Virtual reality-based assessment and rehabilitation of functional mobility

UNCG Author/Contributor (non-UNCG co-authors, if there are any, appear on document)
Christopher K. Rhea, Associate Professor (Creator)
Institution
The University of North Carolina at Greensboro (UNCG )
Web Site: http://library.uncg.edu/

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].

Additional Information

Publication
Steinicke, F., Visell, Y., Campos, J., & Lécuyer, A. (Eds.), Human Walking in Virtual Environments: Perception, Technology, and Applications (pp. 333- 350). New York, NY: Springer.
Language: English
Date: 2013
Keywords
Assessment, Dynamical Disease, Functional Mobility, Rehabilitation, Tunnel vision, Virtual Environment, Locomotion, Virtual Therapy

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