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      Video capture virtual reality as a flexible and effective rehabilitation tool

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          Abstract

          Video capture virtual reality (VR) uses a video camera and software to track movement in a single plane without the need to place markers on specific bodily locations. The user's image is thereby embedded within a simulated environment such that it is possible to interact with animated graphics in a completely natural manner. Although this technology first became available more than 25 years ago, it is only within the past five years that it has been applied in rehabilitation. The objective of this article is to describe the way this technology works, to review its assets relative to other VR platforms, and to provide an overview of some of the major studies that have evaluated the use of video capture technologies for rehabilitation.

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          Most cited references38

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          Measuring Presence: A Response to the Witmer and Singer Presence Questionnaire

          Mel Slater (1999)
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            Virtual reality-enhanced stroke rehabilitation.

            A personal computer (PC)-based desktop virtual reality (VR) system was developed for rehabilitating hand function in stroke patients. The system uses two input devices, a CyberGlove and a Rutgers Master II-ND (RMII) force feedback glove, allowing user interaction with a virtual environment. This consists of four rehabilitation routines, each designed to exercise one specific parameter of hand movement: range, speed, fractionation or strength. The use of performance-based target levels is designed to increase patient motivation and individualize exercise difficulty to a patient's current state. Pilot clinical trials have been performed using the above system combined with noncomputer tasks, such as pegboard insertion or tracing of two-dimensional (2-D) patterns. Three chronic stroke patients used this rehabilitation protocol daily for two weeks. Objective measurements showed that each patient showed improvement on most of the hand parameters over the course of the training. Subjective evaluation by the patients was also positive. This technical report focuses on this newly developed technology for VR rehabilitation.
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              Analysis of assets for virtual reality applications in neuropsychology

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                Author and article information

                Journal
                J Neuroeng Rehabil
                Journal of NeuroEngineering and Rehabilitation
                BioMed Central
                1743-0003
                2004
                20 December 2004
                : 1
                : 12
                Affiliations
                [1 ]Dept. of Occupational Therapy, University of Haifa, Israel
                [2 ]School of Occupational Therapy, Hadassah-Hebrew University, Israel
                [3 ]Dept. of Occupational Therapy, Chaim Sheba Medical Center, Israel
                Article
                1743-0003-1-12
                10.1186/1743-0003-1-12
                546410
                15679949
                74cf71a6-9c72-4e82-9736-f2b5415d137e
                Copyright © 2004 Weiss et al; licensee BioMed Central Ltd.

                This is an Open Access article distributed under the terms of the Creative Commons Attribution License ( http://creativecommons.org/licenses/by/2.0), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited.

                History
                : 29 November 2004
                : 20 December 2004
                Categories
                Review

                Neurosciences
                Neurosciences

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