Abstract
The purpose of this paper is to present an overview of the adaptations that have been done to VividGroup's Gesture Xtreme projected VR scenarios in order to facilitate their use in neurological rehabilitation. First, the scenarios and the adaptation (control of the type, speed, location and direction of all stimuli) are briefly described. The advantages and limitations of the adapted VR system as a rehabilitation tool are presented. Next, initial results and two examples of case studies, one a patient following stroke and one who requires balance training as a result of complete spinal cord injury, are used to illustrate applications of this VR system to rehabilitation.
Original language | English |
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Pages (from-to) | 261-268 |
Number of pages | 8 |
Journal | Journal of Visualization and Computer Animation |
Volume | 14 |
Issue number | 5 |
DOIs | |
State | Published - Dec 2003 |
Keywords
- Immersion
- Neurological rehabilitation
- Presence
- Virtual reality
ASJC Scopus subject areas
- Software
- Computer Graphics and Computer-Aided Design