ICVR 2013 WORKSHOPS Scheduled for MONDAY AUG. 26th
MORNING PROGRAM A
8:30 - 12:00: Virtual Reality Technology for the Therapist (Greg Burdea)
The tutorial aims at educating the clinician on current VR technology intended or adapted for clinical use, including advantages and drawbacks. Intended audience: Clinicians (PTs, OTs, neuro-psychologists, psychiatrists) who contemplate getting involved in virtual rehabilitation research or clinical adoption but are held back by the technology unknown.
MORNING PROGRAM B
9:30 - 12:00: Virtual Reality Goes to War: Innovations in Military Behavioral Healthcare (Skip Rizzo)
Virtual Reality delivered exposure therapy for PTSD is currently being used with initial reports of positive outcomes. This presentation will detail how virtual reality applications are being designed and implemented across various points in the military deployment cycle to prevent, identify and treat combat-related PTSD in OIF/OEF Service Members and Veterans. We will also present recent work being done with artificially intelligent virtual humans that serve in the role as “Virtual Patients” for clinical training of healthcare providers in both military and civilian settings and as online healthcare guides for breaking down barriers to care.
AFTERNOON PROGRAM A
1:00 - 3:00: Designing an effective rehabilitation simulation (Gerard Fluet, Wendy Powell, Sergi Bermúdez i Badia, Qinyin Qiu)
After completing this workshop participants should be able to: (1) Outline the process for developing, designing and testing an effective rehabilitation simulation, (2) Describe the process of shaping human movement abilities using simulated activities, (3) Identify variables that need to be considered when designing a rehabilitation activity, (4) Evaluate an open source virtual environment or game for conversion to a rehab activity, (5) Identify the strengths and weaknesses of commercially available software platforms, (6) Describe commonly used metrics to measure simulated movement performance, (7) Describe key features of a rehab activity that can be used to evaluate changes in movement performance. Intended audience: Computer Engineers, Biomedical Engineers, Physical Therapists and Occupational Therapists with less than three years experience in the design and development of simulated rehabilitation activities.
3:30 - 5:00: VR Rehabilitation Technology Index (Gery Colombo, Kynan Eng, Sue Cobb)
The number and variety of VR rehabilitation technology development projects and products has reached the point where it is very difficult for individuals to obtain a broad overview. To address these problems, the International Industrial Society for Advanced Rehabilitation Technology (IISART) is working together with the International Society for Virtual Rehabilitation (ISVR). There are several goals of this co-operation. One example is to define, create and maintain a Technology Index that should cover as many new technologies as possible, one of them Virtual Reality Rehabilitation. On the other side the societies will also try to come up with different standards to make the work with the new technologies easier. One first initiative will be to standardize assessments in rehabilitation.
AFTERNOON PROGRAM B
1:00 - 3:00: Applications of low cost VR and game-based technologies in rehabilitation (Rachel Proffit, Matthew Foreman)
This workshop will introduce the attendee to the need for low cost, customizable VR technologies in rehabilitation, the applications we have developed including results of several small studies, and directions for the future. It is intended for those interested in health- or rehabilitation-related applications of VR and game-based technologies. At the completion of the workshop, attendees will be able to:
1. Appraise the current use of VR and game-based technologies in rehabilitation settings and the benefits and limitations to use.
2. Describe the current client-centered applications of VR technologies in rehabilitation and understand the clinical-decision making process involved in developing these applications.
3. Relate one of the applications to their current work/research through analysis of the benefits and limitations of the application and related technology.
3:30 - 5:10: Virtual Driving Rehabilitation: From the lab to the clinic (Maria Schultheis)
The current workshop will present research that applies the use of Virtual Driving Simulation across various neurological and psychiatric populations. Specifically, the findings are a result of multiple federally funded studies that begin to demonstrate the utility of virtual driving for the assessment of both basic skills but also address specific needs of different populations.
1. The participant will be able to identify two unique advantages that virtual reality simulation brings to driver rehabilitation
2. The participant will be able to discuss how virtual driving meets the specific needs of driving after multiple sclerosis and driving after concussion
3. The participant will be able to identify areas if future research for transitioning virtual driving systems into clinical driver rehabilitation programs
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