TY - JOUR
T1 - TheraGame: A home based virtual reality rehabilitation system
T2 - A home based virtual reality rehabilitation system
AU - Kizony , Rachel
AU - Weiss , Patrice L (Tamar)
AU - Shahar , Meir
AU - Rand , Debbie
PY - 2006
Y1 - 2006
N2 - The limitations of existing virtual reality (VR) systems in terms of their use for home-based VR therapy led us to develop TheraGame, a novel video capture VR system. TheraGame operates on a standard PC with a simple webcam. The software is programmed using a Java-based visual interaction system This system enables a quick and easy definition of virtual objects and their behavior. The user sits in front of the monitor, sees himself, and uses his movements to interact with the virtual objects. Objective: To present the system, a number of several current TheraGame applications and some initial pilot usage results. Methods: Twelve healthy elderly subjects, ranging in age from 65 to 78 years, were tested. A second group included four participants, aged 65 to 76 years, who experienced TheraGame for one session; three were post stroke and one had a spinal stenosis. All of the participants had a weak upper extremity. In addition, one participant, a 53-year-old man who had a stroke 2 years before the study, used a system that was installed on his own computer at home for a period of 2.5 weeks. Data on subjects' performance, user feedback, and perceived exertion were collected. Results-. All healthy elderly subjects demonstrated moderate-to-high levels of enjoyment and usability. These scores were also high as reported by the four participants with neurological deficits. Some limitations in system functionality were reported by the person with a stroke who used TheraGame at home for a period of 2.5 weeks. Conclusions: TheraGame appears to have considerable potential for home-based rehabilitation.
AB - The limitations of existing virtual reality (VR) systems in terms of their use for home-based VR therapy led us to develop TheraGame, a novel video capture VR system. TheraGame operates on a standard PC with a simple webcam. The software is programmed using a Java-based visual interaction system This system enables a quick and easy definition of virtual objects and their behavior. The user sits in front of the monitor, sees himself, and uses his movements to interact with the virtual objects. Objective: To present the system, a number of several current TheraGame applications and some initial pilot usage results. Methods: Twelve healthy elderly subjects, ranging in age from 65 to 78 years, were tested. A second group included four participants, aged 65 to 76 years, who experienced TheraGame for one session; three were post stroke and one had a spinal stenosis. All of the participants had a weak upper extremity. In addition, one participant, a 53-year-old man who had a stroke 2 years before the study, used a system that was installed on his own computer at home for a period of 2.5 weeks. Data on subjects' performance, user feedback, and perceived exertion were collected. Results-. All healthy elderly subjects demonstrated moderate-to-high levels of enjoyment and usability. These scores were also high as reported by the four participants with neurological deficits. Some limitations in system functionality were reported by the person with a stroke who used TheraGame at home for a period of 2.5 weeks. Conclusions: TheraGame appears to have considerable potential for home-based rehabilitation.
KW - Home-based rehabilitation
KW - neurological rehabilitation
KW - video capture
KW - virtual reality
UR - http://www.scopus.com/inward/record.url?scp=34247195421&partnerID=8YFLogxK
U2 - 10.1515/IJDHD.2006.5.3.265
DO - 10.1515/IJDHD.2006.5.3.265
M3 - Article
SN - 2191-1231
VL - 5
SP - 265
EP - 270
JO - International Journal on Disability and Human Development
JF - International Journal on Disability and Human Development
IS - 3
ER -