Immersive Technologies for Vestibular Rehabilitation: Comparing Solutions for Clinical and Home Use
Emanuel Pereira,
Bruno Ferreira,
Ana Margarida Amorim and
Paulo Menezes
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Emanuel Pereira: Institute of Systems and Robotics, Coimbra, Portugal
Bruno Ferreira: Department of Electrical and Computer Engineering, Institute of Systems and Robotics, University of Coimbra, Coimbra, Portugal
Ana Margarida Amorim: Department of Otorhinolaryngology, Coimbra University Hospital Centre, Faculty of Medicine, University of Coimbra, Coimbra, Portugal
Paulo Menezes: Department of Electrical and Computer Engineering, Institute of Systems and Robotics, University of Coimbra, Coimbra, Portugal
International Journal of Creative Interfaces and Computer Graphics (IJCICG), 2022, vol. 13, issue 1, 1-20
Abstract:
Vestibular vertigo accounts for about a quarter of dizziness complaints. Loss of vestibular function is a debilitating condition that causes nausea, spontaneous nystagmus, or disequilibrium, which is known to highly influence day-to-day tasks. Therefore, recovery should start as soon as possible, targeting the affected side of the vestibular apparatus, by performing a set of prescribed exercises. Aside from being a long and tiresome process, patients must perform these exercises, while trying to stimulate optokinetic, angular vestibulo-ocular, and vestibulospinal reflexes. The article presents the development of virtual reality serious games that can be played at home or in a rehabilitation clinic. The main objective is to increase patients' motivation, specifically during telerehabilitation which is essential for a faster recovery process. A preliminary evaluation was carried out to compare the users' experiences using a smartphone-based headset and a standalone commercial head-mounted display, the Oculus Quest.
Date: 2022
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Persistent link: https://EconPapers.repec.org/RePEc:igg:jcicg0:v:13:y:2022:i:1:p:1-20
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