1999
DOI: 10.20870/ijvr.1999.4.1.2662
|View full text |Cite
|
Sign up to set email alerts
|

A Practical Example Using VR in the Assessment of Brain Injury

Abstract: Virtual Reality (VR) as a complementary tool for medical practitioners in the assessment and rehabilitation of people who have suffered a traumatic brain injury (TBI) is discussed. A pilot-study has been undertaken on a prototype VR assessment tool. The design involved nine occupational therapists with expertise in the care of traumatic brain injured patients and one (computer experienced) patient. The aim was to begin a dialogue and to ascertain the potential of a VR system. A common method for occupational t… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
1
1
1
1

Citation Types

0
7
0

Year Published

1999
1999
2022
2022

Publication Types

Select...
8

Relationship

0
8

Authors

Journals

citations
Cited by 11 publications
(7 citation statements)
references
References 5 publications
0
7
0
Order By: Relevance
“…This review is based on 95 references . We identified the utility of VR in neurosurgery, beyond planning, in the areas of neurosurgery training [2,, neuronavigation [15,[35][36][37][38][39][40][41][42][43][44][45][46][47][48][49][50][51], robotic neurosurgery [8,[52][53][54][55], pain management [56][57][58][59][60][61][62][63][64][65][66], rehabilitation [67][68][69][70][71][72][73][74][75][76], and consent taking [77][78][79][80], as well as diagnostic tools [81]…”
Section: Resultsmentioning
confidence: 99%
See 2 more Smart Citations
“…This review is based on 95 references . We identified the utility of VR in neurosurgery, beyond planning, in the areas of neurosurgery training [2,, neuronavigation [15,[35][36][37][38][39][40][41][42][43][44][45][46][47][48][49][50][51], robotic neurosurgery [8,[52][53][54][55], pain management [56][57][58][59][60][61][62][63][64][65][66], rehabilitation [67][68][69][70][71][72][73][74][75][76], and consent taking [77][78][79][80], as well as diagnostic tools [81]…”
Section: Resultsmentioning
confidence: 99%
“…VR tools available for neurosurgical education and training include a multifunction headmounted display (HMD: Microsoft HoloLens, Google Glass), haptic feedback (NeuroVR, Immersive touch, Procedicus Vascular Interventional System Trainer (VIST)), synthetic tissue simulator (Creaplast, SynDaver, iDU optics 3D-printed models, Thomas Jefferson university durotomy repair module), VOSTARS (video and optical see-through augmented reality surgical systems) HMD-based surgical navigation platform, and surgical planning devices (surgical theatre, Dextroscope, VPI reveal, Synaptive Medical). VR and computer simulation are used in areas of medicine, military, and pilot training to reduce the danger(s) involved by providing a virtual simulator and visual and haptic feedback [12,17,71]. The challenge often faced is that physics-based simulators are computationally demanding and need resources, in terms of software and computing skills, to provide visual and haptic feedback, in addition to formal training in 3D immersive simulation [12,21,55].…”
Section: Virtual Reality In Neurosurgery Trainingmentioning
confidence: 99%
See 1 more Smart Citation
“…In conclusion, the present findings suggest that the Smart Aging SG platform could constitute a powerful screening tool for cognitive functions on a wide scale. Virtual reality and interactive video gaming represent indeed new promising ways for assessing cognitive mechanisms (Christiansen et al, 1998 ; Rizzo et al, 1998 ; Davies et al, 1999 ; Riva et al, 1999 ; Rose et al, 1999 ; Jack et al, 2001 ; Zhang et al, 2001 ; Kang et al, 2008 ). These tools involve computer-based programs being designed to simulate real life situations, and having important advantages over traditional approaches: they are more friendly, ecological and motivating for the end-users, and their less time- and resource-consuming for the professional figures.…”
Section: Discussionmentioning
confidence: 99%
“…A growing interest in the development of accessible and easily administered neuropsychological screening tools for detecting cognitive impairment in aging, also driven by the technological advances of recent years, has resulted in excellent opportunities for improving neuropsychological evaluation in clinical practice. In this setting, virtual reality (VR) gaming and interactive video gaming have emerged as promising new ways of assessing cognitive mechanisms in a more ecological manner (e.g., Christiansen et al, 1998 ; Rizzo et al, 1998 ; Davies et al, 1999 ; Riva et al, 1999 ; Rose et al, 1999 ; Jack et al, 2001 ; Zhang et al, 2001 ; Kang et al, 2008 ; Zucchella et al, 2014a ; Fabbri et al, 2019 ; Realdon et al, 2019 ). In particular, serious games (SGs), which can be defined as innovative computer games designed for purposes other than leisure (Charsky, 2010 ), constitute a young VR gaming subfield.…”
Section: Introductionmentioning
confidence: 99%