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Articles

Video capture virtual reality: A decade of rehabilitation assessment and intervention

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Pages 307-321 | Published online: 19 Jul 2013
 

Abstract

Background: Video capture virtual reality (VR) systems display the users on a TV or projected screen where they see themselves within a virtual environment (VE) and interact with the virtual stimuli by naturalistic movements without any encumbrance. This is one of the greatest assets of video capture VR systems, making it ideally suited as a tool for rehabilitation.

Objective: To provide an overview of how single camera-based markerless video-capture technology has developed and been applied to rehabilitation over the past decade.

Method: Short summaries are provided of the numerous studies that use video capture VR for motor and cognitive rehabilitation of clinical populations including stroke, spinal cord injury, traumatic brain injury, cerebral palsy and intellectual disabilities.

Results and conclusions: VEs running on video capture VR systems have been shown to be feasible for clinical use for a wide variety of patient populations. The summarised papers include reports of case studies, group comparisons and review articles. Most of the studies using video-capture VR systems were aimed at improving motor aspects of individuals with neurologic conditions but some also address cognitive impairment and motivation in populations with developmental disorders. The majority of the VEs are gaming environments (involving competitive games such as virtual soccer) but functional environments (e.g. street crossing, supermarket shopping) have also been developed. The VEs have been found to be sensitive to differences in motor and cognitive ability and appear to provide an enjoyable and motivating setting for implementing a wide variety of therapeutic goals.

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