| - VIRTUAL REALITY - |

One of our most active areas of research is investigation of the potential of virtual reality (VR) as an intervention tool in rehabilitation.  Virtual reality entails the use of advanced technologies, including computers and various multimedia peripherals, to produce a simulated (i.e., virtual) environment that users perceive as comparable to real world objects and events. Users interact with displayed images, move and manipulate virtual objects, and perform other actions in a way that engenders a feeling of actual presence, and immerses their senses in the simulated environment. Users are provided with visual, audio and, in some instances, haptic (the sense of touch) and olfactory feedback of their performance. These unique characteristics of virtual reality set it apart from other engaging experiences such as watching television, reading books, and even playing traditional computer simulation games. 

Virtual reality may be delivered to the user via a variety of different technologies (e.g., flat screen monitor, projected 3-D image, head-mounted display) that differ in their ability to engender a sense of immersion within the simulated environment and a concomitant feeling of “presence”.  They also differ in the degree to which users experience “cyber-sickness”, VR-generated side effects that may include nausea, disorientation and in-coordination both during and following exposure to virtual environments. The relation between VR system attributes, immersion and side effects is the focus of considerable research.

Relevance of virtual reality to occupational therapy

An essential part of the rehabilitation process is remediation of cognitive and motor deficits in order to improve the functional ability of the patient, and to enable him or her to achieve greater independence.  Since the ultimate goal of rehabilitation is to maximize a patient’s independence in activities related to daily performance skills, the functional relevance of therapeutic intervention is of paramount importance.  Occupational therapy may be defined as interventions, which use purposeful activity designed to promote functional outcomes for the enhancement of health and the prevention of injury or disability.  This is achieved in two, complementary ways - repetition of the function that is desired (known as the functional/adaptive approach) and treatment of specific motor or cognitive impairments (known as the remedial approach). 

One of the dilemmas of conventional occupational therapy is the limited opportunities for implementing purposeful activities within traditional clinical settings.  For example, it is time-consuming to teach a homemaker who has sustained a cerebral stroke to cope with cooking and self care tasks in her own home, although this is the environment in which such instruction would be most constructive. It is dangerous to teach an elderly man with Parkinson’s disease to cross a busy street, yet impractical to construct a realistic physical mock-up of such a task.  It is expensive to assemble the materials needed to teach blind children to navigate in novel settings, yet research has shown that greater independence in mobility has far reaching psychological and emotional effects.  For these reasons “real life”, environmentally-valid sites are seldom used, and realistic simulated environments are difficult to achieve.  As a result, patients have few opportunities to engage in purposeful and meaningful tasks.

VR has the potential to be used as a novel modality in rehabilitation assessment and intervention due to a number of unique attributes. These include the ability to objectively measure behaviour in challenging but safe and ecologically-valid environments, while maintaining strict experimental control over stimulus delivery and measurement. VR also offers the capacity to individualize treatment needs, while providing increased standardization of assessment and re-training protocols.  It is common for patients to “practice” the use of compensatory strategies within the traditional rehabilitation setting, in the hope that these skills will generalize to their home environment.  However, this approach is labor intensive, limited in intensity and duration of repetitions, and with uncertain efficacy outside of the rehabilitation setting. VR can help to address these limitations by allowing the development of low-cost training environments consistent with the client’s home environment.  Furthermore, virtual environment's can provide repeated learning trials and offer the capacity to gradually increase the complexity of tasks while decreasing the support/feedback provided by the therapist.

Until recently, the application of VR technology in rehabilitation was severely limited by the lack of inexpensive, easy-to-maintain and easy-to-use VR systems.  The vast majority of the studies carried out in the past decade used custom applications that were relatively expensive and technically complex.   VR applications in medicine and rehabilitation are a relatively recent occurrence made possible by technological developments that have led to decreases in cost and increases in ease of use and in the availability of off-the-shelf programs. For example, VR has been used to train surgical residents to carry out of a variety of invasive procedures such as knee arthoscopy.  Medical students have been taught to palpate tumors and to insert epidural anesthesia. The treatment of psychological dysfunction including phobias, post-traumatic stress disorder, and eating and body image disorders have been highly successful.  Recently, VR has been used as a medium for the assessment and rehabilitation of cognitive processes, such as visual perception and executive functioning and for training instrumental activities of daily living, such as the use of public transportation, and meal preparation tasks.

Safe Street Crossing

Our research group first became interested in using virtual reality in an effort to develop an additional strategy for the treatment of unilateral spatial neglect (USN), a phenomenon seen most often in right cerebrovascular accident (CVA) but also present in patients following traumatic brain injury. Neglect is defined as a behavioural disorder in which the patient fails to respond or pay attention to a stimulus presented to the contralateral side of the lesion. USN has major rehabilitation implications since it is known to be associated with decreased functional independence.

 

 

 

 

 

 The objective of this study was to determine the suitability and feasibility of using a PC-based, non-immersive VR system (i.e. a system in which the user has a reduced sense of actual presence in and control over the simulated environment) for training individuals with unilateral spatial neglect to cross streets in a safe and vigilant manner.  A virtual environment, consisting of a typical city street, was programmed by Yuval Naveh while he was a master's student in the School of Occupational Therapy at the Hebrew University, using Superscape’sÔ 3D-Webmaster, a 3D web-authoring tool.  Patients who had sustained a right hemispheric stroke at least 6 weeks prior to the study, aged 55 to 75 years, are participating in this study which is being carried out at the Loewenstein Rehabilitation Center in collaboration with Prof. Noomi Katz and Prof. Haim Ring.  Results, to date, demonstrate that this virtual environment was suitable in both its cognitive and motor demands for the targeted population and indicate that the virtual reality training is likely to prove beneficial to people who have difficulty with street crossing.  The generalisability of these results, and recommendations regarding the use of virtual reality as an occupational therapy intervention must be substantiated by further studies using a range of VR platforms with people with different cognitive and motor disabilities.

Cognitive and Motor Rehabilitation

More recently, in a collaborative project with Prof. Noomi Katz (Hadassah-Hebrew University), Dr. Naomi Josman (University of Haifa), Dr. Tzvi Weingarden (Haim Sheba Medical Center), and together with two doctoral students, Rachel Kizony (Hebrew University) and Debbie Rand (University of Haifa), we have commenced a series of studies using a VR system in which it is possible to achieve varying levels of immersion, the Gesture Xtreme VR system.  Users stand or sit in a demarcated area viewing a large monitor or projected image that displays one of a series of simulated functional tasks, such as catching virtual balls or swimming in a virtual ocean.  A digital video camera converts the video signal of the user’s movements for processing by unique software.  The participant's image is processed on the same plane as screen animation, text, graphics, and sound, which react accordingly depending on his or her movement. This process is referred to as "video gesture", i.e., the initiation of changes in a virtual reality environment through video contact. The participant's live on-screen video image responds at exactly the same time to movements, lending an intensified degree of realism to the virtual reality experience.  The result is a complete engagement of the user in the simulated task.

 

 

 

 

 

 

The Gesture Xtreme system is unique from other VR systems for several reasons.  First, the user does not have to use a head-mounted display or other special apparatus in order to feel immersed within the virtual environment.  This both reduces the likelihood of developing side effects and eliminates a source of encumbrance that would likely hinder the motor response of patients with neurological deficits. Second, the user views himself actively participating within the environment rather than some representational avatar; this has been suggested to add to the realism of the environment and to the sense of presence.  This will enable us to determine the effect that varying levels of immersion have on subject performance and treatment efficacy.  Third, the user controls his movements within the virtual environments, navigating in a completely natural and intuitive manner. Fourth, while interacting within the virtual environment, the user can use all body parts to interact with virtual stimuli or interaction may be restricted to a specific body part (e.g., the head or hand) when intervention is directed in a more precise manner.   Finally, the existing scenarios provide opportunities to facilitate a patient’s residual cognitive, motor and sensory abilities in functionally meaningful contexts.  Since the ultimate goal of rehabilitation is to maximize a patient’s independence in activities related to daily performance skills, functional relevance and integration of performance components are of paramount importance.

The Gesture Xtreme VR system was originally developed as an entertainment system, designed to reveal the mysteries of VR in science museums and popular expositions.  It is only via adaptations complying with principles based on rehabilitation intervention theory that permit its use as an effective rehabilitation intervention tool.    We have adapted the original Gesture Xtreme VR scenarios such that it is now possible to completely control the type, speed, location and direction of all stimuli and to record all subject performance.  These adaptations enable the integration of instantaneous movement in the virtual environment with the recognition of specific stimuli and the allocation of attention to them. Moreover, the ability to control the number, speed and type of stimuli enable training of specific attention components, for example, selective attention in cases where the user has to touch one stimulus while avoiding another and sustained attention where the user has to sustain attention for a long period of time. 

We are currently developing an entirely new scenario, a virtual office which will give us greater flexibility in functional applications.  It is expected that these and other studies will demonstrate that virtual environments will be able to provide efficient, realistic and functional settings for an assessment and intervention in occupational therapy.  In collaboration with Prof. Albert Rizzo from the University of Southern California's Integrated Media Systems Center, we will be comparing how patients respond to these functional environments (e.g. an office, a classroom and/or a store) using the Gesture Xtreme methods and using a 3-D head-mounted display (HMD).  The combination of a HMD and tracking system allows the computer to generate images and sounds in a virtual environment that corresponds to what users would see and hear from their current position if the scene were real. The user is free to walk and turn around to survey a virtual landscape, or inspect a virtual object.

Workshop and Symposium http://www.cri.haifa.ac.il/VR_Symposium_2002

One of our main objectives is to promote the awareness of virtual reality as an effective intervention tool in rehabilitation.  To this end, we have received funding from the University of Haifa's Caesarea Edmond Benjamin de Rothschild Foundation Institute for Interdisciplinary Applications of Computer Science to hold a workshop and symposium in November, 2002 on the topic of “Virtual Reality and Rehabilitation: Algorithms, Avatars and Applications”.   Researchers from Israeli and abroad will present some of the latest developments in this field.

Journal articles and conference papers on virtual reality

Weiss, P.L. and Jessel, A. Virtual reality applications to work.  WORK, 11:277-293, 1998.

Riva, G. Rizzo, A., Alpini, D., Barbieri, E., Bertella, L., Davies, R.C., Gamberini, L., Johansson, G., Katz, N., Marchi, S., Mendozzi, L., Molinari, E., Pugnetti, L., Weiss, P.L. Virtual environments in the diagnosis, prevention, and intervention of age-related diseases: A review of VR scenarios proposed in the EC VETERAN Project. CyberPsychology & Behavior, 2, 577-91, 1999.

Naveh Y., Katz N., Weiss P.L. The effect of interactive virtual environment training on independent safe street crossing of right CVA patients with unilateral spatial neglect. Proceedings of the 3rd International Conference on Disability, Virtual Reality and Associated technologies, Alghero, Sardinia, September, 2000.

Weiss, P.L., Naveh, Y., and Katz, N. Design and testing of a virtual environment to train CVA patients with unilateral spatial neglect to cross a street safely. Occupational Therapy International, 10:39-55, 2003.

Weiss, P.L., Bialik, P. and Kizony, K. Virtual reality provides leisure time opportunities
for young adults with physical and intellectual disabilities.  CyberPsychology & Behavior, 6:335-342, 2003.

Kizony, R., Katz, N. and Weiss, P.L. Adapting an immersive virtual reality system for rehabilitation. Journal of Visualization and Computer Animation, In press, 2003.

Kizony, R., Katz, N, Weingarden, H. and Weiss, P.L. Immersion without encumbrance: adapting a virtual reality system for the rehabilitation of individuals with stroke and spinal cord injury. Proceedings of the 4th International Conference on Disability, Virtual Reality and Associated technologies, Vezprem, Hungary, September, 2002.

Funding

Israeli Ministry of Health

Israeli Ministry of Defense

Avrohom and Ida Baruch Foundation

Caesarea Edmond Benjamin de Rothschild Foundation

The Israeli Foundation for Spinal Cord Injured due to Gunshot