Post on 15-Jan-2016
transcript
S Y Hadad J Fung P L Weiss C Perez B Mazer M F Levin and R Kizony
Rehabilitation Tools along the Reality Continuum:
From Mock-up to Virtual Interactive Shoppingto Living Lab
In collaboration with
1. Department of Occupational Therapy, Faculty of Social Welfare and Health Sciences, University of Haifa, Mount Carmel, Haifa, Israel
2. Department of Occupational Therapy, Sheba Medical Center, Tel Hashomer, Israel.
3. School of Physical and Occupational Therapy, McGill University, Montreal, Quebec, Canada.
4. Feil/Oberfeld/CRIR Research Centre, Jewish Rehabilitation Hospital, Laval, Quebec, Canada
Why Shopping?
Meaningful
IADL
Significant
Many new motor and cognitive difficulties after neurological injury
Difficult to return to similar function, especially the elderly
Only small percentage of post-stroke population continues to participate in complex life tasks.
During rehabilitation, difficult to assess and practice shopping tasks at a real supermarket
Importance of Practicing Shopping Task After Stroke
Why Shopping?
VR Desktop Based
Virtual Supermarkets
Therefore we have many virtual supermarkets
Castelnuovo , et al., 2003;
Josman et al., 2008; Klinger et al., 2004; Lee et al., 2003
IREX- VMall: Video Capture
VR System
Rand, et al., 2007; 2009; 2010
Virtual supermarkets
limited options of changing task
complexity
More complex set-up needed for
operation
integrating & assessing motor
and cognitive aspects
IREX - VMall: Video Capture
VR System
(Rand, et al., 2007)
Budget Management
integrating & assessing motor
and cognitive aspects
different stores that can be
changed & adapted
Virtual Interactive Shopper
SeeMe VIS
Video Capture is used without the
need of chroma key background
http://www.virtual-reality-rehabilitation.com/products/seeme/what-is-seeme
Virtual Supermarket
?
A Real Environment
The continuum between the Environments
Virtual Supermarket:
Physical MockUp Store:
A Real Environment:
The continuum between the Environments
VIS
“SuperModel”
“In-hospital Cafeteria”
Virtual Interactive Shopper
Virtual Interactive Shopper
Virtual Supermarket:
Physical MockUp Store:
A Real Environment:
The continuum between the Environments
VIS
“SuperModel”
“In-hospital Cafeteria”
Mock-up
Virtual Supermarket:
Physical MockUp Store:
A Real Environment:
The continuum between the Environments
VIS
“SuperModel”
“In-hospital Cafeteria”
Cafeteria
To explore the performance of shopping tasks in three different environments: a real environment, a physical mock-up and a virtual environment of post –stroke subjects as compared to healthy controls
To examine the relationship between performance of shopping tasks in the 3 environments
Objectives
Rationale The three environments (Virtual, MockUp, Real)
complement one another for the purposes of assessment and treatment of performance of complex IADL tasks during the rehabilitation process
The findings will lead to better understanding of how to use VEs in clinical settings for training skills needed for participation in everyday activities
Population:
6 Healthy Adults 5 female 1 male
Age (years) range: 56-77 mean ± SD: 63.5 ± 9.3
5 Inpatients After Stroke 2 female, 3 male
Age (years) range: 65-82 mean ± SD: 74.8 ± 6.6
Time since stroke (months): 1-7.5
FIM: 88.4 ± 19.5
MMSE: 26.4 ± 4.8
Experimental Task Experimental Task
Original Task: (Rand et al., 2007)•List is visible during test•Performed in VIS and MockUp•Outcome measures• Time to complete test• Number of errors (wrong item, not buying an item)
•Does not involve budget management.
Modified Task:•Performed in all 3 environments (VIS, MockUp & Cafeteria)•Involved budget handling (Type of error if incorrect)control subject.avi post stroke subject.AVI
“4 Items”
Time to complete both versions of the 4-item tests in all environments, for two groups
Results
Modified test in the
Cafeteria and VIS
Modified test in the
Mock-up and VIS
Performance of individuals
Post-stroke Control
Locations visited by one subject with stroke and one control within the virtual supermarket during the modified 4-item
test
Trajectory
Total Number of Errors
Number of Errors
Environment Task Post stroke (n=5)
Control (n=6)
VIS Original 12(5 subjects)
8(6 subjects)
Modified 4(1 subject)
2(2 subjects)
MockUp Original 1 0
Modified 5(3 subjects)
3(2 subjects)
Cafeteria Modified 1(1 subject)
4(2 subjects)
Total 23 17
Conclusions
VIS appears to be well suited for the assessment and training of the higher cognitive abilities needed for shopping
Shopping tasks may be adapted and graded Requires motor and cognitive aspects
VIS Performance results suggest that it is sensitive to differences between post-stroke subjects and healthy controls
Performance ability in 3 environments related For the post-stroke group, times to complete the modified 4-
item test in the VIS appear to correlate with both the times of the store mock-up and the cafeteria
Conclusions (Con’t)
Positive responses of all participants to VIS (n=11) according to Short Feedback Questionnaire -SFQ (Kizony et al., 2006) :
enjoyed the task (mean ± SD = 4.2 ± 0.9) reported that it appeared to be realistic (mean ± SD = 4.2 ± 0.9)
Further analysis needed to discern types of errors and ability of participants to self-correct.
Give a hand to shopping
Acknowledgements
Supported by :
Fonds de Recherche du Québec - Santé awarded to the Montreal Centre of Interdisciplinary Research in Rehabilitation (CRIR) to the "Living Lab“strategic innovative project: www.crir-livinglabvivant.com
Jewish Rehabilitation Hospital Foundation
Many thanks to:
Mr. Arie Burstin and Mrs. Riki Brown
My Supervisors: Dr Racheli Kizony and Prof Tamar Weiss
Bibliography
G Castelnuovo, C Lo Priore, D Liccione, G Cioffi (2003), Virtual reality based tools for the rehabilitation of cognitive and executive functions: The V- STORE, PsychNology, 1,3, pp. 310-325.
N Josman, E Klinger and R Kizony (2008), Performance within the virtual action planning supermarket (VAP-S): an executive function profile of three different populations suffering from deficits in the central nervous system, Proc. of 7th ICDVRAT with ArtAbilitation, pp.33- 38.
R Kizony, N Katz, D Rand and P L Weiss (2006), A Short Feedback Questionnaire (SFQ) to enhance client-centered participation in virtual environments, Proc. of 11th Annual Cybertherapy Conf. Virtual Healing: Designing Reality, Gatineau, Canada.
E Klinger, I Chemin, S Lebreton and R. M Marié (2004), A Virtual Supermarket to Assess Cognitive Planning, Cyberpsychol. Behav, 7, 3, pp.292-293.
J H Lee, J Ku, W Cho, W Y Hahn, I Y Kim, S Lee, Y M Kang, D Young-Kim, T Yu, B K Wiederhold, M D Wiederhold and S I Kim (2003), A virtual reality system for the assessment and rehabilitation of the activities of daily living, Cyberpsychol. Behav., 6, 4, pp.383-388.
Mitchell The Living Lab http://livinglabs.mit.edu/
D Rand, N Katz and P L Weiss (2007), Evaluation of virtual shopping in the VMall: Comparison of post-stroke participants to healthy control groups, Disabil. Rehabil., 29 ,22, pp. 1710-1719.
Virtual Reality Rehabilitation, SeeMe System. Retrieved September 4th , 2012 from: http://www.virtual-reality- rehabilitation.com/products/seeme/what- is-seeme
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