Virtual Reality Technology
Technology and Health Care
The virtual reality challenges in the health care area: a panoramic view
Proceedings of the 2008 ACM symposium on Applied computing
Haptic rehabilitation exercises performance evaluation using automated inference systems
International Journal of Advanced Media and Communication
Stroke Therapy through Motion-Based Games: A Case Study
ACM Transactions on Accessible Computing (TACCESS)
Reducing compensatory motions in video games for stroke rehabilitation
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Augmented Reality: Visual manipulations for motor rehabilitation
Computers and Graphics
Stroke rehabilitation with a sensing surface
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Games on prescription! evaluation of the elinor console for home-based stroke rehabilitation
Transactions on Edutainment IX
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This paper presents preliminary results from a virtual reality (VR)-based system for hand rehabilitation that uses a CyberGlove and a Rutgers Master II-ND haptic glove. This computerized system trains finger range of motion, finger flexion speed, independence of finger motion, and finger strength using specific VR simulation exercises. A remote Web-based monitoring station was developed to allow telerehabilitation interventions. The remote therapist observes simplified versions of the patient exercises that are updated in real time. Patient data is stored transparently in an Oracle database, which is also Web accessible through a portal GUI. Thus the remote therapist or attending physician can graph exercise outcomes and thus evaluate patient outcomes at a distance. Data from the VR simulations is complemented by clinical measurements of hand function and strength. Eight chronic post-stroke subjects participated in a pilot study of the above system. In keeping with variability in both their lesion size and site and in their initial upper extremity function, each subject showed improvement on a unique combination of movement parameters in VR training. Importantly, these improvements transferred to gains on clinical tests, as well as to significant reductions in task-completion times for the prehension of real objects. These results are indicative of the potential feasibility of this exercise system for rehabilitation in patients with hand dysfunction resulting from neurological impairment.