Virtual Reality and Serious Game-Based Rehabilitation for Injured Service Members
Section: Federal Physical Therapy
Session Code: FD-1C-1415
Date: Thursday, February 5, 2015
Time: 3:00 PM - 5:00 PM
Location: JW Marriott
Room: White River Ballroom F
Session Type: Educational Sessions
Session Level: Multiple Level
Virtual reality (VR) and serious game (SG) technologies combine hardware, software, and human-computer interfaces to promote interaction with simulated environments. This presentation will highlight clinical cases and empirical results from VR- and SG-based rehabilitation programs at 4 military treatment facilities. These facilities utilize systems ranging from low-cost, video gaming consoles to expensive, fully immersive platforms like the computer-assisted rehabilitation environment (CAREN). Results from these programs suggest that: (1) VR-based interventions are ecologically-valid; (2) VR-based assessment batteries are reliable and can help identify functional deficits in multiple domains; and (3) service members following traumatic brain injury, amputation, and severe limb trauma demonstrate significant increases in function with VR and SG therapies. These VR and SG interventions are based on well-established therapeutic techniques and can be used to promote functional interactions with challenging environments while maintaining full safeties and controls. Further, SG-based tools can be used to deliver home exercise programs and may lead to novel telemedicine applications. VR and SG rehabilitation tools are becoming more accessible to clinicians and are currently used in the military to supplement conventional rehabilitation and facilitate reintegration to active duty and/or civilian life.
1. Understand the development of virtual reality (VR) and serious game (SG) technology, including current state-of-the-art, high-end, and low-cost systems.
2. Report results of novel VR- and SG-based assessment and treatment interventions for multiple patient populations
3. Discus the transferability of VR-based findings to non-VR environments and/or low-cost accessible technologies.
4. Identify areas for future investigations and the clinical implementation of VR- and SG-based rehabilitation tools.
Search sessions by day, speaker, section, keyword, event type, or display all sessions.