ACE Talk: Virtual Reality to Improve Mobility: Not Just Pretty Pictures
Section: Section on Research
Co-Section: Orthopaedics Section
Session Code: RE-1B-5147
Date: Thursday, January 24, 2019
Time: 11:00 AM - 1:00 PM
Location: Walter E. Washington Convention Center
Room: 206

Speaker(s):   Judith Deutsch, PT, PhD, FAPTA
  Jonathan Dingwell, PhD
  Jason M. Wilken, PT, PhD

Session Type: Educational Sessions
Session Level: Intermediate

Each year at CSM, the Section on Research presents an A.C.E. (Awareness, Collaboration, and Engagement) session on state-of-the-art methods, technologies, and advances in research. It is intended to highlight work from physical therapist and non-physical therapist researchers working together to advance clinical care and understanding.Advances in VR and gaming technologies over the last 15 years have created exciting new opportunities to evaluate and treat deficits associated with Orthopaedics Sectionpedic and neurologic injury and disease. While the availability, fidelity and cost of VR and gaming systems have dramatically improved, scientific evidence supporting their use has lagged. The presenters will share several decades of combined experience using VR and gaming technologies to scientifically study deficits associated with Orthopaedics Sectionpedic and neurologic injury and disease. They have leveraged that experience to develop innovative evidence-based interventions to restore mobility and function.In this session, we will give a brief overview of the range of currently available technologies, from complex and costly virtual reality systems to low-cost easy-to-use clinic-friendly systems. We will highlight how ideas from basic science and clinical experience can be used to guide scientific study and clinical care. We will provide multiple examples of how we progressed from a concrete patient care issue and/or case, leveraged scientific evidence and study to understand the underlying problem, and implemented interventions to address the clinical need. We will discuss the latest evidence for using VR and gaming technologies during rehabilitation. Finally, we will provide specific suggestions for identifying or selecting the most appropriate VR or gaming technologies for clinical applications.

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

a. Discuss the demonstrated and perceived benefits and limitations associated with using virtual reality and gaming technologies.b. Identify factors that can be used to determine the most appropriate technology.c. Compare and contrast custom and off the shelf technologies.d. Describe how the information gained during the lecture can be applied to your clinical practice.

CEU: 0.2

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