Title: An Overview of Virtual Reality in Rehabilitation
1An Overview of Virtual Reality in Rehabilitation
- David L. Jaffe, MS
- VA Palo Alto Health Care System
- Rehabilitation RD Center
1
2Topics
- Definition of terms
- VR Uses
- VR Benefits
- VR Hardware and Software
- VR Applications in Rehabilitation
- Specific VR Rehabilitation Projects
- Stepping-over Responses
- Driving Simulator
2
3Definition of VR
- Virtual Reality is a technology that permits
users to interact with elements outside the
immediate physical world - Usually computer-based
- Using one or more of the 5 senses
- Interaction can occur at a distance
- Elements can include objects, virtual people, and
other VR users
3
4Different types of interactions
- Virtual reality interaction with mostly virtual
elements - Augmented reality interaction with mostly
physical elements - Simulation interaction with processes that are
well-defined or modeled in reality - Visualization interaction with elements normally
hidden from view - Game interaction is for entertainment purposes
4
5VR elements
- Physical people and objects
- Virtual people and objects
- Other VR users
- A combination of above
5
6VR applications
- Entertainment and games
- Exploration of alternate environments
- Training or practice on equipment
- Control of devices at a distance
- Investigation of design alternatives
- Visualization of micro to macroscopic elements
(2D and 3D)
6
7VR benefits - 1
- Protects users from real physical risks and
dangers by creating a safe environment for
training - Produces scenarios that are difficult or
impossible to create in reality - Monitors users responses and measure
improvements in performance
7
8VR benefits - 2
- Develops graded scenarios to challenge user
- Provides real-time sensory feedback
- Controls at a distance
- Provides a different sensory perspective
- Provides a different temporal perspective
- Occupies users attention
- Distracts users from pain
8
9VR technology
- Displays
- Head mounted displays
- Force feedback devices
- Haptic (tactile or vibro-tactile) devices
- Actuators
- Trackers
- Camera systems
9
10Head mounted display
The Virtual Research V8 HMD has active matrix
LCDs with 640 by 480 pixel resolution and
headphones.
10
11Position tracking
- The 3D-BIRD delivers smooth tracking of
orientation angles without range limitation or
line-of-sight restrictions. - 160 measurements per second
- Provides orientation tracking for real-time
viewing of 3D graphical images and scenes - Suited for head-tracking applications in which
one needs to look around virtual environments and
simulated worlds.
11
12Camera tracking
- Non-contact, accurate motion measurement
12
13Microvision Nomad
The Microvision Nomad superimposes the equivalent
of a 17 display in the users field of view.
13
14Mobile VR
Wearable PCs can make the VR experience portable.
Wireless technology can also be employed to
connect users to the Internet.
14
15CAVE display
- A multi-person virtual visual environment
- 3 meter cube
- Projections on 3 walls and floor
- Users heads and hands are tracked
- No force or tactile feedback
- Can walk around in the virtual space
- Not quite a Star Trek Holo-suite
15
16CAVE display
The CAVE has been made relatively small by using
mirrors to deflect the images from the video
projectors to the back-projection screens.
16
17Immersadesk
The ImmersaDesk is a drafting-table format
virtual prototyping device. Using stereo glasses
and sonic head and hand tracking, this
projection-based system offers a semi-immersive
intreaction. The ImmersaDesk features a 2 by 2.5
meter rear-projected screen at a 45-degree angle.
17
18P5 controller glove
- The glove beams finger and hand movements to a
base station - Used for computer gaming
- Essential Reality - 129
18
19CyberGrasp by Immersion
- Force feedback exoskeleton system for fingers and
hand - Grasp computer-generated or tele-manipulated
objects
19
20Software
- Gesture Extreme Software by VividGroup - creates
dynamic computer applications that allow computer
users to step inside the screen and have their
live video image replace the mouse as the
controlling interface for the computers operation.
20
21VR in rehabilitation
- Stake-holders
- Researchers
- Practitioners
- Policy makers and advocates
- Persons living with a disability
21
22Why should rehabilitation researchers be
interested in VR?
- VR technology can provide a means for individuals
with disability to perceive and interact with
objects in a non-physical world. - Current applications include movement training,
exploration of accessible environments,
manipulation of virtual workplaces, assessment
of mobility and cognitive functions, practice in
operating a virtual wheelchair or mobile robot,
treatment of phobias, and behavior modification.
22
23Why should rehabilitation practitioners be
interested in VR?
- VR can provide a safe and consistent means of
assessing and improving a wide variety of
functional and cognitive abilities. These systems
can be tailored to an individual's changing
needs, preferences, and abilities. The degree of
difficulty of a particular task can be programmed
by a clinician and the user's performance can be
measured and recorded. VR applications using a
head-mounted display can provide an immersive
visual environment that focuses the user's
attention on the programmed task and can offer a
unique viewing perspective.
23
24Why should rehabilitation policy makers and
advocates be interested in Virtual Reality?
- VR applications may be able to improve functional
outcomes in a cost-effective fashion. VR systems
can be physically compact, taking up minimal
space in a clinic and can be used with a minimum
complement of personnel. The instrumentation can
allow direct data streaming into a patient chart
and provide objective evidence of effectiveness.
24
25Why should persons living with a disability be
interested in Virtual Reality?
- Physical interactions with environments that are
partially or wholly computer-generated allow a
person to focus on a particular aspect of
functional recovery without exposure to
potentially dangerous situations. - For example, practicing stepping over virtual
obstacles during harnessed treadmill walking is
safer than stepping over blocks in the clinic
while aided by a therapist. As proficiency,
coordination, and strength improve, the more
complex realities of real-world situations can be
attempted with increased confidence.
25
26VR applications in rehabilitation
- Sensory impairments
- Physical impairments
- Cognitive and behavioral impairments
- Orthopedic and mobility impairments
26
27Parkinsons and AkinesisTom Reiss and Suzanne
Weghorst
- Enables initiation of locomotion without visual
targets through augmented reality - Static and moving images provide visual flow
stimulus - http//www.hitl.washington.edu/research/parkinsons
/
27
28Exposure Therapy for Spider PhobiaHunter
Hoffman, University of Washington
http//www.hitl.washington.edu/research/exposure/
28
29Integrated Wearable Orientation and Wayfinding
System for People with Vision LossDavid A. Ross,
Altanta VA Rehab RD Center
- The wearable system being developed acts as an
agent to integrate information from five existing
location technologies into a seamless
presentation of orientation and way-finding
information for the blind traveler. The five
technologies employed include GPS,
Dead-Reckoning, Talking Signs, Talking Lights,
and Relume Pedestrian Signals.
http//www.varrd.emory.edu/personnel/ross.htm
29
30Retractable Cane for the Visually
ImpairedVincent K. Ramsey, Altanta VA Rehab RD
Center
- This project focuses on the development and
testing of a retractable long cane that
accurately simulates the experience of
encountering a drop-off without exposing a
visually impaired individual to the risk of
falling. This device would permit these
individuals to learn to appropriately respond to
the kinesthetic feedback produced from a drop-off
encounter in a safe environment. Three prototype
canes are now being field tested with a
videography motion system that analyzes subjects'
gait parameters and reaction times.
http//www.varrd.emory.edu/personnel/ramsey.htm
30
31VR Driving SimulatorMaria T. Schultheis, Kessler
Medical Research
- This project employs a driving simulator to
evaluate driving capacity following a stroke or
traumatic brain injury.
http//www.kmrrec.org/KM/bios/mschultheis.php3
31
32Real-Time 3D Virtual Training in SCI
RehabilitationTom MacLaughlin, Motion Reality,
Inc.
- The system consists of a state-of-the-art
real-time 3D Full Body Tracking, Dynamics
Analysis and Computer Graphics Animation of
spinal cord injury patient body motion and
performance data. It provides a unique virtual
reality/visual biofeedback capability for SCI
clinical rehabilitation. - Additional novel capabilities include the ability
to immerse the subject inside the body of a
virtual "model' performer so the subject can
"feel" what to do in a target task. Real-time EMG
is converted to changing colors of graphical body
muscles to provide visual feedback on
instantaneous levels of muscle activation. - http//www.motionrealityinc.com/
Real-time 'step-in transfer skill learning
process
32
33Tele-Rehabilitation Functional
RehabilitationJared Baer, 5DT Inc.
- This project involves the design, development,
and application of a tele-rehabilitation
application focusing on hand injuries. The system
can also be used for the tele-rehabilitation of
other disabilities. - http//www.5dt.com/index.html
33
34Exposure Therapy for Vietnam Veterans with
Posttraumatic Stress Disorder (PTSD)Ken Graap,
Virtually Better, Inc.
- Two virtual Vietnam environments have been
constructed to allow exposure based treatment of
combat related PTSD in an open clinical trial
with Vietnam Veterans who served in combat.
Results suggested that many participants
benefited from this treatment. - http//www.virtuallybetter.com/
34
35Face Attention in Preschoolers with AutismCheryl
Trepagnier, The Catholic University of America
- Accumulating evidence suggests that failure to
attend to and process face-borne information
plays a major contributing role in the autistic
syndrome. In this environment their gaze is
monitored using eye tracking, and reward
attention to people with enjoyable visual and
auditory displays and rides in the 'pod' in which
the training is delivered. The goal of the
training is to provide the child with lots of
experiences of positive consequences of looking
at others, and to produce generalization of this
behavior to peers. - http//www.atnrc.org/rd/rd_vrapp/prag/pragmatics.
html
35
36Making Exercise FunRory A. Cooper, University of
Pittsburgh
- Virtual reality provides a safe and effective
means of developing and testing new interface and
mobility technology for electric powered
wheelchairs. In a virtual environment data can be
gathered to tune devices to match the needs of
individuals, and the virtual environment can
serve as a training tool. By capturing the
immersion offered by virtual gaming environments,
the project has worked to make exercise and
manual wheelchair mobility skills training more
enticing and effective.
36
http//www.herlpitt.org/personnel-main.htmExecuti
ve Staff
37VR Applications for Patients with Neurologic and
Orthopedic DeficitsLynda S. Savard, Sister Kenny
Rehabilitation Institute
- Using the IREX VR non-immersive interactive
technology, clinicians from multiple
rehabilitation disciplines can present
challenging and engaging therapeutic activities
and exercises to patients with neurologic and/or
orthopedic deficits. - mailtolsavard_at_allina.com
37
38Robotic Neurorehabilitation using Augmented
Reality DisplaysJames Patton, The Rehabilitation
Institute of Chicago
- The PARIS augmented reality system allows the
subject to view their own arm while receiving
enhanced feedback of movement errors, forces, or
visual distortions that can trick the nervous
system into recovering faster.
http//www.smpp.northwestern.edu/robotLab/
38
39Cognitive Virtual Environments in Assessment and
RetrainingMark Dubin, University of Colorado
- The CoVE project uses a recently opened Immersive
Virtual Environment at the University of
Colorado's Visualization Center to develop
procedures for testing and retraining individuals
with cognitive disabilities. Work in progress
consists of the development of a visual, 3D test
for early stage Alzheimer Disease. A conceptual
plan and prototype for retraining of attentional
mechanisms after brain injury is being addressed
in this project. - http//spot.colorado.edu/dubin/
39
40VR Pain Distraction System
- Distract the attention of patients who undergo
painful procedures, useful when anesthesia is not
an option. - User wears a HMD and plays a distraction game
with a game pad or joystick. - HMD isolates user from the sight of the
procedure. - The multi-level games provides a challenging and
rich visual and auditory experience.
http//www.5dt.com/products/pvrpds.html
40
41Virtual interactive environments
- Exposure therapy for phobias spiders, heights,
fear of flying, fear of driving, fear of
darkness, fear of small spaces - Behavior modification systems for eating
disorders and teaching proper social behaviors
41
42VA RRD Projects
- Using Augmented Reality to Improve Gait of Stroke
Survivors - Driving Simulator to Assess and Improve
Performance of Individuals after a Brain Injury
42
43Using Augmented Reality to Improve Gait of Stroke
Survivors
43
44Stroke
- A stroke occurs when a rupture or blood clot
reduces blood flow to an area of the brain,
killing brain cells and disrupting the abilities
or functions they control. - Many survivors experience weakness and poor
coordination, which impairs their ability to walk
and use their hands.
44
45Strokes impact on walking
- Shortened stride length
- Decreased walking speed
- Balance problems
- Increased risk of falling
- Difficulty bending joints
- Lower walking confidence
- Diminished ability to climb stairs
- Lower walking endurance
- Difficulty stepping over obstacles
45
46Project hypothesis
Training people with stroke to step over objects
will improve their walking
- Stride length
- Walking speed
- Balance
- Ability to step over obstacles
- Walking endurance
- Confidence
- Fear of falling
- Quality of life
46
47AR training system
47
48Computer setup
48
49Camera
49
50Footswitches
50
51Vibro-tactile transducer
51
52Interface box
52
53Head-mounted display
53
54All wired up
54
55Step over
55
56Toe collision
56
57Heel collision
57
58VR training video 1/5
4 by 6 obstacles and stills
This video shows the view through the
head-mounted display. The video pauses to show
the different range of motion of each knee.
58
59VR training video 2/5
This video shows the assistance provided by the
therapist.
Manual assistance
59
60VR training video 3/5
The subject steps over 4 by 12 inch virtual
obstacles.
4 by 12 obstacles
60
61VR training video 4/5
The final VR training session for this subject
shows the best performance.
4 by 14 obstacles
61
62VR training video 5/5
The subject steps over the 4 by 4 inch virtual
obstacle. The stripe on the pants provide knee
flex information.
4 by 4 obstacle with striped pants
62
63Subject population
63
64Outcome summary
64
6565
6666
67Results
- Statistically significant improvements with both
training groups - Small differences between groups, but the AR
group showed slightly better trends - All participants expressed positive experiences
67
68Conclusion
- This training intervention
- provides a safe environment for practicing new
movement strategies - provides multiple immediate feedback channels
- visual, auditory, tactile
- involves a trained professional (PT)
68
69Future work
- New populations
- Stroke
- Parkinsons Disease
- Traumatic Brain Injury
- Incomplete Spinal Cord Injury
- New methodology
- 4 weeks training
- Addition outcome measures
- New equipment and upgraded software
69
70Methodology for Using a Simulator to Assess and
Improve the Driving of Individuals after Brain
Injury
70
71Background - 1
- Driving requires a complex set of skills and
abilities - mobility, vision, visual-motor coordination, and
multiple levels of cognitive function - A stroke, TBI, or SCI may result in diminished
driving ability. - After an acute injury, the DMV may suspend
drivers license upon notification from a
physician.
71
72Background - 2
- The ability to drive is an essential component of
independent living and increases ones quality of
life. - Disabled veterans and active duty personnel,
including those undergoing rehabilitation, are
entitled by Public Law 93-538 to have the
opportunity to pursue a return to driving. - The PMR Service within the VA is responsible for
providing driving evaluations and training to
patients with TBI, stroke, SCI, and other
disabling conditions.
72
73Driving tests after a CNS injury
- Tests of vision, reaction time, range of motion,
strength - On-road driving assessment
- Up to 10 hours of in-car training
- Prescription of adapted driving equipment
73
74Considerations
- Patients may not have driven since accident
- Accident may have reduced driving skill
- Patients may be unaware of diminished skill
- Patients may be stressed, anxious, fearful
- Patients may lose control of car
74
75Problems to be addressed
- In-car assessment and training activities create
potentially hazardous situations for individuals
with impaired cognitive function and diminished
driving skills, their instructor, other cars, and
pedestrians. Many close calls have been reported. - In-car assessments are essentially subjective and
lack a standardized scoring system. - It is difficult to provide a graded driving
training experience, repetitively practice a
specific driving task, or test a patients
ability to respond correctly to an emergency
situation.
75
76Ideal solution
- Means of assessing driving performance without a
car - Method should correlate with existing assessments
76
77Project goal
- The long-term goal of this research effort is to
investigate the effectiveness of a high-quality
interactive driving simulator to safely evaluate
and improve the driving ability of individuals
following brain injury. - Returning these individuals to driving satisfies
the rehabilitation goals of community re-entry,
improves their independence, and enhances their
quality of life.
77
78What is a driving simulator?
- A computer-based system that reproduces driving
conditions and elicits driving responses in a
clinical setting - Interactive drivers actions influence display
78
79Specific project goals
- Screen for unsafe drivers before an in-car
assessment is performed - Improve patients' awareness of their ability to
drive safely - Reduce time required for assessments and training
- Provide more effective training
- Train better drivers
- Improve patients' cognition, perception, and
motor responses
79
80Deficits addressed
- Cognition
- Left-right orientation
- Attention
- Distraction
- Visual motor tracking
- Perceptual motor tracking
- Spatial judgment depth perception
- Multiple tasks
- Divided attention
- Visual perception
- Judgment
- Motor responses
80
81Photograph of simulator
81
DriveSafety Model 550C 3-Channel Simulator with
Saturn cab.
82Primary benefits of using a driving simulator
- Safety the patient is not exposed to real
traffic hazards - Reproducibility identical customized road
courses can be presented to measure improvements
in proficiency after training - Graded challenge training difficulty can be
increased as patients driving performance
improves - Versatility various road and weather conditions
can be simulated, including emergency situations
82
83Benefits of using a simulator - 1
- Increased safety for patients, pedestrians, and
the driving evaluator cant run over
pedestrians, hit other cars, or damage property - Ability to reduce fear, anxiety, anger, and
frustration of veterans with brain injury who
want to return to driving less stressful for
those who havent driven since their accident - Ability to individually tailor training by
targeting specific driving performance
deficiencies
83
84Benefits of using a simulator - 2
- Ability to safely and repetitively practice
specific driving problems at the subject's own
pace - Ability to objectively and consistently measure
driving performance and track improvements
including identifying learning plateaus - Ability to alter the difficulty of road courses
to enhance the training experience and challenge
subjects
84
85Benefits of using a simulator - 3
- Ability to avoid inclement weather conditions
through indoor operation - Ability to present unique driving situations such
as a child running into the street - Ability to modify driving parameters such as
steering effort to accommodate varying abilities
85
86Benefits of using a simulator - 4
- New technology provides a high degree of realism
- Potential time and money savings over the on-road
assessment - Can be fitted with adaptive driving equipment to
accommodate patients with physical limitations
86
87Research study
- The efficacy of using a computer-based driving
simulator to provide objective data on driving
ability and driving-related cognitive function
will be investigated. - The study will
- compare in-car and simulator driving evaluations
- compare the effectiveness of in-car and simulator
training to improve driving performance - follow-up subjects driving in the community to
establish correlations with evaluations and
training
87
88Methodology
- Administer questionnaires, neuropsychological
tests - Perform simulator and in-car driving evaluations
- Train BI subjects based on their in-car
evaluation - Passed
- Failed, judged trainable
- Failed, judged not trainable
- Randomize simulator and in-car training
intervention - Perform post-training simulator and in-car
evaluations - Re-administer tests and questionnaire
- Analyze differences between in-car and simulator
assessments and training - Monitor driving after 6 months (family member or
friend)
88
89Evaluation courses
- Instruction / Practice course
- Hospital grounds
- Residential
- Commercial
- Freeway
- Hills and mountains
89
90Training courses
- Several driving challenges presented in the
context of a road course - Driving challenges can be graded from simple to
difficult - The simulator can measure driving performance and
alter difficulty dynamically
90
91Course design Step 1
- Videotape and provide descriptive narration for
the current on-road evaluation courses - The driving instructor was accompanied on the
five on-road courses used to evaluate drivers.
The courses were videotaped through the
windshield. As he drove, the instructor described
the driving challenges as they presented
themselves and related the level of driving
performance he expected from a proficient driver.
He annunciated the verbal commands he gives the
subjects as well as the mistakes poor drivers
make. - Verbal notes of the road elements were made
driveways, trees, buildings, schools, and
pedestrians. The comments included specific
driving situations such as people crossing in the
middle of the street, joggers on the side of the
road, and other unusual occurrences.
91
92Photograph from video
92
93Course design Step 2
- View the videotape and compose a log of the
course elements and driving challenges, and
evaluation items to be measured. - The evaluation course videotape is reviewed and a
chronological diary of the course elements are
created. They consist of the general road
conditions, the scenery, and the driving
challenges experienced during the course. The
driving challenges are organized into a list of
specific observational evaluation items. Options
for increasing the driving challenge are also
noted. An example is - 12. pull into and back out of a diagonal parking
space - 2 lane roadway in a parking lot
- narrowness of the parking space
increases difficulty - steering wheel control
- gas/ brake coordination
- use of turn signal
93
94Course design Step 3
- Add / delete specific driving challenges to the
individual course. - Additional driving challenges are added to the
course list. They include items not easily
reproduced on the road, such as interaction with
emergency vehicles and unexpected situations such
as a child running into the street. Other
challenges present in the original video may be
deleted if they have been presented previously.
Other items can modified to increase their
difficulty.
94
95Course design Step 4
- Draw a roadway course on paper that somewhat
conforms to the on-road evaluation courses. - The purpose of this task is to create a basic
course layout that can be easily modified before
it is constructed within the simulators
authoring environment. The map would include
roadway types, intersections, and turns.
95
96Paper course template
96
97Course design Step 5
- Create the basic roadway on simulator using
appropriate roadway tiles - The paper map is used as a template to create the
course on the simulator. Road elements are
selected and dragged/dropped onto the simulated
world. Roadway and intersections types are
designated and connected end-to-end.
97
98Overhead view of an intersection
98
99Course design Step 6
- Add scenery items to the basic roadway
- Additional buildings, driveways, signs, parked
cars, pedestrians, and other static items are
added to the basic roadway to create the proper
environment for the driving challenges. Items are
selected, positioned, and dropped into the
roadway. Orientation and precision placement are
specified.
99
100Car pulling out into road
100
101Perspective view of intersection
101
102Close-up of House Party
102
103Perspective view of course
103
104Close-up of objects
104
105Course design Step 7
- Animate vehicles, pedestrians, to create specific
driving challenges - Specific programming is required to specify time
and location triggers that initiate movement of
other vehicles and pedestrians and specify the
path they will follow and the speed at which they
will move. Sounds files can be added for
increased realism or presented as instructions.
105
106Car pulling out of driveway
106
107Course design Step 8
- Create programming that will measure performance
during the driving challenges - Additional programming is created to monitor
specific driving performances. This includes
minimum/maximum speeds, vehicle following
distance, quality of turns, lane position,
stopping distance, brake or accelerator reaction
time, and judgment during merging, right turn on
red, etc. This information is written to a file
during the simulator run and collected for
subsequent analysis.
107
108Programming process
108
109Data collection
- Speed
- Acceleration
- Lane position
- Steering, throttle, and brake inputs
- Collisions
- Failure to stop
- Speed limit violations
- Divided attention response time
- Following speed and distance
- Reaction time
- Other, programmable
109
110Future studies
- Practice use of hand-control and adaptive driving
aids - Evaluate performance of older drivers
Funding for this project has been provided by VA
Merit Review - B3288R.
110
111Questions
- In the Stepping-over VR Project, why was a side
view of the subject used? - What is cybersickness? What causes it? How can
it be minimized? - In the driving simulator project, did anyone
experience cybersickness? - What populations of VR users are more susceptible
to cybersickness?
111
112Thanks to
- VA investigators
- VR investigators outside VA
112
113Contact information
- David L. Jaffe, MS
- jaffe_at_roses.stanford.edu
- http//guide.stanford.edu
113