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Virtual Reality in Virtual Reality in Cognitive RetrainingCognitive Retraining
Virtual Reality in Virtual Reality in Cognitive RetrainingCognitive Retraining
Rosa Maria Esteves Moreira da CostaLuis Alfredo V. de Carvalho
Dóris Ferraz de Aragon
COPPE-Systems EngineeringUniversidade Federal do Rio de Janeiro - Brasil
The success of computer use in the
educational and training areas opens
new perspectives for different
knowledge domains
Health
In the last few years
the health fields
have been enhanced by new
technologies integrated into
medical procedures
Only recently has the potential of computers for the study and rehabilitation
of human cognitive/functional abilities been recognized
Rehabilitation softwareRehabilitation software
Aim to develop human capabilities
and to reduce limitations,
exploring different technical aids
The initial cognitive rehabilitation
tools were specific
to treatment of isolated functions
and explored situations similar to
traditional practices
PerceptionPerception
Virtual Reality-based (VR) software
has been thought to be potentially
more representative of every-day
life situations than paper-and-pencil
treatment procedures or limited software
The objective of this work is
to describe a virtual environment that
explores therapeutic strategies and can
act, in an integrated way, in different
types of cognitive disorders, offering
significant opportunities to the patients
to face common day-to-day situations.
Virtual Reality: a tendency in the
Cognitive Rehabilitation area
Brain PlasticityBrain Plasticity
The possibility of brain plasticity
from environmental stimuli is
essential for therapeutic strategies
development for many cerebral disorders
Immersion
Interaction Presence
AVIRC: An Integrated Virtual
Environment for Cognitive Rehabilitation
Environment ObjectiveEnvironment Objective
This research led to the design of an
interactive tool to support cognitive
ability recover for persons with
different cerebral disabilities, exploring
learning strategies and offering
opportunities for expressive
experiences with day-to-day situations
Requirements
Design
Prototyping
Validation
AVIRC development process
Cognitive Function
Physical Environment Description
Task Description
Alertness
Attention
A house room with many decorative elements: clock, photos, pictures, calendar, background music
Answer the date, time, turn on/off the radio and the lamp
Game room contains books and games
Solve different puzzles and choose books, guided by some clues
Tasks DescriptionTasks Description
City sight
Supermarket
Ludoteca - Game room
Before create specific products,
it is important to verify the technology
acceptance by patients with different
degree and kinds of disabilities
Experiment Objective
We are interested in observing if the patients
accept the VR technology and respond to
virtual environment tasks in a meaningful way
Experiment was divided in three stagesExperiment was divided in three stages
• Contact with the computer PaintBrush
• Flat screen
• I-Glasses
ContextContextContextContext
Patients with Schizophrenia
Psychiatry Hospital Project
The patientsThe patients
1o paciente
2o paciente
3o paciente
4o paciente
Sex M M M F
Age 37 years old
41 years old
46 years old
57 years old
Age of the first crisis 29 years old
21 years old
28 years old
27 years old
Results - First Stage
They loved to make draw and told that they want to use the computer in the nextmeeting
High skills inmanipulating the mouse
Results - Second stage
• They liked the experiment and the images;
• They hope to return to browse the city;
• They preferred to accomplish the tasks;
• They did not feel lost;
• They did not stress any difficulty in the use
of the Virtual City
Results - Third Stage
They liked to use the I-Glasses;
They stressed no immersion problem
Psychiatric patients can accept Virtual
Reality Technology and they
feel very motivated to work with computers
We considered that :We considered that :
ConclusionsConclusions
The use of VR technology in cognitive
rehabilitation of schizophrenia merits
further research to determine functional
relationships between the virtual
environments and cognitive gains.