Evaluation of a Systems Engineering Approach to using a Virtual Reality Game for Rehabilitation of Motor Function

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Evaluation of a Systems Engineering Approach to using a Virtual Reality Game for Rehabilitation of Motor Function - Presentation Transcript

  1. Evaluation of a Systems Engineering Approach to using a Virtual Reality Game for Rehabilitation of Motor Function Dr Alasdair G Thin Heriot-Watt University, Edinburgh, UK International Simulation and Gaming Association Conference, Singapore, 2009
  2. Exercise can be Boring! normanack
  3. Human Motor Function Impairment Rehabilitation Variety of Disease Promote neural processes plasticity Physical Trauma Early Aging Intensive Repetitive Prolonged Poor Compliance?
  4. Virtual Rehabilitation “the combination of computers, special interfaces, and simulation exercises used to train patients in an engaging and motivating way” (Burdea et al., 2007) Call for holistic approach (Tinetti et al., 1994) to improve both Motor Skill Confidence (self-efficacy)
  5. Video Games Video games are highly interactive and engaging Potential application to rehabilitation only recently recognized (Lange et al., 2009) Greater realism Correspond more closely to everyday activities Current Game-based approaches to rehabilitation generally very basic Will aspiration of highly engaging game-based approach have anticipated rehabilitation impact?
  6. Systems Engineering Approach Need to integrate physiological and psychological aspects in an engaging game play scenario Holistic approach is characteristic of systems engineering In order to assess potential of game-based rehabilitation Counter-intuitive approach adopted Developed Motor Deficit model to fit commercially available body-movement controlled video game
  7. Training Protocol Session 1 2 3 4 5 6 RWT VRG VRG VRG RWT Familiar- Activity Pre- Training Training Training Post- ization Training 1 2 3 Training Real World Task (RWT) Virtual Reality Game (VRG)
  8. Real World Task Motor Skill Test 10 Practice Shots for each Stroke Dominant Forehand (DF), Dominant Backhand (DB) Non-Dominant Forehand (NDF), Non-Dominant Backhand (NDB) 10 Test Shots for Each Stroke
  9. Virtual Reality Game Training 30 minutes each session - Drills and Match Play Dominant and Non-Dominants Hands
  10. Pre-Training Self-Efficacy Subjects’ (n=17) ratings of their ability to hit the target were significantly lower for both non-dominant hand strokes (NDF & NDB)
  11. Pre-Training Motor Skill Mean number of shots on target were significantly lower for both non-dominant hand strokes (NDF & NDB)
  12. Post-Training Self-Efficacy Subjects’ (n=17) ratings of their ability to hit the target were significantly increased after training for both non-dominant hand strokes (NDF & NDB)
  13. Post-Training Skill Mean number of shots on target increased significantly for non- dominant backhand (NDB) and just failed to reach statistical significance (p=0.06) for NDF
  14. Summary Motor Deficit Model valuable research tool Systems Engineering Approach ensured that Virtual Reality Game closely mimicked the Real World Task: Improvement in Motor Skill Increase in Confidence (self-efficacy) Engaging game play experience Immersive nature of feedback was internalized and operationalized Audio “Contact” with the virtual tennis ball Trajectory of the ball in the on screen game play Game score Response of Virtual Spectators
  15. Conclusion Results of study bode well for future development of immersive and engaging interactive Virtual Reality Games (VRGs) for Motor Rehabilitation Applications Proviso that Systems Engineering Approach is adopted so that VRGs are designed to closely match the corresponding Real World Task (RWT)
  16. Game Over
  17. Dr Alasdair G Thin, BSc, PhD a.g.thin@hw.ac.uk www.GamerSizeScience.org

+ Alasdair ThinAlasdair Thin, 5 months ago

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