Virtual Reality Training To Enhance Motor Skills

Keywords

Augmented Reality; Game design; Games; Motor skills; Virtual Reality

Abstract

The use of Virtual Reality (VR) and Augmented Reality (AR) as a healing aid is a relatively newer concept in the field of rehabilitation and training. Clinicians now have access to virtual worlds and games in which they can immerse their patients into interactive scenarios that would not have been possible in previous years. Studies have shown effective results when VR/AR is incorporated into rehabilitation and training therapy practice. Mobility limited individuals can move freely within an open world virtual environment using the enhancements of virtual reality platforms like the HTC VIVE and Oculus Rift. The recent widespread consumer availability of VR/AR platforms has made it possible for clinicians to have the ability to incorporate fully immersive tech into their treatment regimens. Their research methods range from the implementation of consumer video game systems to custom developed hardware and software to enhance training. Clinicians are utilizing VR/AR platforms to better engage their patients. In doing so they are improving the effectiveness of training. Researchers have seen the implementation of these new tools improve the psychological effects of phantom limb syndrome, and improve motor skills for those with multiple sclerosis, cerebral palsy and other mobility debilitating conditions. This research will survey the past, present and future of applications and research in VR/AR Game experiences to aid in training and rehabilitation, exploring current state of research and the documented effectiveness of using games to heal. The benefits and potential further uses for emerging technologies within the healthcare field will guide the implementation of VR/AR applications to aid in the training of children to best learn to implement 3D printed prosthetic limbs in their everyday lives. In collaboration with Limbitless Solutions at the University of Central Florida, researchers have been engaged in discussions with young recipients of 3D prosthetic limbs. The researchers will discuss their findings and plans for how VR/AR Game experiences can provide solutions for the enhancement of the day to day routines of young prosthetic users.

Publication Date

1-1-2018

Publication Title

Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)

Volume

10909 LNCS

Number of Pages

393-402

Document Type

Article; Proceedings Paper

Personal Identifier

scopus

DOI Link

https://doi.org/10.1007/978-3-319-91581-4_29

Socpus ID

85050609873 (Scopus)

Source API URL

https://api.elsevier.com/content/abstract/scopus_id/85050609873

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