Virtual Reality Provides Leisure Time Opportunities for Young Adults with Physical and Intellectual Disabilities
Patrice L. (Tamar) Weiss, Ph.D., Pnina Bialik, B.A., And Rachel Kizony, M.Sc.
Abstract: Due to limitations in their physical abilities, adults with cerebral palsy (CP) have relatively few opportunities to engage in independent leisure activities. This pervasive lack of opportunity often leads to the development of dependent behavioral patterns and learned helplessness. The objective of this pilot study was to explore ways in which virtual reality can provide positive and enjoyable leisure experiences during physical interactions with different game-like virtual environments and potentially lead to increased self-esteem and a sense of self-empowerment.
Interactive virtual environment training for safe street crossing of right hemisphere stroke patients Comparison of VR Platforms
Rand, Kizony, Feintuch, Katz, Josman, Rizzo And Weiss
Abstract: The purpose of this paper is to describe the results of a study of healthy participants (N _ 89) using two different VR platforms in combination with one of the two virtual environments that was designed to compare the sense of presence, incidence of side effects, perceived exertion and performance.
Street Crossing Using a Virtual Environment Mobility Simulator
R. F. Boian, G.C. Burdea, J.E Deutsch, And S.H. Winter
Abstract: The virtual environment mobility simulator described in this paper uses two Rutgers Mega Ankle robot prototypes, a PC rendering the simulation exercise, a large display showing the virtual scene and an unweighing frame. The simulator is designed for training while standing in a realistic setting of a street-crossing environment.
Motor rehabilitation using virtual reality
Heidi Sveistrup
Abstract: This paper reviews current work on motor rehabilitation using virtual environments and virtual reality and where possible, compares outcomes with those achieved in real-world applications.
Effect of movement constraint within virtual environments
Hagit Brown-Rubin, Debbie Rand, Rachel Kizony And Patrice L. (Tamar) Weiss
Abstract: The purpose of this study was to compare the sense of presence, perceived exertion and performance experienced by healthy users when they engaged in two virtual environments performed within two video capture virtual applications that differed in their level of structure and the possibility to perform unconstrained movements. The study instruments included the VividGroupGX and the IREX™ virtual reality applications.
Video capture virtual reality as a flexible and effective rehabilitation tool
Patrice L Weiss, Debbie Rand, Noomi Katz And Rachel Kizony
Abstract: The objective of this article is to describe the way video capture virtual reality works, to review its assets relative to other VR platforms and to provide an overview of some of the major studies that have evaluated the use of video capture technologies for rehabilitation.
Virtual reality rehabilitation for all: Vivid GX™ versus Sony PlayStation II EyeToy®
D Rand, R Kizony And P L Weiss
Abstract: The main objective of this paper was to investigate the potential of the Sony PlayStation II EyeToy (www.EyeToy.com) for use in the rehabilitation of elderly people with disabilities. Three studies were done. The first study included the testing of healthy, young adult participants (N=18) and compared their experiences using the EyeToy system to the GX system in terms of sense of presence, sense of enjoyment, control, success and perceived exertion.