Vestibular Rehabilitation using a Wide FOV Virtual Environment - PowerPoint PPT Presentation

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Vestibular Rehabilitation using a Wide FOV Virtual Environment

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Title: Vestibular Rehabilitation using a Wide FOV Virtual Environment


1
Vestibular Rehabilitation using a Wide FOV
Virtual Environment
  • PJ Sparto, JM Furman, SL Whitney, LF Hodges, MS
    Redfern

Sponsors Eye and Ear Foundation NIH P30DC005205,
R21DC005372, K23DC005384, K25AG001049
2
Rationale for use of VR
  • Inner ear disorder will result in dysfunction of
    the vestibulo-ocular reflex (VOR), which allows
    us to maintain stationary gaze position during
    head turns
  • Recovery of abnormal VOR requires visual input
    and head movement
  • Viirre et al. (1996) and Kramer et al. (1998)
    proposed use of VR for vestibular rehab
  • Stimuli can be delivered in controlled manner

3
Rationale for use of VR
  • Greater incidence of anxiety and panic disorders
    in people with dizziness
  • Dizziness/anxiety often induced by complex visual
    environments
  • Grocery stores, shopping mall
  • Driving through tunnels
  • Head movements and optic flow
  • Habituation/exposure therapy is a common
    treatment strategy for these patients

4
Rationale for wide FOV
  • Wide FOV
  • Peripheral motion cues provide greater sense of
    vection, which is important for postural control
  • Higher cost and greater space
  • HMD
  • Cost-effective
  • Eyestrain, headache, binocular vision changes
  • Maladaptive response because of extra inertia

5
Balance NAVE (BNAVE) 3 back-projected screens 1
front-projected floor 180o Horiz x 90o Vert
FOV Surface rotate and translate
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2
Anterior-Posterior Head Sway (cm)
0
-2
-4
-6
-8
-10
0
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Time (s)
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Clinical research flow chart
  • Development of environments
  • Determine if user interfaces are safe
  • wide FOV
  • HMD
  • What is efficacy of rehab?

9
Development of environments
  • Extract elements from real grocery store
  • Design geometric models
  • Model virtual grocery store

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Virtual grocery store
  • Complexity of store can be easily changed
  • Size of product
  • Height of shelves
  • Width of aisle
  • Pattern on floor
  • Reflection of light on floor

15
Device safety
  • Can subjects perform coordinated head/eye
    movements without getting sick
  • 9 healthy subjects performed 8 different
    coordinated head and eye movements on each visit
  • 6 visits, consisting of a different background
  • 1 Solid background
  • 1 Geometrical elements (stripes), stationary
  • 4 Optic flow (moving stripes)

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Show box target
Clinical research flow chart
20
Device safety
  • Subject Tolerance
  • Subjective Units of Discomfort (SUDS)
  • 0 to 10
  • Simulator Sickness Questionnaire (SSQ, Kennedy et
    al.)
  • 16 items rated 0 to 3 (none, slight, moderate,
    severe)
  • Disorientation (blurred vision, dizziness,
    vertigo)
  • Nausea (e.g. sweating, nausea, concentration)
  • Oculomotor stress (e.g. fatigue, headache,
    eyestrain)

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Gaze coordination
  • Motion Analysis
  • Postural Sway
  • Head and eye movements (gaze)
  • Timing and accuracy of movements

27
Head movements 6 DF Electromagnetic sensor Eye
movements Horizontal and vertical
Video-oculography (VOG)
28
T
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Position (deg)
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T
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Position (deg)
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Time (sec)
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Next steps
  • 3 subjects with dizziness have begun trials to
    determine safety
  • Run experiment in virtual grocery

30
Show store target
Clinical research flow chart
31
Next steps
  • Run experiment using HMD
  • Add treadmill
  • Clinical trials - efficacy

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University of Pittsburgh Depts of Physical
Therapy, Otolaryngology, BioEngineering UNC-Charlo
tte Dept of Computer Science Invaluable
contributors Jeffrey Jacobson, Leigh Mahoney,
Sabarish Babu, Chad Wingrave, many others
www.mvrc.pitt.edu
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