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S Y Hadad J Fung P L Weiss C Perez B Mazer M F Levin and R Kizony

Rehabilitation Tools along the Reality Continuum: From Mock-up to Virtual Interactive Shopping to Living Lab. S Y Hadad J Fung P L Weiss C Perez B Mazer M F Levin and R Kizony. In collaboration with.

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S Y Hadad J Fung P L Weiss C Perez B Mazer M F Levin and R Kizony

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  1. Rehabilitation Tools along the Reality Continuum:From Mock-up to Virtual Interactive Shoppingto Living Lab S Y HadadJ Fung P L Weiss C Perez B Mazer M F Levin and R Kizony

  2. In collaboration with • 1. Department of Occupational Therapy, Faculty of Social Welfare and Health Sciences, University of Haifa, Mount Carmel, Haifa, Israel • 2. Department of Occupational Therapy, Sheba Medical Center, Tel Hashomer, Israel. • 3. School of Physical and Occupational Therapy, McGill University, Montreal, Quebec, Canada. • 4. Feil/Oberfeld/CRIR Research Centre, Jewish Rehabilitation Hospital, Laval, Quebec, Canada

  3. IADL Significant Why Shopping? Meaningful

  4. Why Shopping? Importance of Practicing Shopping Task After Stroke • Many new motor and cognitive difficulties after neurological injury • Difficult to return to similar function, especially the elderly • Only small percentage of post-stroke population continues to participate in complex life tasks. • During rehabilitation, difficult to assess and practice shopping tasks at a real supermarket

  5. Therefore we have many virtual supermarkets Virtual Supermarkets VR Desktop Based Castelnuovo , et al., 2003; Josman et al., 2008; Klinger et al., 2004; Lee et al., 2003 IREX- VMall: Video CaptureVR System Rand, et al., 2007; 2009; 2010

  6. Virtual supermarkets IREX - VMall: Video CaptureVR System integrating & assessing motor and cognitive aspects More complex set-up needed for operation limited options of changing task complexity (Rand, et al., 2007)

  7. Virtual Interactive Shopper different stores that can be changed & adapted integrating & assessing motor and cognitive aspects SeeMe VIS Video Capture is used without the need of chroma key background Budget Management http://www.virtual-reality-rehabilitation.com/products/seeme/what-is-seeme

  8. The continuum between the Environments Virtual Supermarket ? A Real Environment

  9. The continuum between the Environments Virtual Supermarket: VIS Physical MockUp Store: “SuperModel” A Real Environment: “In-hospital Cafeteria”

  10. Virtual Interactive Shopper

  11. Virtual Interactive Shopper

  12. The continuum between the Environments Virtual Supermarket: VIS Physical MockUp Store: “SuperModel” A Real Environment: “In-hospital Cafeteria”

  13. Mock-up

  14. The continuum between the Environments Virtual Supermarket: VIS Physical MockUp Store: “SuperModel” A Real Environment: “In-hospital Cafeteria”

  15. Cafeteria

  16. Objectives • To explore the performance of shopping tasks in three different environments: a real environment, a physical mock-up and a virtual environment of post –stroke subjects as compared to healthy controls • To examine the relationship between performance of shopping tasks in the 3 environments

  17. Rationale • The three environments (Virtual, MockUp, Real) complement one another for the purposes of assessment and treatment of performance of complex IADL tasks during the rehabilitation process • The findings will lead to better understanding of how to use VEs in clinical settings for training skills needed for participation in everyday activities

  18. Population: 6 Healthy Adults 5 female 1 male Age (years) range: 56-77 mean ± SD: 63.5 ± 9.3 5 Inpatients After Stroke 2 female, 3 maleAge (years) range: 65-82 mean ± SD: 74.8 ± 6.6Time since stroke (months): 1-7.5 FIM: 88.4 ± 19.5 MMSE: 26.4 ± 4.8

  19. Experimental Task “4 Items” • Original Task: (Rand et al., 2007) • List is visible during test • Performed in VIS and MockUp • Outcome measures • Time to complete test • Number of errors (wrong item, not buying an item) • Does not involve budget management. • Modified Task: • Performed in all 3 environments (VIS, MockUp & Cafeteria) • Involved budget handling (Type of error if incorrect)

  20. Results Time to complete both versions of the 4-item tests in all environments, for two groups

  21. Performance of individuals Modified testin theCafeteria and Mock-up Modified test in the cafeteria and VIS

  22. Trajectory Locations visited by one subject with stroke and one control within the virtual supermarket during the modified 4-item test Control post-stroke

  23. Total Number of Errors

  24. Conclusions • VIS appears to be well suited for the assessment and training of the higher cognitive abilities needed for shopping • Shopping tasks may be adapted and graded • Requires motor and cognitive aspects • VIS Performance results suggest that it is sensitive to differences between post-stroke subjects and healthy controls • Performance ability in 3 environments related • For the post-stroke group, times to complete the modified 4-item test in the VIS appear to correlate with both the times of the store mock-up and the cafeteria

  25. Conclusions(Con’t) • Positive responses of all participants to VIS (n=11) according to SFQ (Kizony et al., 2006) : • enjoyed the task (mean ± SD = 4.2 ± 0.9) • reported that it appeared to be realistic (mean ± SD = 4.2 ± 0.9) • Further analysis needed to discern types of errors and ability of participants to self-correct.

  26. Give a hand to shopping

  27. Supported by : Fonds de Recherche du Québec - Santé awarded to the Montreal Centre of Interdisciplinary Research in Rehabilitation (CRIR) to the "Living Lab“strategic innovative project: www.crir-livinglabvivant.com Jewish Rehabilitation Hospital FoundationMr.ArieBurstinand Mrs.Riki Brown My Supervisors: DrRacheliKizony and Prof Tamar Weiss Acknowledgements

  28. Bibliography G Castelnuovo, C Lo Priore, D Liccione, G Cioffi(2003), Virtual reality based tools for the rehabilitation of cognitive and executive functions: The V- STORE, PsychNology, 1,3, pp. 310-325. N Josman, E Klinger and R Kizony (2008), Performance within the virtual action planning supermarket (VAP-S): an executive function profile of three different populations suffering from deficits in the central nervous system, Proc. of 7th ICDVRAT with ArtAbilitation, pp.33- 38. R Kizony, N Katz, D Rand and P L Weiss (2006), A Short Feedback Questionnaire (SFQ) to enhance client-centered participation in virtual environments, Proc. of 11th Annual Cybertherapy Conf. Virtual Healing: Designing Reality, Gatineau, Canada. E Klinger, I Chemin, S Lebreton and R. M Marié (2004), A Virtual Supermarket to Assess Cognitive Planning, Cyberpsychol. Behav, 7, 3, pp.292-293.

  29. Bibliography J H Lee, J Ku, W Cho, W Y Hahn, I Y Kim, S Lee, Y M Kang, D Young-Kim, T Yu, B K Wiederhold, M D Wiederhold and S I Kim (2003), A virtual reality system for the assessment and rehabilitation of the activities of daily living, Cyberpsychol. Behav., 6, 4, pp.383-388. Mitchell The Living Lab http://livinglabs.mit.edu/ D Rand, N Katz and P L Weiss (2007), Evaluation of virtual shopping in the VMall: Comparison of post-stroke participants to healthy control groups, Disabil. Rehabil., 29 ,22, pp. 1710-1719. Virtual Reality Rehabilitation, SeeMe System. Retrieved September 4th , 2012 from: http://www.virtual-reality- rehabilitation.com/products/seeme/what- is-seeme

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