Rehabilitation in the Digital Age: Virtual Reality, Games for Health, and TeleRehab
Section: Federal PT Section
Session Code: FD-1B-8091
Date: Thursday, January 24, 2019
Time: 11:00 AM - 1:00 PM
Location: Marriott Marquis
Room: Independence Salon D

Speaker(s):   Sheryl Flynn, PT, PhD
  Kim Gottshall, PT, ATC, PhD
  Alison Pruziner, PT, DPT, ATC
  Christopher Rabago, PT, PhD

Session Type: Educational Sessions
Session Level: Intermediate

Description:
Virtual reality (VR) and game for health (GH) technologies combine hardware, software, and human-computer interfaces to promote interaction with digital environments. This session will highlight the tools and techniques used in implementing VR- and GH-based rehabilitation programs within clinical and home settings. The speakers will present and demonstrate technologies ranging from commercial games implemented on mobile devices to immersive simulations on large-scaled VR environments. Applications have established reliability, ecologic validity, and effectiveness for identifying deficits in multiple physical and cognitive domains. Individuals with traumatic brain injury, balance/fall risks, amputation, arthritis, respiratory illness, and severe limb trauma demonstrate significant improvement in function with these tools. The interventions are based on well-established therapeutic techniques used to promote functional interactions with challenging environments. Further, GH-based tools can be used to deliver home exercise programs and identify those patients in need of further follow-up through telerehabilitation applications. VR and GH rehabilitation tools are becoming more accessible to clinicians and are currently used in the military and civilian sectors to supplement conventional rehabilitation and facilitate reintegration to active duty and/or civilian life. These innovations can be used to monitor progress during recovery while the reporting functions can be used to compare outcomes longitudinally.

Learning Objectives: Upon completion of this course, you will be able to:

1. Highlight the development of virtual reality (VR), games for health (GH), and telerehab (TR) technology including current state-of-the-art small- and large-scaled systems.

2. Report results of novel VR-, GH-, and TR-based assessment and treatment interventions for multiple patient populations.

3. Discus how activities performed in VR and GH transfer to real-world environments.

4. Identify areas for future investigations and the clinical implementation of VR-, GH-, and TR-based rehabilitation tools.


CEU: 0.2






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