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| Content Provider | Springer Nature Link |
|---|---|
| Author | McConville, Kristiina M. Valter Milosevic, Matija |
| Copyright Year | 2013 |
| Abstract | Virtual reality has been extensively studied for applications in rehabilitation. With the development of active video games, these commercial products can also be considered for inclusion in a patient’s rehabilitation program. In this study, the Sony EyeToy ® and PlayStation 2 ® were used with the AntiGrav™ game to evaluate the user’s head movement actions. The game required lateral head, body, and arm movements. Over the course of 9 sessions of game play, average and maximum head excursions remained constant. However, the frequency of head movement increased over the sessions. The results suggest that the video game could be used for postural balance rehabilitation through head movements, and their effect on the vestibular system. Future work will evaluate how such vestibular exercise, and an increase in head movement frequency over training sessions can support postural balance improvements. |
| Starting Page | 253 |
| Ending Page | 257 |
| Page Count | 5 |
| File Format | |
| ISSN | 16174909 |
| Journal | Personal Technologies |
| Volume Number | 18 |
| Issue Number | 1 |
| e-ISSN | 16174917 |
| Language | English |
| Publisher | Springer London |
| Publisher Date | 2013-06-28 |
| Publisher Place | London |
| Access Restriction | One Nation One Subscription (ONOS) |
| Subject Keyword | Head movements Postural control Video game Virtual reality rehabilitation User Interfaces and Human Computer Interaction Computer Science Personal Computing |
| Content Type | Text |
| Resource Type | Article |
| Subject | Management Science and Operations Research Library and Information Sciences Computer Science Applications Hardware and Architecture |
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