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Page 1: Virtual Reality Quick Start Guide HH VR Quick Start Guide_0.pdf · ! 7! Game!Recommendations!!!! VISION! Game! Description! Platforms!Available! on! PaidorFree! Vision&Therapy& Visual!guidanceon!

RESNA  2018  

                                                           

 

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Table  of  Contents    

v Choose  your  VR  platform  –  3    v Clinical  Set-­‐Up  –  5    v Precautions  and  Contraindications  –  5    v Limitations  of  VR  –  6    v Self-­‐teaching/training  –  6    v Game  Recommendations  –  7    v Clinical  Justification  -­‐10    v Documentation  –  11    v Other  Measurement  Examples  –  12    v Grading  –  12    v Recent  Evidence  –  13    

                         

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Choose  your  VR  platform    

v Oculus  Rift    Ø Cost:  $399  for  Oculus  Rift  headset,  Oculus  Touch  motion  controllers,  two  

room  sensors,  and  the  Oculus  Remote.  Ø Bottom  Line:  Powerful,  PC-­‐tethered  VR  headset  that  comes  with  Oculus  

Touch  motion  controllers.  1  lb.  Keep  an  eye  out  for  Oculus  Go  that  launched  May  1st  for  $199—it’s  an  all-­‐in-­‐one  wireless  VR  headset.  

Ø Pros:  Immersive  VR  experience  with  a  simple  setup.  Uses  a  desk-­‐mounted  camera  that  functions  very  well  close  up.  Touch  controllers  are  curved  to  fit  comfortably  in  the  hand  and  “feel  better”  than  other  controllers.  Oculus  offers  a  free  downloadable  program  that  scans  your  computer  and  tells  you  whether  or  not  it  meets  the  required  specs.  Comes  with  built-­‐in  on-­‐ear  headphones  that  are  adjustable.  Can  wear  glasses  underneath,  but  will  be  a  tight  fit.  

Ø Cons:  Requires  a  powerful  gaming  computer  to  run—recommended  specs  for  a  PC  include  having  at  least  a  Nvidia  GeForce  GTX  970  or  Radeon  R9  GPU  graphics  card,  an  Intel  i5-­‐4590  processor  or  greater,  8GB  or  more  of  RAM,  an  HDMI  1.4  or  DisplayPort  1.2  video  output,  a  USB  2.0  port,  and  a  Windows  7  SP1  64-­‐bit  operating  system  or  above.  A  system  that  meets  these  requirements  would  likely  run  $1,700  or  above.  Does  not  have  whole-­‐room  VR.  

 v HTC  Vive    

Ø Cost:  $499  Ø Bottom  Line:  Comprehensive  PC-­‐tethered  

VR  system  that  supports  both  motion  controls  and  whole-­‐room  VR.  All  games/experiences  are  through  Steam  VR,  which  has  a  very  strong  selection.  Keep  an  eye  out  for  the  Vive  Pro  which  came  out  on  April  5th  for  $799—it  has  increased  resolution  and  a  second  external  camera.  

Ø Pros:  Immersive  VR.  Can  wear  glasses  underneath  the  Vive  and  headset  facemask  is  easy  to  remove  for  cleaning.  Only  device  that  offers  whole-­‐room  

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VR.  Comes  with  “The  Lab”—a  multi-­‐situation  VR  demo  that  is  a  collection  of  neat  mini  games  and  experiences.  

Ø Cons:  Tons  of  cables  and  kind  of  a  complicated  setup.  Having  a  tethered  headset  can  make  whole-­‐room  VR  tricky.  Like  the  Oculus,  requires  a  computer  with  a  lot  of  power,  which  will  therefore  be  pretty  costly.  Earphones  that  come  with  it  pop  out  easily—can  also  use  your  own  earphones  or  headphones.  Need  a  space  of  at  least  6.5  by  5  ft  for  whole-­‐room  VR;  can  still  set  up  for  “standing”  VR  if  you  don’t  have  the  space,  but  will  limit  what  you  can  do.  Only  works  with  SteamVR  platform.    

v Samsung  Gear  VR    Ø Cost:  $129  Ø Bottom  Line:  Inexpensive  headset  that  uses  

compatible  phones  (Samsung  phones  from  last  two  years)  to  offer  a  VR  experience.  

Ø Pros:  Good  if  you  want  to  try  VR  without  investing  much  money.    

Ø Cons:  Smartphone-­‐based—inferior  graphical  capabilities  and  motion-­‐tracking.    

v Sony  PlayStation  VR    Ø Cost:  $399  for  PS  VR  +  PlayStation  Camera;  $449  for  PS  VR  PlayStation  

Camera  and  two  Move  controllers  Ø Bottom  Line:  Sony’s  tethered  VR  system—designed  for  use  with  PS4  or  PS4  

Pro.  As  of  September  2017  is  sold  in  one  of  two  bundles  mentioned  above.  Move  controllers  are  optional,  but  enable  motion  controls.    

Ø Pros:  Top  selling  points  are  the  price  and  ease  of  use.  The  PS4  platform  can  run  non-­‐VR  apps  and  games—will  display  as  a  giant  screen  floating  in  front  of  your  face.  Cost  of  a  PS4  is  much  less  than  the  gaming  PCs  required  to  run  Vive  and  Rift.  Has  a  120Hz  refresh  rate  which  gives  it  the  capability  of  

smoother  motion  than  90Hz  Rift  and  Vive.  Ø Cons:  Slightly  less  powerful  specs  

than  main  competitors  (Vive  and  Rift).  Picture  is  slightly  grainier  than  Vive  and  Rift.  Difficulty  with  motion-­‐tracking  in  bright  lighting  as  it  relies  on  visual  tracking  with  colored  lights  rather  than  infrared  tracking.  Fairly  direct  process  to  set  up,  but  has  a  ton  of  cables.  Since  the  Move  controllers  depend  on  the  PlayStation  Camera,  you  can’t  turn  completely  around  like  you  can  with  other  systems.  Move  controller  shape  is  a  wand  with  glowing  bulb  at  end  and  included  wrist  strap  and  isn’t  as  easy  to  grasp  as  other  controllers.  Doesn’t  support  whole-­‐room  

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motion  tracking.  Have  to  have  a  fair  amount  of  space  to  set  up—won’t  work  well  in  a  cramped  area.    

v Google  Daydream  View  Ø Cost:  $99  Ø Bottom  Line:  Inexpensive  headset  

that  uses  compatible  phones  to  offer  a  VR  experience.  

Ø Pros:  Good  if  you  want  to  try  VR  without  investing  much  money.  

Ø Cons:  Limited  functionality  as  it  is  smart-­‐phone  based.      

Clinical  Set-­‐Up    

v Safe  place  free  of  obstacles  (space  for  virtual  workspace)    

v Minimum  space  requirements-­‐  6.5  by  5  ft  for  whole-­‐room  VR  

v Pairing  with  other  equipment,  such  as  activity-­‐based,  bedrest  

v Safe  seating    v Heavy  static  chair  with  wide  base  of  

support  v For  clients  deemed  safe,  swiveling  

office  chair  on  castors  (recline  featured  locked)  

   

Precautions  and  Contraindications      

v Precautions:          Ø Vertigo/vestibular  problems  Ø Prone  to  motion  sickness  Ø Seizure  history  

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Ø Easily  agitated/overstimulated  Ø Poor  dynamic  trunk  control  Ø Double  vision  Ø Incomplete  eyelid  closure  

v Relative  Contraindications:  Ø Unstable  C  spine  Ø Craniotomy  

   

Limitations  of  VR    

v Space  requirements  v Limited  portability    v Weight  and  comfort  of  the  headset  v Fine  motor  requirements  v Cords  v Cybersickness  –  similar  to  motion  sickness  v Occluded  vision    

 

Self-­‐teaching  and  Training      

v Use  this  guide!    v Start  with  included  user  instructions  v Play!  

 

                               

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Game  Recommendations      

 

VISION  Game   Description   Platforms  Available  

on   Paid  or  Free  

Vision  Therapy  

Visual  guidance  on  completing  five  vision  therapy  exercises.  

Samsung  GearVR,  Oculus  Rift,  and  Steam  VR  

Paid  

Vivid  Vision  

A  variety  of  games  that  address  amblyopia,  strabismus,  

suppression,  acuity,  stereo  acuity,  fusion,  and  convergence  insufficiency.  

Oculus  Rift,  HTC  Vive,  Samsung  GearVR,  and  will  support  Google  Daydream  in  the  

future  

Paid  

   

BALANCE  Game   Description   Platforms  Available  

on   Paid  or  Free  

Oculus  Rift  Dreamdeck  

Highly-­‐rated  demo  by  Oculus  that  allows  the  user  to  stand  or  walk  through    

Oculus  Rift   Free  

Fruit  Ninja  

Cut  flying  fruit  with  one  or  two  ninja  swords  while  

working  on  weight  shifting,  head  turns,  reaction  time.  No  fine  motor  required  

Oculus  Rift,  PlayStation  VR,  and  

HTC  Vive  Paid  

Ballanced  Weight  shifting  and  postural  sway  

 Oculus  Rift   Paid  

   

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FINE  MOTOR  Game   Description   Platforms  Available  on   Paid  or  Free  

Rec  Room  –  Paintball  

Players  use  many  of  the  Oculus  Touch  

controller  buttons  to  shoot  paintball  guns,  capture  the  other  

teams  flag,  etc.  Many  other  games  besides  paintball  are  included  

with  Rec  Room.  

Oculus  Rift  and  PlayStation  VR     Free  

Spider-­‐man:  Homecoming  –Virtual  Reality  Experience  

Players  assume  the  role  of  Spiderman  to  

complete  a  variety  of  tasks  that  require  

Oculus  Rift  and  HTC  Vive   Free  

Blocks  Create  a  variety  of  

creations  with  different  shapes    

Oculus  Rift  and  HTC  Vive   Free  

Lucky’s  Tale  

Use  the  controller  buttons  to  journey  

through  a  course  while  collecting  coins  and  avoiding  obstacles.  

Oculus  Rift   Free    

                   

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COGNITION  Game   Description   Platforms  Available  

on   Paid  or  Free  

Job  Simulator  

Funny  and  engaging,  simulates  hands-­‐on  task  performance  of  several  virtual  jobs.  Forces  user  to  divide  attention,  sequence.  

Oculus,  HTC  Vive,  and  PlayStation  VR   Paid    

Fantastic  Contraption  

Use  creativity  and  problem  solving  skills  

to  build  “contraptions”  in  order  to  complete  

challenges  

Oculus  Rift,  HTC  Vive,  and  PlayStation  

VR    Paid  

                         

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PSYCH  Game   Description   Platforms  Available  on   Fee  or  Free  

Guided  Meditation  VR  

Provides  guided  sessions  in  

meditation  and  has  the  ability  to  measure  heart  

rate.  

Oculus,  HTC  Vive,  and  Gear  VR   Free  

AppliedVR  

Subscription-­‐based,  clinically  validated  VR  platform  being  used  at  Cedars-­‐Sinai  hospital  that  was  designed  specifically  for  healthcare  use.  Provides  a  “VR  Pharmacy”  with  a  

suite  of  experiences  for  pain  management  and  anxiety.  

GearVR  (purchase  the  headset  and  app  exclusively  from  

https://appliedvr.io/pricing/;  cannot  buy  AppliedVR  separately)      

 

Paid    

   

Clinical  Justification      

v Dynamic  v Balance  conflict  v Proprioceptive  emphasis  v Dual  tasking  v Repetitions    v Simultaneous  core  stabilization  and  distal  mobility  focus  v Inherently  motivating    

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v Appeal  to  younger  clients  v Easy  to  grade  v Functional  planes  of  movement  for  ADLs  (i.e.  Plate  to  mouth,  brushing  hair,  

dressing,  etc).    v Increased  Repetitions    v Grasp  patterns  focus  for  games  not  requiring  hand  controllers  

   

Documentation  (examples)    

v Standing/PT:    Ø Documentation-­‐  While  engaged  in  a  virtual  task  using  an  Oculus  Rift  

Platform  targeting  dynamic  standing  balance  and  endurance,  Erin  stood  for  20  minutes  with  contact  guard  assistance.  This  was  an  improvement  compared  to  her  previous  performance  of  5  minutes  with  minimal  assistance.  

Ø STG-­‐  Erin  will  stand  for  at  least  10  minutes  with  close  stand  by  assistance  while  engaged  in  a  virtual  task  targeting  dynamic  standing  balance  and  endurance.  

v Occupational  therapy/hand  use:    Ø Documentation-­‐With  initial  minimal  assistance  followed  by  minimal  verbal  

cues  for  technique,  Erin  demonstrated  thumb  flexion  and  adduction  for  5  minutes  on  an  oculus  rift  controller  while  engaged  in  a  virtual  task  from  seat  d  level  aimed  at  eliciting  functional  grasp  patterns  of  the  hand.  Previously,  she  had  only  been  able  to  do  so  with  visual  feedback.  Gains  are  evidence  of  improvements  in  proprioception  and  coordination.    

Ø STG-­‐  Erin  will  sustain  at  least  10  minutes  of  thumb  flexion,  extension,  adduction,  and  abduction  from  standing  level  while  engaging  in  a  virtual  task  using  leap  motion  software  with  an  Oculus  Rift  Platform.  This  will  be  performed  without  the  use  of  hand  controllers.  

v Cognitive:  Erin  was  able  to  engage  in  a  virtual  activity  using  an  Oculus  Rift  platform  for  25  minutes  with  close  supervision  and  moderate  verbal  cues  to  attend  to  visual  cues  on  a  screen  to  maintain  attention.  *This  was  an  improvement  in  terms  of  attention  to  task,  as  no  other  previous  activities  held  her  attention  for  longer  than  10  minutes  due  to  severe  frontal  lobe  dysfunction  causing  distractibility  in  many  environments.  

Ø STG-­‐  Erin  will  be  able  to  engage  in  a  virtual  task  using  an  Oculus  Rift  platform  for  at  least  30  minutes  with  close  supervision  and  minimal  verbal  cues  to  sustain  attention.    

v Psych-­‐  Following  education  related  to  the  use  of  mindfulness  meditation  for  severe  chronic  depression  and  chronic  low  back  pain,  Erin  engaged  in  a  therapeutic  virtual  reality  environment  aimed  at  coaching  mindfulness  meditation  as  a  pain  management  strategy  for  30  minutes  with  verbal  instructions  provided  by  the  psychologist.    

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Ø STG:  Erin  will  self  report  the  ability  to  maintain  attention  on  simple  perceptual  stimuli  presented  in  the  virtual  reality  environment  for  at  least  30  minutes  without  judgment  or  interferences  of  pain  perceptions.    

Ø LTG:  Erin  will  generalize  mindfulness  meditation  strategies  of  accepting  emotions  and  thoughts  without  judgment  in  everyday  experiences.  Erin  will  specifically  experience  bodily  sensations  of  movements  of  the  low  back  without  judgment  while  attending  to  outside  of  the  body  sights  and  sounds.    

v Vision:  With  tactile  cuing,  Erin  was  able  to  track  visual  stimuli  in  an  immersive  virtual  environment  as  evidenced  by  25  rotational  head  movements  to  the  left  from  her  wheelchair  during  a  5-­‐minute  virtual  task.  *This  was  indicative  of  improved  left  sided  visual  spatial  attention.  Erin  has  severe  left  sided  visual  in  attention  as  a  result  of  her  Cerebral  Vascular  Accident.  

Ø STG:  Erin  will  demonstrate  at  least  25  rotational  head  movements  to  the  left  side  with  verbal  cues  while  engaged  in  a  5-­‐minute  virtual  task.  

Ø LTG:  Erin  will  demonstrate  transfer  of  skills  to  a  non-­‐VR  environment  as  evidenced  by  at  least  25  rotational  movements  of  the  head  to  the  left  side  while  ambulating  down  a  hallway  during  a  therapeutic  task.  

 

Other  Measurement  Examples      

v Level  of  physical  assistance  from  seated  or  standing  level  (contact  guard,  minimal  assistance,  etc.)  

v Position  and  seated  surface  v Length  of  time  attending  to  virtual  task,  sustained  upper  extremity  movements,  

standing  while  engaged  in  virtual  task  v Balance-­‐  base  of  support,  number  of  balance  corrections    v Approximate  goniometric  measures  of  AROM  at  shoulder  or  elbow  v Number/type  of  grasp  patterns  exhibited  during  virtual  task  v Game  scores  v Number  of  discrete  active  UE  movements  recorded  v Rating  Scales  

Ø Balance  Ø Psych  

 

Grading        

v Sitting  in  wheelchair,  sitting  on  stationary  chair  >swiveling  office  chair  >  static  standing  with  physical  assistance>  standing  without  assistance  

v Use  of  one  controller  (one  handed  use)  >  use  of  two  controllers  (bilateral  upper  extremity  use)  

v Short  duration  >  long  duration  v Without  distractors  >  with  distractors  

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v With  verbal  cues>  without  verbal  cues  v With  hands  on  assistance  >  without  hands  on  assist  v Within  game  setting  adjustments  >  increased  difficulty  with  game  levels  v Without  controllers  >  with  controllers  

 

Recent  Evidence      

v The  use  of  commercial  video  games  in  rehabilitation:  a  systematic  review  (2016)  Ø Video  gaming  offered  similar  results  as  conventional  physical  rehabilitation  

in  most  cases.  Ø Bonnechere  B,  Jansen  B,  Omelina  L,  Van  Sint  Jan  S.  Int.  J.  Rehabil.  Res.  2016;  

39(4):  277-­‐290.  v Virtual  reality  gaming  in  the  rehabilitation  of  the  upper  extremities  post-­‐stroke.  

Ø Literature  review  of  15  articles  found  that  virtual  reality  gaming  rehab  is  equal  to  traditional  therapies  or  successful  augmentation  to  those  therapies.    

Ø Yates  M,  Kelemen  A,  Sik  Lanyi  C.  Virtual  reality  gaming  in  the  rehabilitation  of  the  upper  extremities  post-­‐stroke.  Brain  Inj.  2016;30(7):855-­‐63.  doi:  10.3109/02699052.2016.1144146.  Epub  2016  Mar  30.  Review.  PubMed  PMID:  27029647.    

v Does  a  Combination  of  Virtual  Reality,  Neuromodulation  and  Neuroimaging  Provide  a  Comprehensive  Platform  for  Neurorehabilitation?  –  A  Narrative  Review  of  the  Literature  

Ø Found  supporting  evidence  for  the  safety  and  efficacy  of  the  combination  of  VR  and  conventional  therapy.  Likely  that  the  combination  of  VR  and  conventional  therapy  is  more  efficatious.    

Ø Teo,  W.-­‐P.,  Muthalib,  M.,  Yamin,  S.,  Hendy,  A.  M.,  Bramstedt,  K.,  Kotsopoulos,  E.,  …  Ayaz,  H.  (2016).  Does  a  Combination  of  Virtual  Reality,  Neuromodulation  and  Neuroimaging  Provide  a  Comprehensive  Platform  for  Neurorehabilitation?  –  A  Narrative  Review  of  the  Literature.  Frontiers  in  Human  Neuroscience,  10,  284.  http://doi.org/10.3389/fnhum.2016.00284    

v What  do  randomized  controlled  trials  say  about  virtual  rehabilitation  in  stroke?  A  systematic  literature  review  and  meta-­‐analysis  of  upper-­‐limb  and  cognitive  outcomes  

Ø Looked  at  33  studies  and  971  participants.  VR    produced  significant  gains  for  Body  Structure/Function  and  Activity  level  outcomes.  Supporting  evidence  for  the  use  of  VR  as  an  adjunct  to  conventional  stroke  rehab.    

Ø Aminov,  A.,  Rogers,  J.  M.,  Middleton,  S.,  Caeyenberghs,  K.,  &  Wilson,  P.  H.  (2018).  What  do  randomized  controlled  trials  say  about  virtual  rehabilitation  in  stroke?  A  systematic  literature  review  and  meta-­‐analysis  of  upper-­‐limb  and  cognitive  outcomes.  Journal  of  NeuroEngineering  and  Rehabilitation,  15,  29.  http://doi.org/10.1186/s12984-­‐018-­‐0370-­‐2    

v Clinical  Utility  of  Virtual  Reality  in  Pain  Management:  A  Comprehensive  Research  Review  from  2009  to  2016  

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Ø Review  of  29  studies.  Most  of  the  studies  were  short  term,  but  provided  evidence  that  VR  is  a  useful  tool  for  pain  management.    

v A  meta-­‐analysis  and  systemaitic  literature  review  of  virtual  reality  Ø Looked  at  27  sources  for  meta-­‐analysis  and  128  sources  in  literature  reiview.  

Metaanalysis  found  that  VRR  programs  are  more  effective  overall  than  comparable  rehab  programs.  VRR  programs  are  effective  but  why  that  are  effective  is  still  unkown.    

Ø Matt  C.  Howard.  2017.  A  meta