2007 Virtual Rehabilitation 2007
DOI: 10.1109/icvr.2007.4362143
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Head Movement Effects in a Cost-Effective Virtual Reality Training Environment for Balance Rehabilitation

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Cited by 2 publications
(3 citation statements)
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“…In a study on audio-feedback Huang et al found (2006), that sound is an effective feedback for temporal information, and that visual information works better for spatial feedback Huang, Wolf and He, 2006). Also, several studies in the SPIRALL Laboratory at Ryerson University demonstrated a positive impact of virtual reality training on postural balance (McConville, Virk and Milosevic, 2007);Virk et al, 2007). This group of studies also found a beneficial effect of active use of arms and increased awareness about the role of arm movements for balance maintenance and recovery (Milosevic and McConville, 2007a;Milosevic and McConville, 2007b).…”
Section: Biofeedback Overviewmentioning
confidence: 91%
“…In a study on audio-feedback Huang et al found (2006), that sound is an effective feedback for temporal information, and that visual information works better for spatial feedback Huang, Wolf and He, 2006). Also, several studies in the SPIRALL Laboratory at Ryerson University demonstrated a positive impact of virtual reality training on postural balance (McConville, Virk and Milosevic, 2007);Virk et al, 2007). This group of studies also found a beneficial effect of active use of arms and increased awareness about the role of arm movements for balance maintenance and recovery (Milosevic and McConville, 2007a;Milosevic and McConville, 2007b).…”
Section: Biofeedback Overviewmentioning
confidence: 91%
“…VR also gave the SPT an opportunity to provide variety to the patient's program. Another objective of the VR environment was decreasing the patient's anxiety with heights that may simulate experiences in his line of work [13]. The Roller Coaster and The Walk VR apps were utilized to decrease the patient's anxiety with heights following similarities of exposure therapy [19].…”
Section: Implementation Of Interventions/re-assessmentmentioning
confidence: 99%
“…A study by McConville and Milosevic, suggests that active video games could be used to improve postural balance by challenging the vestibular system with various head movements [12] [13]. Some applications available include active video games that place a person into head positions that are seen in a vestibular rehabilitation program.…”
Section: Introductionmentioning
confidence: 99%