

Virtual reality-augmented rehabilitation for patients following stroke. Augmented reality applications in rehabilitation to improve physical outcomes. Patient-Tailored Augmented Reality Games for Assessing Upper Extremity Motor Impairments in Parkinson’s Disease and Stroke. A Gamified Approach for Hand Rehabilitation Device. Virtual reality simulation for the operating room-Proficiency-based training as a paradigm shift in surgical skills training. Transforming Experience: The Potential of Augmented Reality and Virtual Reality for Enhancing Personal and Clinical Change. The authors declare no conflict of interest. This issue restricts the usage of commercial OST-HMDs to an indoor scenario where current OST-HMD technology can match the brightness of the scene. In bright environments, the VR content displayed by OST-HMDs may appear transparent and dim, and, therefore, the perception of the AR scene may be compromised by the gap between the brightness of real and virtual content. Photometric consistency in HMD applications is important to understand the AR space and to provide realistic experiences. Some technological issues are: a small field of view (FOV), the obtrusiveness and weight of the device, and the low luminance of micro displays.
Keyword manager holotoolkit simulator#
Additionally, there is a growing interest in the use of VR and AR devices allowing automatic recording and objective measurement of the user’s performance, which is particularly important in several medical fields including medical training and rehabilitation medicine, since most current program are based on subjective progress evaluation and they the lack objective performance goals.ĭespite their popularity, HMDs are sometimes avoided in clinical applications because they still present technological and perceptual limitations (i.e., the vergence accommodation conflict, and “the focal rivalry” between virtual content and real-world scene for optical see-through (OST) HMDs ) bringing side effects such as simulator sickness and visual fatigue. Literature studies show the potential of AR and VR for enhancing personal and clinical change, offering high levels of “personal efficacy” (beliefs about own capability to accomplish challenging goals), and “self-reflectiveness” (intense focus on the particular instance or experience).


The application of virtual (VR) and augmented reality (AR) is gaining popularity and scholarly interest thanks to the possibility to generate environmental and perceptual stimuli which can transform the user experience: enhancing the emotional engagement, easing the acquisition of knowledge/skills, and the achievement of objective performance goals while staying in a controlled and safe environment. Even if a larger study, including real patients, is necessary for a clinical validation of the proposed application, the results obtained encourage further investigations and the integration of additional technical features for the proposed AR application. Moreover, the ergonomics and the motivational value of the proposed application were positively evaluated by a group of five rehabilitation specialists and 20 healthy subjects. The AR application implemented consistently meets the recommended target frame rate for immersive applications with HoloLens device: 60 fps. A serious game was designed starting from the analysis of a traditional rehabilitation exercise, taking into account HoloLens specifications to maximize user comfort during the AR rehabilitation session. Potentialities and current limits of commercial head-mounted displays (HMDs) are described for the target medical field, and details of the proposed application are reported. The paper presents the first wearable AR application for shoulder rehabilitation, based on Microsoft HoloLens, with real-time markerless tracking of the user’s hand. Augmented reality (AR) technology is gaining popularity and scholarly interest in the rehabilitation sector because of the possibility to generate controlled, user-specific environmental and perceptual stimuli which motivate the patient, while still preserving the possibility to interact with the real environment and other subjects, including the rehabilitation specialist.
