scholarly journals Virtual Reality and Occupational Therapy

Author(s):  
Orkun Tahir Aran ◽  
Sedef Şahin ◽  
Berkan Torpil ◽  
Tarık Demirok ◽  
Hülya Kayıhan
2019 ◽  
Vol 2019 ◽  
pp. 1-7 ◽  
Author(s):  
Carmen Nélida Waliño-Paniagua ◽  
Cristina Gómez-Calero ◽  
María Isabel Jiménez-Trujillo ◽  
Leticia Aguirre-Tejedor ◽  
Alberto Bermejo-Franco ◽  
...  

Neurorehabilitation is a fundamental aspect in the treatment approach for multiple sclerosis (MS), in which new technologies have gained popularity, especially the use of virtual reality (VR). The aim of this paper is to analyze an occupational therapy (OT) intervention compared with OT + VR (OT + VR) on the manual dexterity of patients with MS. 26 MS subjects were initially recruited from an MS patient association and randomized into two groups. The OT group received 20 conventional OT sessions distributed in two sessions per week. The OT + VR group received 20 sessions of VR interventions, twice weekly and lasting 30 minutes, consisting of VR games accessed via the online web pagemotiongamingconsole.com, in addition to the conventional OT sessions. Pre- and postintervention assessments were based on the Purdue Pegboard Test, the Jebsen-Taylor Hand Function Test, and the Grooved Pegboard Test. Clinical improvements were found regarding the precision of movements, the execution times, and the efficiency of certain functional tasks in the Purdue Pegboard Test and Jebsen-Taylor Hand Function Test tests in the OT + VR group. Although significant differences were not found in the manual dexterity between the OT and OT + VR groups, improvements were found regarding the precision and effectiveness of certain functional tasks.


Author(s):  
Chien-Sing Lee ◽  
Pei-Yee Tan ◽  
Hong-Wei Wong

Lack of motivation to carry out rehabilitation exercise from a hand injury or stroke is one of the most challenging aspects faced by Occupational Therapy (OT) and Certified Occupational Therapy Assistants (COTA). Some patients refuse to exercise due to behavioral, psychological, or cognitive reasons. We hypothesize that recovery to their former activity level and strength can be quickened if we develop Augmented Reality (AR)/Virtual Reality (VR) games which add fun into rehabilitative hand exercises. A physical card game for hand rehabilitation, which contains puzzle pieces and rehabilitative exercise instructions, is designed and developed to trigger the display of an Augmented Reality virtual reward upon completion of the puzzle. User testing results are promising. Users find it easy to use, supportive, efficient, exciting and interesting; suitable for either individual or collaborative play. Being object-oriented, it is also scalable, extensible and easily portable. An extended Leap-Motion-enhanced AR environment for limb rehabilitation is being developed. We hope that both will improve physical, mental and socio-cognitive health.


2014 ◽  
Vol 17 (6) ◽  
pp. 397-401 ◽  
Author(s):  
Hunter G. Hoffman ◽  
Walter J. Meyer ◽  
Maribel Ramirez ◽  
Linda Roberts ◽  
Eric J. Seibel ◽  
...  

Author(s):  
Thaís De Freitas Bezerra ◽  
Vera Lucia Vieira de Souza

A Realidade Virtual - RV caracteriza-se como tecnologia tridimensional baseada em simulações virtuais para promover a interação do usuário com o jogo por meio de dispositivos associados ou não à utilização de controles remotos. Na reabilitação neurológica infanto-juvenil, a RV é utilizada por diversos profissionais, especialmente os terapeutas ocupacionais, com finalidade de desenvolver habilidades necessárias para a participação do indivíduo nas atividades do cotidiano. O presente estudo teve como objetivo identificar em que circunstâncias e de que forma os terapeutas ocupacionais brasileiros fazem uso da Realidade Virtual como um recurso terapêutico na reabilitação neurológica infanto-juvenil. Usou-se metodologia quali-quantitativa, por meio de um questionário online respondido por profissionais que atuavam na área no país. Nos resultados e discussão observou-se a participação de profissionais jovens do sexo feminino, predominantemente atuantes na região sudeste do país com uma população de crianças e jovens entre sete e dezoito anos com paralisia cerebral, especialmente. Foram apontados pelos participantes desse estudo, diversos objetivos e vantagens do uso da Realidade Virtual na reabilitação, demonstrando a versatilidade deste recurso. Porém algumas dificuldades foram sinalizadas, tais como, a adaptação dos dispositivos, a implantação do recurso nas instituições de reabilitação, o alto custo do recurso e a dificuldade de escolha dos jogos adequados. Concluiu-se que a Realidade Virtual é um potente recurso para a Terapia Ocupacional na reabilitação de crianças e jovens com injúrias neurológicas e é necessária maior divulgação nas instituições, capacitação de profissionais, estudos e publicação na área.AbstractVirtual Reality - VR is characterized as three-dimensional technology based on virtual simulations to promote user interaction with the game through devices associated or not with the use of remote controls. In the neurological rehabilitation of children and adolescents, VR is used by several professionals, especially occupational therapists, with the purpose of developing skills necessary for the individual's participation in everyday activities. The present study aimed to identify under what circumstances and in what way Brazilian occupational therapists make use of Virtual Reality as a therapeutic resource in the neurological rehabilitation of children and adolescents. A qualitative-quantitative methodology was used, through an online questionnaire answered by professionals who worked in the area in the country. In the results and discussion we observed the participation of young female professionals, predominantly active in the southeast region of the country with a population of children and young people between seven and eighteen years old with cerebral palsy, especially. It was pointed out by the participants of this study, several objectives and advantages of the use of Virtual Reality in rehabilitation, demonstrating the versatility of this resource. However, some difficulties were signaled, such as the adaptation of the devices, the implantation of the resource in the rehabilitation institutions, the high cost of the resource and the difficulty of choosing the appropriate games. It was concluded that Virtual Reality is a potent resource for Occupational Therapy in the rehabilitation of children and young people with neurological injuries and greater dissemination in institutions, professional qualification, studies and publication in the area is required.Keywords: Adolescent; Child; Neurological; Rehabilitation; Virtual Reality; Occupational Therapy.


2012 ◽  
Vol 21 (3) ◽  
pp. 359-371 ◽  
Author(s):  
Sarit Tresser

The past decade has seen the emergence of rehabilitation treatments using virtual reality environments. One of the main advantages of using this technology is that it creates positive motivation. Currently, most virtual-reality-based games for children are not suitable for use in a therapeutic setting. This case study reports on the use of Growing with Timocco, a specially devised virtual reality computer game, as part of an occupational therapy regimen that addressed the developmental needs of a five-year-old patient diagnosed with dyspraxia, impaired postural structure, weak shoulder, and insufficient bilateral integration, bilateral coordination, and proprioception regulation. Developed specifically for use by occupational therapists and caregivers working with children, Growing with Timocco is equipped to provide exercises for both cognitive and motor skills, but most importantly, it provides a positive setting for this practice, by harnessing the advantages of VR to promote play, pleasure, and motivation.


2021 ◽  
Vol 75 (6) ◽  
Author(s):  
Miranda R. Donnelly ◽  
Renee Reinberg ◽  
Kaori L. Ito ◽  
David Saldana ◽  
Meghan Neureither ◽  
...  

Importance: Virtual reality in head-mounted displays (HMD-VR) may be a valuable tool in occupational therapy to address anxiety. Findings from the virtual reality exposure therapy (VRET) literature may facilitate translation of HMD-VR to occupational therapy psychosocial practice. Objective: To explore how HMD-VR has been used to treat anxiety through VRET and could be translated to occupational therapy. Data Sources: We searched seven electronic databases for articles published between 2000 and 2020: CINAHL, Cochrane Library, Embase, ERIC, Ovid MEDLINE, PsycINFO, and Web of Science. Search terms included HMD-VR constructs, products, and therapy concepts. Study Selection and Data Collection: We used Preferred Reporting Items for Systematic Reviews and Meta-Analyses guidelines to report studies implementing VRET to treat anxiety. At least two reviewers assessed each citation, and a third resolved disagreements. Articles were included if they were in English, reported experimental data, and used HMD-VR. Letters, commentaries, book chapters, technical descriptions, theoretical papers, conference proceedings (≤4 pages), and reviews were excluded. Findings: Twenty-eight studies used HMD-VR to treat posttraumatic stress disorder (n = 3), specific phobias (n = 19), and performance-based social anxiety (n = 6); protocols and levels of evidence varied (randomized controlled trials, n = 11; controlled trials without randomization, n = 6; case–control or cohort studies, n = 11). Qualitative examination indicates HMD-VR is an effective treatment tool. Conclusions and Relevance: HMD-VR can be a valuable tool for occupational therapy to simulate environments where clients with anxiety disorders participate. Eliciting presence through multisensory features and body representation may enhance outcomes. What This Article Adds: Drawing from the VRET literature, this scoping review suggests that HMD-VR can be used by occupational therapy practitioners to simulate ecologically valid environments, evaluate client responses to fearful stimuli, and remediate anxiety though immersion in virtual tasks when participation in natural contexts is unfeasible. Having ecologically valid environments is particularly important for people with anxiety disorders because they need support to cope when they encounter triggers in everyday life environments.


Author(s):  
José Rodrigues ◽  
Paulo Menezes ◽  
Maria Teresa Restivo

This work describes a system for occupational therapy based on a traditional pedal system instrumented with a simple sensor for providing the rotating speed value and Oculus Rift headset and their hand trackers all to be used interactively with a Virtual Reality application. A virtual city is used as the environment to be explored by the user. The present level of development is described as well as the types of stimulations it allows, some project decisions and how to implement the evaluation of user’s performance.


Sign in / Sign up

Export Citation Format

Share Document