66,229 research outputs found

    Aphasia VR

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    Aphasia Intervention using Virtual Reality Technology Kristina Mahagamage, MFA Graduate Candidate, Media Arts, University of Montana Co-Authors/Editors : Michael Musick Media Arts University of Montana Jenna Griffin Speech, Language, Hearing and Occupational Sciences University of Montana Introduction Virtual Reality technology can help healthcare clinicians work with persons with Aphasia in therapeutic exercises that simulate real-world experiences. “Aphasia is an impairment of language, affecting the production or comprehension of speech and the ability to read or write (“Aphasia Definitions - National Aphasia Association”). Virtual Reality (VR) is a groundbreaking technology that allows people to interact with computer-generated (CG) simulations in real-time. In the study, Virtual Reality For Stroke Rehabilitation, Kate Laver compares the results and methodology of using VR to improve upper limb activity in post-stroke patients (Laver). By examining similar VR methods, the intention is to design and develop an immersive experience that simulates real-world challenges that persons with Aphasia may face with a speech therapist or Clinician\u27s guidance. Purpose Using current therapeutic methods for Aphasia intervention and applying them to a simulated immersive experience, users/patients can practice and improve their communication deficiencies in a simulated environment. VR provides a safe space for users/patients to practice real-world communication skills. Methods The development of this experience is both a technical and a design challenge. It requires an understanding of who the user base is and how to cater to that user. Interactivity is key. Developing an interactive therapy experience in Unreal Engine 4 (UE4), a game engine, allows for the design of experience functionality while also creating stunning, high-resolution environments. Multi-user functionality is also enabled so that clinicians may be present in the simulation. In this project, users/patients will experience a coffee shop environment. The user/patient is seated at a table with a menu in front of them. The menu is simple, with a single word. A Computer-Generated (CG) character or Clinician then interacts with the user/patient. When the word is said correctly, the patient receives what they asked. These exercises will then be followed up with different words to further the experience. The goal is for the user/patient to feel confident through the interaction and improve their communication skills. Originality Virtual technologies are currently used in Aphasia therapy for stroke-related communication disabilities. The most prominent example is EVA Park, designed and developed at the University of London. EVA Park is a compelling experience for persons with Aphasia. It has an astoundingly positive effect on people, with a high-rating of enjoyment (“EVA – Evaluating the Effects of a Virtual Communication Environment for People with Aphasia”). While EVA Park uses virtual worlds accessed through standard computer interfaces (i.e. a screen, keyboard, and mouse), this experience\u27s originality will focus on practice and training using a head mount display (HMD), Oculus or Vive, for a completely immersive experience. The objective is to help users/patients build confidence in speaking and reading. Significance The practical application of Virtual Reality technologies is currently being used in medical intervention and rehabilitation. The potential of this technology could lead to medical breakthroughs. In this experience, VR presents a simulated real-world situation for users/patients by building on the current methods of virtual therapies used today. Creating a virtual reality simulation for intervention can improve confidence and communication skills for users/patients with Aphasia. The Aphasia VR project can supply different methods of intervention by providing a practical option for isolated people. It can increase confidence and improve quality of life. Clinicians also have the opportunity to observe and understand the conflicts and challenges they may face in a real-world environment and allow for adjustment in one\u27s therapy if needed. Works Cited “Aphasia Definitions - National Aphasia Association.” National Aphasia Association, http://www.facebook.com/NatlAphasiaAssoc, https://www.aphasia.org/aphasia-definitions/. Accessed 21 Jan. 2021. Laver, Kate, et al. “Virtual Reality for Stroke Rehabilitation.” Stroke, 15 Dec. 2011, www.ahajournals.org/doi/full/10.1161/STROKEAHA.111.642439. “EVA – Evaluating the Effects of a Virtual Communication Environment for People with Aphasia.” EVA, https://evapark.city.ac.uk/. Accessed 21 Jan. 2021

    Virtual Reality Games for Motor Rehabilitation

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    This paper presents a fuzzy logic based method to track user satisfaction without the need for devices to monitor users physiological conditions. User satisfaction is the key to any product’s acceptance; computer applications and video games provide a unique opportunity to provide a tailored environment for each user to better suit their needs. We have implemented a non-adaptive fuzzy logic model of emotion, based on the emotional component of the Fuzzy Logic Adaptive Model of Emotion (FLAME) proposed by El-Nasr, to estimate player emotion in UnrealTournament 2004. In this paper we describe the implementation of this system and present the results of one of several play tests. Our research contradicts the current literature that suggests physiological measurements are needed. We show that it is possible to use a software only method to estimate user emotion

    Grid Databases for Shared Image Analysis in the MammoGrid Project

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    The MammoGrid project aims to prove that Grid infrastructures can be used for collaborative clinical analysis of database-resident but geographically distributed medical images. This requires: a) the provision of a clinician-facing front-end workstation and b) the ability to service real-world clinician queries across a distributed and federated database. The MammoGrid project will prove the viability of the Grid by harnessing its power to enable radiologists from geographically dispersed hospitals to share standardized mammograms, to compare diagnoses (with and without computer aided detection of tumours) and to perform sophisticated epidemiological studies across national boundaries. This paper outlines the approach taken in MammoGrid to seamlessly connect radiologist workstations across a Grid using an "information infrastructure" and a DICOM-compliant object model residing in multiple distributed data stores in Italy and the UKComment: 10 pages, 5 figure

    Feedback Control of an Exoskeleton for Paraplegics: Toward Robustly Stable Hands-free Dynamic Walking

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    This manuscript presents control of a high-DOF fully actuated lower-limb exoskeleton for paraplegic individuals. The key novelty is the ability for the user to walk without the use of crutches or other external means of stabilization. We harness the power of modern optimization techniques and supervised machine learning to develop a smooth feedback control policy that provides robust velocity regulation and perturbation rejection. Preliminary evaluation of the stability and robustness of the proposed approach is demonstrated through the Gazebo simulation environment. In addition, preliminary experimental results with (complete) paraplegic individuals are included for the previous version of the controller.Comment: Submitted to IEEE Control System Magazine. This version addresses reviewers' concerns about the robustness of the algorithm and the motivation for using such exoskeleton

    Presence and rehabilitation: toward second-generation virtual reality applications in neuropsychology

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    Virtual Reality (VR) offers a blend of attractive attributes for rehabilitation. The most exploited is its ability to create a 3D simulation of reality that can be explored by patients under the supervision of a therapist. In fact, VR can be defined as an advanced communication interface based on interactive 3D visualization, able to collect and integrate different inputs and data sets in a single real-like experience. However, "treatment is not just fixing what is broken; it is nurturing what is best" (Seligman & Csikszentmihalyi). For rehabilitators, this statement supports the growing interest in the influence of positive psychological state on objective health care outcomes. This paper introduces a bio-cultural theory of presence linking the state of optimal experience defined as "flow" to a virtual reality experience. This suggests the possibility of using VR for a new breed of rehabilitative applications focused on a strategy defined as transformation of flow. In this view, VR can be used to trigger a broad empowerment process within the flow experience induced by a high sense of presence. The link between its experiential and simulative capabilities may transform VR into the ultimate rehabilitative device. Nevertheless, further research is required to explore more in depth the link between cognitive processes, motor activities, presence and flow
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