University of Southern California, Institute for Creative Technologies, Los Angeles, California, USA.
Disabil Rehabil. 2012;34(22):1863-70. doi: 10.3109/09638288.2012.670029. Epub 2012 Apr 12.
This paper details a brief history and rationale for the use of virtual reality (VR) technology for clinical research and intervention, and then focuses on game-based VR applications in the area of rehabilitation. An analysis of the match between rehabilitation task requirements and the assets available with VR technology is presented.
Low-cost camera-based systems capable of tracking user behavior at sufficient levels for game-based virtual rehabilitation activities are currently available for in-home use. Authoring software is now being developed that aims to provide clinicians with a usable toolkit for leveraging this technology. This will facilitate informed professional input on software design, development and application to ensure safe and effective use in the rehabilitation context.
The field of rehabilitation generally stands to benefit from the continual advances in VR technology, concomitant system cost reductions and an expanding clinical research literature and knowledge base. Home-based activity within VR systems that are low-cost, easy to deploy and maintain, and meet the requirements for "good" interactive rehabilitation tasks could radically improve users' access to care, adherence to prescribed training and subsequently enhance functional activity in everyday life in clinical populations.
本文详细介绍了虚拟现实 (VR) 技术在临床研究和干预中的简要历史和原理,然后重点介绍了康复领域基于游戏的 VR 应用。本文分析了康复任务要求与 VR 技术可用资产之间的匹配。
目前,市场上有一些低成本的基于摄像头的系统,能够以足够的水平跟踪用户行为,适用于基于游戏的虚拟康复活动。目前正在开发创作软件,旨在为临床医生提供一个可用的工具包,以利用这项技术。这将有助于专业人员在软件设计、开发和应用方面提供知情意见,以确保在康复环境中的安全有效使用。
康复领域通常受益于 VR 技术的不断进步,伴随而来的系统成本降低,以及临床研究文献和知识库的不断扩大。基于 VR 系统的低成本、易于部署和维护的家庭活动,如果能够满足“良好”互动康复任务的要求,可能会从根本上改善用户获得护理的机会、对规定训练的依从性,并随后提高临床人群日常生活中的功能活动。