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Motor Rehabilitation Preliminary research in the area of Virtual Realtiy (VR) has focused primarily on more complex VR systems designed for specific therapeutic purposes, providing the participant with visual, sensory and haptic feedback tailored to retrain a precise motor skill. What has not yet been explored is the therapeutic value of commonly available VR games not explicitly created for rehabilitation. While this technology lacks specificity, it has the advantage of mass accessibility, broad affordability, and the potential for home use. The VR systems chosen for this study are the Sony PlayStation® 2 EyeToyTM, Nintendo® WiiTM, and Novint® FalconTM and a Light tracking system developed at the Institute for Creative Technologies. These devices all have unique qualities that may promote different types of functional recovery. Goals The goal of the motor rehabilitation project is threefold:
Differences Between This Project and Others in the Field This project differs from others in the following ways:
Team Members Sheryl Flynn, PhD (Co-Project Investigator) Albert "Skip" Rizzo, PhD (Co-Project Investigator) Belinda Lange, PhD (Co-Project Investigator) Thomas D. Parsons, PhD Contact Name Belinda Lange, PhD (lange@ict.usc.edu) Click here for more on this project. |