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Item Assessing the Effectiveness of New Virtual Reality Technology for Inducing Instability during Stance(Office of the Vice Chancellor for Research, 2015-04-17) Magnuson, Nathan; Ott, Paxton; Lotz, Cory; Roach, James; Amefia, Essi NatachaThe Oculus Rift is new VR technology that is portable and inexpensive, but its usefulness for the study of balance has yet to be tested. The purpose of this research is to establish an affordable and portable Riftbased balance measuring “kit” that can be used in the field or clinic. The kinesiology students developed an algorithm to test the consistency and accuracy between force plates that will be included in the ‘kit.’ The results showed very little deviation between force plates when measuring the force of a 4.5 N object and that the force plate could reliably capture body sway. Simultaneously, 4 students developed the software for the Rift. To do so they connected the Rift with Unity, a gaming engine used to create the VR scene consisting of a city street with sidewalks and buildings that the subjects will enter. They further programmed the VR scene so that it will appear to the subject to translate back and forth in the fore-aft to disrupt balance. With hardware and software for the “kits” having been developed, pilot testing can begin to examine impact of visual movement produced through translation of the Rift VR scene on balance.Item Author Response to Reader's Comments to Fitzgerald Jones et al., Top Ten Tips Palliative Care Clinicians Should Know About Delivering Antiracist Care to Black Americans (DOI: 10.1089/jpm.2021.0502)(Mary Ann Liebert, 2022) Jones, Katie Fitzgerald; Laury, Esther; Sanders, Justin; Starr, Lauren T.; Rosa, William E.; Booker, Staja Q.; Wachterman, Melissa; Jones, Christopher A.; Hickman, Susan; Merlin, Jessica S.; Meghani, Salimah H.; School of NursingItem Capturing the Perceived Phantom Limb through Virtual Reality(Office of the Vice Chancellor for Research, 2015-04-17) Lau, Jonathan; Huynh, Denver; Albertson, Steven; Beem, James; Qian, EnlinPhantom limb is the sensation amputees may feel where the missing limb (occasionally an organ) is still attached to the body and is still moving as it would if it were there. Between 50-80% amputees report neuropathic pain, also known as phantom limb pain (PLP). Recent studies suggest that providing sensory input to the stump or amputation area may modulate how PLP can be related to neuroplastic changes in the cortex. However, there is still little understanding of why PLP occurs and there are no fully effective, long-term treatments available. Part of the problem is the difficulty for amputees to describe the sensations of their phantom limbs due to the lack of a physical limb as well as phantom limbs that are in positions that are impossible to attain. This project aims to develop an effective 3D tool with the Maya 3D animation software and the Unity game engine. The tool will then be used for those with phantom limb syndrome to communicate the sensations accurately and easily through various hand positions using a model arm with a user friendly interface. The 3D model arm will be able to mimic the phantom sensation, being able to go beyond normal joint extensions of a regular arm. This way we can have a true 3D visual of how the amputee with phantom limb feels if it is abnormal. Testing the effectiveness of the tool will involve a pilot study with able-bodied volunteers. The non-dominant limb of the volunteers will be hidden behind a blind. After putting their limb in a random position, they will attempt to capture the limb on the 3D model. The actual position and captured position will be compared to determine the reproducibility and accuracy of the virtual limb. By taking advantage of computer graphics, virtual reality and computerized image capture technologies we are hoping to achieve a far less challenging way to quickly and accurately capture the position and striking feelings of the phantom limb sensation.Item Capturing the Perceived Phantom Limb through Virtual Reality(Hindawi, 2016-09-05) Rogers, Christian; Lau, Jonathan; Huynh, Denver; Albertson, Steven; Beem, James; Qian, Enlin; Department of Computer Information and Graphics, School of Engineering and TechnologyPhantom limb is the sensation amputees may feel when the missing limb is still attached to the body and is still moving as it would if it still existed. Despite there being between 50 and 80% of amputees who report neuropathic pain, also known as phantom limb pain (PLP), there is still little understanding of why PLP occurs. There are no fully effective long-term treatments available. One of the struggles with PLP is the difficulty for amputees to describe the sensations of their phantom limbs. The sensations may be of a limb that is in a position that is impossible for a normal limb to attain. The goal of this project was to treat those with PLP by developing a system to communicate the sensations those with PLP were experiencing accurately and easily through various hand positions using a model arm with a user friendly interface. The system was developed with Maya 3D animation software, the Leap Motion input device, and the Unity game engine. The 3D modeled arm was designed to mimic the phantom sensation being able to go beyond normal joint extensions of regular arms. The purpose in doing so was to obtain a true 3D visualization of the phantom limb.Item Exploring Faculty Attitudes Toward the Use of Virtual Reality within an Occupational Therapy Doctoral Program(2024-04-25) Morehead, Samuel; Breeden, Lori; Breeden, Lori; Department of Occupational Therapy, School of Health and Human Sciences; Bednarski, JulieVirtual Reality (VR) is an emerging evidence-based practice within the world of rehabilitation, with a significant body of research demonstrating the efficacy of VR as an intervention tool for occupational therapy (OT) practitioners in treating a variety of diagnoses. Researchers suggest VR as an effective tool to facilitate healthcare student education, including use in OT graduate programs. Despite this body of evidence, VR content can remain underutilized in OT student education. This capstone project sought to explore faculty perceptions toward VR classroom integration and facilitate its use in an OTD curriculum. Following a review of current literature, the capstone student created an educational intervention for faculty which consisted of written materials examining the evidence for the use of VR in the OT profession as well as hands-on VR experiences for the faculty to engage with. Various outcomes, including attitudes toward and confidence in using VR, were measured via a mixed-methods approach consisting of a pre-intervention and post-intervention interview and survey. Results indicated that the educational interventions increased faculty confidence in their knowledge of VR in higher education, comfort in integrating VR content into coursework, and anticipated integration of VR content into future coursework. These project results have implications for future attempts at integrating VR content as an evidence-based practice into educational opportunities for OT students and practitioners.Item Innovative mixed reality advanced manufacturing environment with haptic feedback(2018-07-13) Satterwhite, Jesse C.; Ben-Miled, Zina; El-Mounayri, Hazim; Rogers, Christian; Wasfy, TamerIn immersive eLearning environments, it has been demonstrated that incorporating haptic feedback improves the software's pedagogical effectiveness. Due to this and recent advancements in virtual reality (VR) and mixed reality (MR) environments, more immersive, authentic, and viable pedagogical tools have been created. However, the advanced manufacturing industry has not fully embraced mixed reality training tools. There is currently a need for effective haptic feedback techniques in advanced manufacturing environments. The MR-AVML, a proposed CNC milling machine training tool, is designed to include two forms of haptic feedback, thereby providing users with a natural and intuitive experience. This experience is achieved by tasking users with running a virtual machine seen through the Microsoft HoloLens and interacting with a physical representation of the machine controller. After conducting a pedagogical study on the environment, it was found that the MR-AVML was 6.06% more effective than a version of the environment with no haptic feedback, and only 1.35% less effective than hands-on training led by an instructor. This shows that the inclusion of haptic feedback in an advanced manufacturing training environment can improve pedagogical effectiveness.Item Physical activity and enjoyment of young adults while playing an active virtual reality game(Indiana University, 2024-07-25) Akinfeleye, Obapese; Cervantes, Xzaliya; Boots, Brendan; Naugle, Keith; Naugle, KellyOver the past few decades, there has been an upsurge in the number of adults who do not meet the recommended physical activity levels. One of the factors contributing to the sedentary lifestyle is connected to increased screen time, which could offer a potential solution. Objective: In this study, we tested an active video game in virtual reality (VR) as a potential tool to elicit physical activity. Specifically, this study measured participants' physical activity and enjoyment while playing the VR game Gorilla Tag to observe whether the game can elicit moderate to vigorous physical activity. Methodology: This study enrolled 28 healthy adults aged 18-39 who had not played Gorilla Tag in the last month. Participants completed 5 study sessions. For four sessions, participants played Gorilla Tag for 15 minutes, and for one session, participants rode a stationary bike for 15 minutes. A heart rate (HR) monitor was worn by the participants during game play and cycling to measure their physical activity intensity levels with the measure of percentage of heart rate reserve (%HRR). An 8-item physical activity enjoyment scale (PACES) was given to determine the participant's enjoyment level of playing Gorilla Tag and cycling. Results: The analysis revealed that HR increased significantly while participants played Gorilla Tag and rode the stationary cycle. The results also showed that participants had a higher %HRR while riding the stationary bike compared to while playing Gorilla Tag (p’s <.001). Based on %HRR values, Gorilla Tag elicited light to moderate intensity physical activity, while the stationary bike elicited moderate to vigorous intensity physical activity. Enjoyment levels did not differ between sessions of Gorilla Tag and cycling. Bivariate correlations indicated that greater intensity of physical activity during Gorilla tag was related to greater enjoyment of gameplay. Conclusion: The active VR game Gorilla Tag is rated as an enjoyable game that elicits light to moderate physical activity during gameplay in healthy younger adults.Item Registration and Localization of Unknown Moving Objects in Markerless Monocular SLAM(2023-05) Troutman, Blake; Tuceryan, Mihran; Fang, Shiaofen; Tsechpenakis, Gavriil; Hu, QinSimultaneous localization and mapping (SLAM) is a general device localization technique that uses realtime sensor measurements to develop a virtualization of the sensor's environment while also using this growing virtualization to determine the position and orientation of the sensor. This is useful for augmented reality (AR), in which a user looks through a head-mounted display (HMD) or viewfinder to see virtual components integrated into the real world. Visual SLAM (i.e., SLAM in which the sensor is an optical camera) is used in AR to determine the exact device/headset movement so that the virtual components can be accurately redrawn to the screen, matching the perceived motion of the world around the user as the user moves the device/headset. However, many potential AR applications may need access to more than device localization data in order to be useful; they may need to leverage environment data as well. Additionally, most SLAM solutions make the naive assumption that the environment surrounding the system is completely static (non-moving). Given these circumstances, it is clear that AR may benefit substantially from utilizing a SLAM solution that detects objects that move in the scene and ultimately provides localization data for each of these objects. This problem is known as the dynamic SLAM problem. Current attempts to address the dynamic SLAM problem often use machine learning to develop models that identify the parts of the camera image that belong to one of many classes of potentially-moving objects. The limitation with these approaches is that it is impractical to train models to identify every possible object that moves; additionally, some potentially-moving objects may be static in the scene, which these approaches often do not account for. Some other attempts to address the dynamic SLAM problem also localize the moving objects they detect, but these systems almost always rely on depth sensors or stereo camera configurations, which have significant limitations in real-world use cases. This dissertation presents a novel approach for registering and localizing unknown moving objects in the context of markerless, monocular, keyframe-based SLAM with no required prior information about object structure, appearance, or existence. This work also details a novel deep learning solution for determining SLAM map initialization suitability in structure-from-motion-based initialization approaches. This dissertation goes on to validate these approaches by implementing them in a markerless, monocular SLAM system called LUMO-SLAM, which is built from the ground up to demonstrate this approach to unknown moving object registration and localization. Results are collected for the LUMO-SLAM system, which address the accuracy of its camera localization estimates, the accuracy of its moving object localization estimates, and the consistency with which it registers moving objects in the scene. These results show that this solution to the dynamic SLAM problem, though it does not act as a practical solution for all use cases, has an ability to accurately register and localize unknown moving objects in such a way that makes it useful for some applications of AR without thwarting the system's ability to also perform accurate camera localization.Item Using Virtual Reality to Test Balance in Athletes Following Concussion(Office of the Vice Chancellor for Research, 2016-04-08) Emenhiser, Jared; Magnuson, Nathan; Ott, Paxton; Lotz, Cory; Francisco, Jose; Amefia, Essi NatachaCurrent testing for return to athletic activity following a concussion is controversial and is generally based on a series of cognitive tests and assessments of gross balance activity (such as timed standing with the eyes opened and closed with the feet in different positions). The use of inexpensive and commercially available virtual reality (VR) to manipulate the visual surrounding to promote body sway, but not the loss of balance, could provide clinicians and trainers with another tool to use for establishing readiness to return. The purpose of this study is to examine balance in athletes who are at least 2-weeks postconcussion and have received medical clearance to return to practice/play and age, gender, and sport matched athletes who have no history of concussion. Body sway while standing still with the eyes opened, eyes closed, and with a VR scene translating forward and backward at 0.1 Hz is assessed through analysis of center of pressure movement (COP) recorded with a force plate, a commonly used device for assessing balance. We have examined center of pressure movement in 3 recently concussed female athletes and 2 controls. Though we hypothesized that both groups would have similar levels of body sway on the standard balance tests (eyes open and eyes closed conditions), and body sway would be different in the concussion group compared to the control when viewing the translating scene, our preliminary analysis shows little difference between the two groups. This preliminary finding could be due to our small sample of analyzed data, but it could also be attributed to the length of time from clearance to resume activity to our test of body sway (over 2 months).Item Virtual Reality Implementation for Acute Care Occupational Therapy(2023-06-04) Harris, Alexander; Sego, Daniel; Department of Occupational Therapy, School of Health and Human Sciences; Weber, HeatherVirtual Reality (VR) gaming is an effective tool for occupational therapists in an acute care setting to help patients reach their therapy goals. This capstone project focused on helping the occupational therapy staff at two acute care hospital settings begin implementation of VR into therapy sessions with their patients. This goal was accomplished through staff training and education on the therapeutic use of technology as well as implementation of the technology with patients during OT sessions. Staff education included 9 different training sessions with the staff and was measured using a staff survey at the beginning and end of the project. Impact of VR on patient's therapy session was measured through patient self-report of various factors including pain, anxiety, fatigue, and nausea pre and post session. Data was collected at the beginning and end of VR based OT sessions as well as typical OT treatment sessions for comparative data. The conclusion of this project found improvement on the staff's pre and post training survey results on the variables of perceived ability to use VR in therapy and perception of benefit of VR use. The VR implementation data analysis found that there was no statistical difference between the pre and post session results for any other variables measured between the typical OT and VR sessions, indicating that VR is equally effective as typical OT treatment regarding the variables measured.