Abstract

Physical rehabilitation is often an intensive process that presents many challenges, including a lack of engagement, accessibility, and personalization. Immersive media systems enhanced with physical and emotional intelligence can address these challenges. This review paper links immersive virtual reality with the concepts of therapy, human behavior, and biofeedback to provide a high-level overview of health applications with a particular emphasis on physical rehabilitation. We examine each of these crucial areas by reviewing some of the most influential published case studies and theories while also considering their limitations. Lastly, we bridge our review by proposing a theoretical framework for future systems that utilizes various synergies between each of these fields.

Highlights

  • In 1968, Ivan Sutherland, one of the godfathers of computer graphics, demonstrated the first head-mounted display (HMD) immersive media system to the world: an immersive Virtual Reality headset that enabled users to interactively gaze into a three dimensional (3D) virtual environment (Sutherland, 1968; Frenkel, 1989; Steinicke, 2016)

  • With these considerations in mind, this paper provides a snapshot of these research areas from past to present and derives limitations and challenges from such to infer the need for future research in advancing an ultimate display for physical rehabilitation

  • It is possible that biofeedback emotional estimation combined with embedded gameplay surveys may be a way to better objectively measure presence, as long as immersion is not broken when queried for survey response

Read more

Summary

INTRODUCTION

In 1968, Ivan Sutherland, one of the godfathers of computer graphics, demonstrated the first head-mounted display (HMD) immersive media system to the world: an immersive Virtual Reality (iVR) headset that enabled users to interactively gaze into a three dimensional (3D) virtual environment (Sutherland, 1968; Frenkel, 1989; Steinicke, 2016). Sutherland’s “Sword of Damocles” helped spark a new age of research aimed at answering this question for both academia and industry in the race to build the most immersive displays for interaction within the virtual world (Costello, 1997; Steinicke, 2016) This trend was short-lived due to hardware constraints and costs at the time (Costello, 1997). In 2019, seven million commercial HMDs were sold and with sales projected to reach 30 million per year by 2023 (Statista, 2020) This mass consumer adoption has partly been due to a decrease in hardware cost and a corresponding increase in usability. Immersive media affords a medium for enhancing the therapy and healthcare process It establishes a mode for understanding human behavior, simulating perception, and providing physical assistance. The rest of this introduction describes our motivation and goals in undertaking this study

A Need for a More Efficacious Healthcare Medium With Physical Therapy
Review Goals
Scope and Limitations
IMMERSIVE VIRTUAL REALITY AND THERAPY
Psychological Therapy Applications
Physiological Therapy Applications
Telerehabilitation Applications
Limitations of Current Studies for iVR Rehabilitation
Presence in the Virtual Environment
Emotion and Virtual Environments
Human Perception and Multi-Sensory Displays
Limitations of Current Studies for iVR Behavior and Perception
IMMERSIVE VIRTUAL REALITY AND BIOFEEDBACK
Brainwaves as a Means of Studying Emotional Intelligence
Biofeedback Systems Utilized With Virtual Reality
Limitations of Current Studies for iVR Biofeedback
AN ULTIMATE DISPLAY FOR PHYSICAL REHABILITATION
Augmenting the Ultimate Display
The Ultimate Display as a Rehabilitation Toolbox for Task-Based Experiences
Limitations of This Review
Findings
CONCLUSION

Talk to us

Join us for a 30 min session where you can share your feedback and ask us any queries you have

Schedule a call

Disclaimer: All third-party content on this website/platform is and will remain the property of their respective owners and is provided on "as is" basis without any warranties, express or implied. Use of third-party content does not indicate any affiliation, sponsorship with or endorsement by them. Any references to third-party content is to identify the corresponding services and shall be considered fair use under The CopyrightLaw.