2015 International Conference on Virtual Rehabilitation (ICVR) 2015
DOI: 10.1109/icvr.2015.7358620
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Designing virtual environments for motor rehabilitation: Towards a framework for the integration of best-practice information

Abstract: Virtual reality (VR) systems support motor rehabilitation of patients with different disorders. However, today it is not known exactly how the different features of a VR impact upon treatment goals. A framework is needed that makes it possible to further differentiate and analyze the components that together constitute a virtual environment. We suggest to distinguish three feedback types: movement visualization, performance feedback and context information. This framework can be used to inform the design of VR… Show more

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Cited by 10 publications
(6 citation statements)
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“…In contrast, VR technology enables user engagement in a virtual realm. This is achieved by capturing the patient’s movements, integrating them into the virtual world, and providing multisensory feedback [ 41 ]. VR allows the customization of practice intensity and feedback in a dynamic environment, fostering interactive and engaging experiences for personalized movement retraining treatments [ 42 ].…”
Section: Concept and Categories Of Therapeutic Robots For Post-stroke...mentioning
confidence: 99%
“…In contrast, VR technology enables user engagement in a virtual realm. This is achieved by capturing the patient’s movements, integrating them into the virtual world, and providing multisensory feedback [ 41 ]. VR allows the customization of practice intensity and feedback in a dynamic environment, fostering interactive and engaging experiences for personalized movement retraining treatments [ 42 ].…”
Section: Concept and Categories Of Therapeutic Robots For Post-stroke...mentioning
confidence: 99%
“…Yet, even these virtual representations with an arguably low physical fidelity, aim to maximize the psychological fidelity i.e., the feeling of ownership and agency for the displayed limb. Several aspects that link virtual components of rehabilitation applications with the experience of presence were discussed by Schüler et al (Schüler, Santos, & Hoermann, 2015; Schüler, Ferreira dos Santos, & Hoermann, 2014). In particular, they linked movement visualization, performance feedback and context information with presence dimensions.…”
Section: Applied Games For Healthcarementioning
confidence: 99%
“…Embodiment illusion refers to the patient transferring their perceived body image onto a virtual avatar (Slater & Sanchez-Vives, 2016). Schüler, Santos, and Hoermann (2015) propose that patients also need to be able to identify with movements that are visualised by the virtual body in the virtual world. The Augmented Reflection Technology (Figure 2.3), uses video capture of a patient's hands performing exercises and projects this movement on a video display as the opposite limb (Hoermann et al, 2017).…”
Section: Immersion and Presencementioning
confidence: 99%
“…Virtual environments can simulate realistic environments and tasks. Through context information, these environments can utilise elements and interactions which are plausible, achievable, and based on real-world functional behaviours to aid in rehabilitation and motor learning (Rizzo & Kim, 2005;Schüler et al, 2015). In the instance of stroke rehabilitation, standardised exercise movements used in conventional physical rehabilitation should form the basis for these interactions.…”
Section: Immersion and Presencementioning
confidence: 99%
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