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Designing informed game-based rehabilitation tasks leveraging advances in virtual reality

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Abstract : This paper details a brief history and rationale for the use of virtual
reality (VR) technology for clinical research and intervention, and then focuses
on game-based VR applications in the area of rehabilitation. An analysis of the
match between rehabilitation task requirements and the assets available with VR
technology is presented. IMPLICATIONS: Low-cost camera-based
systems capable of tracking user behavior at sufficient levels for game-based
virtual rehabilitation activities are currently available for in-home use.
Authoring software is now being developed that aims to provide clinicians with a
usable toolkit for leveraging this technology. This will facilitate informed
professional input on software design, development and application to ensure safe
and effective use in the rehabilitation context. CONCLUSION: The field of
rehabilitation generally stands to benefit from the continual advances in VR
technology, concomitant system cost reductions and an expanding clinical research
literature and knowledge base. Home-based activity within VR systems that are
low-cost, easy to deploy and maintain, and meet the requirements for "good"
interactive rehabilitation tasks could radically improve users' access to care,
adherence to prescribed training and subsequently enhance functional activity in
everyday life in clinical populations.

Langue : ANGLAIS

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