Workshops

ICVR 2013 WORKSHOPS Scheduled for MONDAY AUG. 26th

Please click here to revisit the registration page and sign up for a workshop or two

 

MORNING PROGRAM A 

9:00 – 12:00: Virtual Reality Technology for the Therapist (Greg Burdea PhD)

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

9:00-12:00  Virtual Reality Goes to War and Beyond: Innovations in VR and Interactive Technology for Advancing Civilian Behavioral Healthcare (Albert “Skip” Rizzo PhD and Bruno Biagianti MD). 

The physical, emotional, cognitive and psychological demands of war place enormous stress on even the best-prepared military personnel. The urgency of war, combined with significant advances in low-cost consumer technology has driven the development of Virtual Reality and Interactive Technology applications for clinical research and intervention. Part 1 of this workshop will present an overview of the research, development and implementation of Virtual Reality and Interactive Technology applications that have been applied in the prevention, assessment, treatment and scientific understanding of the psychological wounds of war. This talk will conclude with a discussion of how the urgency of war has driven clinical system development that will soon have significant impact on civilian behavioral healthcare needs. Part 2 of this workshop will focus on a range of interactive technology applications that address the challenging cognitive and social needs of schizophrenics. This work uses web-based, IPad and mobile systems to improve the efficacy and dissemination of clinical and research applications. The workshop will conclude with a general discussion with the presenters and workshop participants as to how recent advances in VR and Interactive Systems (in some cases driven by military funding) can be now be translated to address the needs of civilian behavioral healthcare. Demonstrations of some of the systems discussed (VR PTSD Exposure Therapy, SimCoach, BrainHQ) will also be available for the participants to experience.

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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