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Virtual Environments for Motor Rehabilitation: Review

By Holden, Maureen K., PhD; CyberPsychology & Behavior, Vol. 8, No. 3, pp. 187-211
Publication Date: June 2005

Article provides an overview of the use of virtual reality in the field of motor rehabilitation. An overview of the available technology is presented, including display and interface devices. In order to create a more immersive virtual environment, displays must provide true three-dimensional stereo. This can be accomplished via flicker glasses that display alternating left and right views of the picture synchronized to the frame. Head-mounted visual displays can also be used, as they allow for stereo viewing via small monitors mounted in the front of each eye, as well as linage of the virtual viewpoint with head movements. Large-screen stereo projections systems can also provide stereo when used with lightweight polarizing glasses. The CAVE system, which was developed at the University of Illinois at Chicago, provides a multi-person, room-sized, high resolution three dimensional video and audio virtual environment. In terms of interface devices, the standard mouse and joystick are generally used to navigate three-dimensional worlds, though other devices allow for simulation of movement kinematics and sensory feedback such as touch, pressure, or force. For example, the PHANToM robot arm provides haptic feedback and generates forces in either three or six degrees of freedom. The CyberGrasp can be used to apply force feedback to the fingers and thumb, while the CyberForce can provide forces to the entire arm. The various uses for virtual reality for rehabilitation for stroke, acquired brain injury, Parkinson’s disease, orthopedic rehabilitation, balance training, wheelchair mobility, activities of daily living, and tele-rehabilitation are discussed.
Published by: Mary Ann Liebert Publishers, Incorporated   (Website:http://www.liebertpub.com)

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