Abstract

Dynamic systems theory transformed our understanding of motor control by recognizing the continual interaction between the organism and the environment. Movement could no longer be visualized simply as a response to a pattern of stimuli or as a demonstration of prior intent; movement is context dependent and is continuously reshaped by the ongoing dynamics of the world around us. Virtual reality is one methodological variable that allows us to control and manipulate that environmental context. A large body of literature exists to support the impact of visual flow, visual conditions, and visual perception on the planning and execution of movement. In rehabilitative practice, however, this technology has been employed mostly as a tool for motivation and enjoyment of physical exercise. The opportunity to modulate motor behavior through the parameters of the virtual world is often ignored in practice. In this article we present the results of experiments from our laboratories and from others demonstrating that presenting particular characteristics of the virtual world through different sensory modalities will modify balance and locomotor behavior. We will discuss how movement in the virtual world opens a window into the motor planning processes and informs us about the relative weighting of visual and somatosensory signals. Finally, we discuss how these findings should influence future treatment design.

Highlights

  • Virtual reality (VR) is a compelling and motivating tool that can be used to modulate neural behavior for rehabilitation purposes

  • Virtual environments can be developed as simple two-dimensional visual experiences and as more complex three-dimensional gaming and functional environments that can be integrated with haptics, electromyography, electroencephalography, and fMRI

  • This is important for determining measurable goals for intervention with VR, the sole focus on diminishing a motor deficit without controlling the perceptual factors within the virtual environment could interfere with task transfer and the rehabilitation process

Read more

Summary

Frontiers in Virtual Reality

The Untapped Potential of Virtual Reality in Rehabilitation of Balance and Gait in Neurological Disorders. Dynamic systems theory transformed our understanding of motor control by recognizing the continual interaction between the organism and the environment. Movement could no longer be visualized as a response to a pattern of stimuli or as a demonstration of prior intent; movement is context dependent and is continuously reshaped by the ongoing dynamics of the world around us. The opportunity to modulate motor behavior through the parameters of the virtual world is often ignored in practice. In this article we present the results of experiments from our laboratories and from others demonstrating that presenting particular characteristics of the virtual world through different sensory modalities will modify balance and locomotor behavior. We will discuss how movement in the virtual world opens a window into the motor planning processes and informs us about the relative weighting of visual and somatosensory signals. We discuss how these findings should influence future treatment design

INTRODUCTION
Utilizing Optic Flow for Postural Rehabilitation
Influences of Optic Flow on Locomotor Rehabilitation
INTERACTION WITH AVATARS
External Cuing
Pedestrian Interactions
Findings
DISCUSSION
Full Text
Paper version not known

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.