Using virtual reality to improve physical therapy

physical-therapy-1198344_960_720The Danielle Levac of northeastern develops video games to make physical therapy more interesting, stimulating, and rewarding for patients—notably for kids with motion disabilities, including people who have cerebral palsy.

The youthful pupils sat on them in the Rehabilitation Games and Virtual Reality Lab illuminated by floor-to-ceiling displays with virtual universes, and learned how research can help their patients and about what physical therapists do.

“Why would you believe a physical therapist would use games in this way in physical therapy?” The group was requested by Levac. “One reason is so we can help individuals to transfer part of the body that could have gotten hurt in a accident or damaged by a disorder.”

The pupils subsequently tried out some of the unique games of Levac, labyrinths, and jobs as they learned about virtual reality and how it may be used to monitor improvement and move patients.

With a background in pediatric physical therapy, Levac comprehends that game or a virtual reality job must be tough to challenge patients and move them to enhance, but not be so difficult they get frustrated and give up. During the visit, Levac had four distinct games are tested out by the pupils. Information obtained from these exercises to tell her own interdisciplinary research will be used by her.

WHAM, Activity Monitor and the Wearable Health, is caused by a cooperation between the laboratory and the Empowering Engineering student group of Levac. It uses an accelerometer and a sensor to detect motion and energy cost during gaming play.

“We need to examine this with children that have difficulties going, so we first must examine it with one to see how it works,” Levac told the fifth graders.

The pupils leapt through bubbles in a virtual environment and whacked on big balls. The information gathered from your pupils’ play will be used to allow it to be more easy for therapists and parents to track youngsters’ advancement and comprehend how their bodies are used by them .

Desk drawers using an Oculus Rift additionally effectively opened and shut and then attempted a reaching-and-reconciliation job in both a physical and virtual surroundings.

Part of what studies that are Levac is the difference between replicating and learning jobs that are new in the virtual and physical world. As they worked out the best way to move through the games each presented its own challenges for the pupils.

“This one is super tough,” Levac said, referring to the physical variation of the reaching-and-reconciliation game. “That is why we are attempting to determine the best way to allow it to be easier or more difficult for others. It consistently takes a little time.”