data biweekly. It is unknown whether or not the participants were encouraged to play by their carers or physiotherapists.

Findings: Weeks one and two recorded a median value of 100minuntes a week of play over a median of three days per week; in weeks 11 and 12, a median value of 35 muinutes of play once per week. Note: Averages were not available in the published data.

Thursday, August 14, 2014

Kids Report on Active Videogames at Home

Qualitative Report

Real life active gaming practices of 7 – 11 year old children
Allsop, S., Rumbold, P.L.S., Debuse, D. & Dodd-Reynolds, C.
Games for Health Journal, 2(6), 2013 pp. 347 - 353
DOI: 10.1089/g4h.2013.0050

Link to abstract

Objective: to determine real life behaviors during children’s active videogame play.

Method: 40 questionnaires were returned from 7-11 year old children and their parents.

Findings: of this sample, most children play Wii Sports for around 80 minutes once or twice a week. More than half the children ate or drank during game play and this extended game play. Most perceive active videogaming as “an alternative form of exercise, and the main reasons for active videogame play included for entertainment, health benefits and the environment.”

Monday, July 21, 2014

Therapist-friendly Kinect games

Qualitative study

Design and Evaluation of Virtual Reality-Based Therapy Games with Dual Focus on Therapeutic Relevance and User Experience for Children with Cerebral Palsy Ni, L. T., Fehlings, D. & Biddiss, E., Games for Health, 3(3), 2014-07-18
DOI 10.1089/g4h.2014.0003



Link to abstract: online.liebertpub.com/doi/abs/10.1089/g4h.2014.0003 journalCode=g4h

Objective: This qualitative study evaluates two therapist-made Xbox Kinect games, designed for fun, engagement and therapeutic value, for therapeutic relevance and user experience.

Process: Six therapists and eight 8 – 12 year old children (GMFCS I – III) scored questionnaires before and after playing custom Kinect games designed by therapists.

Outcomes: Therapists rated the games as of "average usability" and were able to focus and grade game play. They reported tracking problems (the system had difficulty distinguishing children’s movements from the assisting therapist’s). Children learned to beat the game. The games were "engaging to the child and therapeutically relevant".

Tuesday, July 8, 2014

Kinect game for children with CP

Gamification of physical therapy for the treatment of pediatric cerebral palsy: A pilot study examining player preferences. Whittinghill, D. & Brown, J. (2014), American Society for Engineering Education 121st Annual Conference & Exposition, Indianapolis, IN.

Pilot study

Link to content: www.asee.org/public/conferences/32/papers/10954/view

Objective: Few active games are made to meet the clinical needs of children with cerebral palsy. The authors created a Microsoft Xbox Kinect game based on the upper body physical therapy routines typically prescribed for children with cerebral palsy, and tested it for player satisfaction. Burnie is juvenile, whimsical and rich in positive feedback. "Reframing the therapy experience is the essence of Burnie’s gamification."

Method: A convenience sample of 21 6 – 34 year olds with and without cerebral palsy played Burnie for 15 minutes, then completed a post-game questionnaire.

Results: A Likert scale with 1 being least favourable and 10 most favourable returned values of overall enjoyment 6.75, pleasing esthetics 7.65 and pleasing game controls 5.4. A lower value on game controls may be a function of the discomfort experienced as a part of therapy exercise, a desired therapy outcome. Overall, the authors feel this study leads to a better 'behaviorally oriented physical therapy game experience'.

Tuesday, July 1, 2014

Wii for UE for CP hemiplegia

Upper limb training using Wii Sports Resort for Children with Hemiplegic Cerebral Palsy: a Randomized, Single-blind Trial
Chiu, HC., Ada, L. & Lee, HM. Clinical Rehabilitation, 2014, May 21
DOI: 10.1177/0269215514533709

Link to abstract: www.ncbi.nlm.nih.gov/pubmed/24849793

Objective: For children with cerebral palsy, are there sustainable gains from a six-week home trial of Wii vs. traditional therapy?

Method: 62 children 6 – 13 years old (GMFCS levels I – V) played Wii bowling, air sports, frisbee and basketball at home 3 times weekly for 6 weeks. In addition all children received traditional therapy 3 times weekly. Participation, coordination, strength and hand function were measured at baseline, 6 and 12 weeks.

Results: Overall, the children completed 96% of all home-based Wii sessions and increased their Wii scores on all games through the test period. There were no differences in coordination or hand function noted. An increase in grip strength between the experimental and control groups was shown at 12 weeks. This may be related to the forced use of the children’s affected hand and arm. Anecdotes from caregivers report new hand movements and increased functional movements.