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1.
Dev Neurorehabil ; 12(1): 32-43, 2009 Feb.
Article in English | MEDLINE | ID: mdl-19283532

ABSTRACT

A frequent consequence of traumatic brain injury (TBI) is a significant reduction in patients' cerebral activation/arousal, which clinicians agree is not conducive to optimal rehabilitation outcomes. In the context of paediatric rehabilitation, sustained periods of inactivity are particularly undesirable, as contemporary research has increasingly called into question the Kennard principle that youth inherently promotes greater neural plasticity and functional recovery following TBI. Therefore, the onus to create rehabilitation conditions most conducive to harnessing plasticity falls squarely on the shoulders of clinicians. Having noted the efficacy of environmental enrichment in promoting neural plasticity and positive functional outcomes in the animal literature, some researchers have suggested that the emerging technology of Virtual Reality (VR) could provide the means to increase patients' cerebral activation levels via the use of enriched Virtual Environments (VEs). However, 10 years on, this intuitively appealing concept has received almost no attention from researchers and clinicians alike. This paper overviews recent research on the benefits of enriched environments in the injured brain and identifies the potential and challenges associated with implementing VR-based enrichment in paediatric neuropsychological rehabilitation.


Subject(s)
Brain Injuries/rehabilitation , Disabled Children/rehabilitation , Physical Therapy Modalities/instrumentation , User-Computer Interface , Adolescent , Brain Injuries/diagnosis , Child , Child, Preschool , Feasibility Studies , Feedback , Female , Follow-Up Studies , Glasgow Coma Scale , Humans , Injury Severity Score , Male , Motor Skills/physiology , Neuropsychology , Pediatrics , Recovery of Function , Risk Assessment , Social Environment , Task Performance and Analysis , Therapy, Computer-Assisted
2.
Ergonomics ; 43(4): 494-511, 2000 Apr.
Article in English | MEDLINE | ID: mdl-10801083

ABSTRACT

Virtual environments (VEs) are extensively used in training but there have been few rigorous scientific investigations of whether and how skills learned in a VE are transferred to the real world. This research aimed to measure and evaluate what is transferring from training a simple sensorimotor task in a VE to real world performance. In experiment 1, real world performances after virtual training, real training and no training were compared. Virtual and real training resulted in equivalent levels of post-training performance, both of which significantly exceeded task performance without training. Experiments 2 and 3 investigated whether virtual and real trained real world performances differed in their susceptibility to cognitive and motor interfering tasks (experiment 2) and in terms of spare attentional capacity to respond to stimuli and instructions which were not directly related to the task (experiment 3). The only significant difference found was that real task performance after training in a VE was less affected by concurrently performed interference tasks than was real task performance after training on the real task. This finding is discussed in terms of the cognitive load characteristics of virtual training. Virtual training therefore resulted in equivalent or even better real world performance than real training in this simple sensorimotor task, but this finding may not apply to other training tasks. Future research should be directed towards establishing a comprehensive knowledge of what is being transferred to real world performance in other tasks currently being trained in VEs and investigating the equivalence of virtual and real trained performances in these situations.


Subject(s)
Computer Simulation , Task Performance and Analysis , Acoustic Stimulation , Adult , Female , Humans , Male , Photic Stimulation , User-Computer Interface
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