The story of neurological conditions

Recreational VR therapy for older adults is certainly gaining traction as the technology becomes more accessible. However, the latter two games in this article demonstrate a compelling avenue for health education. Combining symptom simulation and an emotional narrative in VR, such games can help caregivers and the wider public gain insight into some of the experiences of those living with cognitive/neurological conditions.

https://www.eurogamer.net/articles/2018-11-03-vr-has-already-taken-people-with-dementia-to-the-seaside-and-now-video-games-are-exploring-neurological-disease-itself 

A VR Action Observation Based Approach to Stroke Rehabilitation

This kind of intervention is ripe for gamification! I wonder how embodied feedback, i.e. seeing your arm move, would compare to non-embodied feedback, e.g. typical rhythm game feedback–perhaps combine both?

Also posted over on UBC AVRHA:

A team at USC led by Dr. Sook-Lei Liew is looking to address severe motor impairments due to stroke using VR. The REINVENT (Rehabilitation Environment using the Integration of Neuromuscular-based Virtual Enhancements for Neural Training) project aims to leverage action observation networks to facilitate neuroplastic improvements in impaired brain motor regions. The team supplies augmented visual feedback and embodiment in VR based on users EEG/EMG inputs.

CNET Article

IEEE Short Paper

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