Abstract
The advent of virtual reality (VR) as a tool for real-world training dates back to the mid-twentieth century and the early years of driving and flight simulators. These simulation environments, while far below the quality of today’s visual displays, proved to be advantageous to the learner due to the safe training environments the simulations provided. More recently, these training environments have proven beneficial in the transfer of user-learned skills from the simulated environment to the real world [5, 31, 48, 51, 57]. Of course the VR technology of today has come a long way. Contemporary displays boast high-resolution, wide-angle fields of view and increased portability. This has led to the evolution of new VR research and training applications in many different arenas, several of which are covered in other chapters of this book. This is true of clinical assessment and rehabilitation as well, as the field has recognized the potential advantages of incorporating VR technologies into patient training for almost 20 years [7, 10, 18, 45, 78].
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Notes
- 1.
It is important to note that there are two different applications of VR in rehabilitation. When VR is used as an adjunct to rehabilitation, it is typically referred to as VR-augmented rehabilitation. Conversely, VR provided alone as a rehabilitation intervention is referred to as VR-based rehabilitation [8]. The latter is the predominant focus of this chapter.
- 2.
If the visual and idiothetic information are not aligned with the user’s actions a disruption of the user’s sense of realness, or presence, in the virtual environment can result, leading to feelings of physical disorientation and even nausea [55].
- 3.
Augmented reality is a tool in which the virtual world is superimposed over the real world, with the virtual information serving as a supplement to what is available in the real world alone [17].
- 4.
The relation between optic flow and gait speed has been studied extensively (see text). While the findings of Prokop et al. [43] and Mohler et al. [37] parallel those of Lamontagne et al. [28], it is unclear why, exactly, the out-of-phase relation was observed. One possibility, as suggested by the authors, is that a sinusoidal change in optic flow speed may lead to a more pronounced time lag between the change in stimulus and the behavioral response. Another is that when the flow rate decreases, the participant walks faster to compensate for a perceived decrease in speed, in order to maintain a constant or preferred speed [37].
- 5.
This is based on a variation of the posture-first principle [79] in which participants would prioritize locomotion on the treadmill over attending to the perceptual information on the screen in front of them.
- 6.
The Multiplexing Vision Rehabilitation Device is an augmented reality device in which the user wears a see-through head-mounted display (HMD) with a \(25^\circ \) field of view to which a small monochrome video camera has been attached. When wearing the device the user not only sees the real world in full resolution, but also sees real-time edge detection from a field of view between \(75^\circ \) and \(100^\circ \), minified and displayed on the smaller field of view provided by the HMD [41].
- 7.
DFA computes scaling exponents that relate a measure of variability, the detrended fluctuation function, to the time scale over which the function was computed. It is used to identify the presence or absence of persistence (i.e., a large value tends to follow a large value and a small value tends to follow a small value) in a time series. For full details, see Peng et al. [42].
- 8.
A distinction must be made about the origin of the continuous information. If a computer algorithm drives the character in virtual reality, then it is presenting continuous information about walking biomechanics that is non-biological and is termed a virtual human. Alternatively, the character can be driven by the actual motion of a human in either real-time or via a recording, which is deemed biological motion and termed an avatar. Current literature has not made a distinction about which type of motion is optimal for a gait synchronization task.
- 9.
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Kiefer, A.W., Rhea, C.K., Warren, W.H. (2013). VR-Based Assessment and Rehabilitation of Functional Mobility. In: Steinicke, F., Visell, Y., Campos, J., Lécuyer, A. (eds) Human Walking in Virtual Environments. Springer, New York, NY. https://doi.org/10.1007/978-1-4419-8432-6_15
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