Mixed reality rehabilitation systems and games are demonstrating potential as innovative adjunctive therapies for health professionals in their treatment of various hand and upper limb motor impairments. Unilateral motor deficits of the arm, for example, are commonly experienced poststroke. Our Augmented Reflection Technology (ART) system provides an augmented reality environment that contributes to this increasingly rich area of research. We present the current set of technological capabilities of the ART system exemplified in two experimental laboratory studies as well as a prototype system built on top of ART which ‘‘fools the brain’’ by visually amplifying user’s hand movements—small actual hand movements lead to perceived larger movements. We validate the usability of our system in an empirical study with forty-five non-clinical participants. In addition, we present the first qualitative evidence for the utility of our approach and system for stroke recovery and motor rehabilitation. Future uses of the system are considered by way of conclusion. & 2012 Elsevier Ltd. All rights reserved.
Mixed reality rehabilitation systems and games are demonstrating potential as innovative adjunctive therapies for health professionals in their treatment of various hand and upper limb motor impairments. Unilateral motor deficits of the arm, for example, are commonly experienced poststroke. Our Augmented Reflection Technology (ART) system provides an augmented reality environment that contributes to this increasingly rich area of research. We present the current set of technological capabilities of the ART system exemplified in two experimental laboratory studies as well as a prototype system built on top of ART which ''fools the brain'' by visually amplifying user's hand movements-small actual hand movements lead to perceived larger movements. We validate the usability of our system in an empirical study with forty-five non-clinical participants. In addition, we present the first qualitative evidence for the utility of our approach and system for stroke recovery and motor rehabilitation. Future uses of the system are considered by way of conclusion.
Video mediated and augmented reality technologies can challenge our sense of what we perceive and believe to be real. Applied appropriately, the technology presents new opportunities for understanding and treating a range of human functional impairments as well as studying the underling psychological bases of the phenomenon. This paper describes our augmented mirror box (AMB) technology which builds on the potential of optical mirror boxes by adding augmentations that can be applied in therapeutic and scientific settings. Here we test hypotheses about limb presence and perception, belief, and pain using laboratory studies to demonstrate proof of concept. The results of these studies provide evidence that the AMB can be used to manipulate beliefs and perceptions and alter the reported experience of pain. We conclude that the system has considerable potential for use in experimental and in clinical settings. Introduction The line between what is real and what can be computer generated is increasingly blurred (cf. IJsselsteijn et al., 2005). Augmented reality might change the way we view the world and what we perceive and believe to be real. Creating a mirror image of what is real (let us say human hands), and presenting this image in an augmented environment, adds to the blurring effect, since it can raise doubt about whether we think we are looking at our hands or at some enhanced or manipulated version of them projected on a screen. This effect is related to the phenomenon of neuroplasticity; the brains ability to adapt its functions and activities in response to env ironmental and psychological factors (Doidge, 2010). In our view, neuroplasticity is mediated by beliefs, perceptions, sensations and emotions. It is the brains ability to act and react in ever-changing ways, thr ough thought and activity based on environmental input, which has led to the novel system that we describe in this paper.
Video mediated and augmented reality technologies can challenge our sense of what we perceive and believe to be real. Applied appropriately, the technology presents new opportunities for understanding and treating a range of human functional impairments as well as studying the underling psychological bases of these phenomena. This paper describes our augmented mirror box (AMB) technology which builds on the potential of optical mirror boxes by adding functions that can be applied in therapeutic and scientific settings. Here we test hypotheses about limb presence and perception, belief, and pain using laboratory studies to demonstrate proof of concept. The results of these studies provide evidence that the AMB can be used to manipulate beliefs and perceptions and alter the reported experience of pain. We conclude that the system has potential for use in experimental and in clinical settings.
Mixed reality rehabilitation systems and games are demonstrating potential as innovative adjunctive therapies for health professionals in their treatment of various hand and upper limb motor impairments. Unilateral motor deficits of the arm, for example, are commonly experienced post stroke. Our TheraMem system provides an augmented reality game environment that contributes to this increasingly rich area of research. We present a prototype system which “fools the brain” by visually amplifying users' hand movements — small actual hand movements lead to perceived larger movements. We validate the usability of our system in an empirical study with forty-five non-clinical participants. In addition, we present early qualitative evidence for the utility of our approach and system for stroke recovery and motor rehabilitation. Future uses of the system are considered by way of conclusion.