
ICVR 2011 Program

The full program and a download of the USB proceedings for all three Rehab Week Zurich conferences, including ICVR, is available on the Rehab Week Zurich website for conference attendees only.
Monday 27 June |
Tuesday 28 June |
Wednesday 29 June |
|
|
07:30-08:00 Registration and coffee |
| 08:00-08:30 Registration and coffee |
08:00-08:20 Joint session welcome ICVR, INRS, ICORR |
|
| 08:20-09:00 Plenary talk Olaf Blanke, EPFL |
||
| 08:30-10:30 Workshops |
08:30-09:00 Registration and coffee |
|
| 09:00-09:10 Joint session welcome ICVR and INRS |
09:00-09:40 Plenary talk Zev Rymer, RIC |
|
| 09:10-09:45 Plenary talk Reggie Edgerton, UCLA |
||
| 09:45-10:20 Plenary talk Skip Rizzo, USC |
09:40-10:20 Interactive Podium Fast Forward 1 |
|
| 10:20-10:50 Coffee & Posters |
10:20-10:50 Coffee & Posters |
|
| 10:30-11:00 Coffee break |
||
| 10:50-11:50 Podium Session 4 Games for Rehabilitation |
10:50-12:35 Podium Session 8 VR Training for Pain and Disability |
|
| 11:00-12:00 Workshops |
||
| 12:00-13:00 Lunch |
11:50-12:35 Podium Session 5 Upper Limb Rehabilitation |
|
| 12:35-14:00 Lunch & Posters |
12:35-14:00 Lunch & Posters |
|
| 13:00-13:15 Conference welcome |
||
| 13:15-14:00 Podium Session 1 Sensory Impairment |
||
| 14:00-15:15 Podium Session 2 Posture and Balance |
14:00-14:45 Invited talk John Allum, Uni Hospital Basel |
14:00-14:40 Plenary talk Carolee Winstein, USC |
| 14:45-16:00 Podium Session 6 Gait, Locomotion, Navigation |
14:40-15:20 Plenary talk Tim Lüth, TUM |
|
| 15:15-15:45 Coffee break |
15:20-16:00 Interactive Podium Fast Forward 2 |
|
| 15:45-17:00 Post-stroke Rehabilitation |
16:00-16:30 Coffee & Posters |
16:00-16:30 Coffee & Posters |
| 16:30-17:30 Podium Session 7 Rehabilitation for Brain Injuries |
16:30-17:30 Podium Session 9 Rehabilitation for Children |
|
| 17:00-18:30 Transfer to Zunfthaus zur Meisen |
17:30-18:30 ISVR members meeting |
17:30-18:00 Awards and farewell |
| 18:00-18:30 Transfer to Lakeside |
||
| 18:30-20:00 Welcome Drink Zunfthaus zur Meisen |
|
18:30-23:00 Gala Dinner Lakeside |
Note: Podium talks are max. 12 minutes in length, plus 3 minutes for questions.
| Monday 27 June 13:15-14:00 | Podium Session 1: Sensory Impairment |
| Virtual Environment Support Orientation Skills of Newly Blind - A Case Study O. Lahav, D. W. Schloerb, M. A. Srinivasan |
|
| Remote Hearing Screening As Part of Auditory Telerehabilitation; A Preliminary Report A. Hemakom, A. Noymai, P. Israsena, S. Boonyanukul and C. Chinnarat |
|
| Using 3D for Rebalancing the Visual System of Amblyopic Children A. Gargantini, M. Bana, F. Fabiani |
|
| Monday 27 June 14:00-15:15 | Podium Session 2: Posture and Balance |
| Playing the Goblin Post Office game improves movement control of the core: A case study. G. Barton, R. Foster, G. Holmes, P. Butler, M. Hawken |
|
| Postural responses of adults with cerebral palsy to combined base of support and visual field rotation J. Slaboda, R. T. Lauer, E. A. Keshner |
|
| Visual Sensitivity Modulates Postural Sway in a Virtual Environment in Healthy Elderly and Individuals with Stroke E. A. Keshner, J. Slaboda |
|
| Head stabilization shows multisensory dependence on spatiotemporal properties of visual-inertial passive stimulation W. G. Wright, M. Agah, K. Darvish, E. A. Keshner |
|
| BioTrak: a comprehensive overview R. Lloréns, J. A. Gil-Gómez, P. Mesa-Gresa, M. Alcañiz, C. Colomer, E. Noé |
|
| Monday 27 June 15:45-17:00 | Podium Session 3: Post-stroke Rehabilitation |
| Optic flow in a virtual environment can impact on locomotor steering post stroke J. Berard, J. Fung, A. Lamontagne |
|
| Mirror feedback in virtual reality elicits ipsilesional motor cortex activation in chronic stroke patients E. Tunik, S. Saleh, H. Bagce, A. Merians, S. Adamovich |
|
| Rehabilitation Robot for Unimanual and Bimanual Training of Hemiparetic Subjects M. Trlep, M. Mihelj, U. Puh, M. Munih |
|
| Integrative Motor, Emotive and Cognitive Therapy for Elderly Patients Chronic Post-Stroke - A Feasibility Study of the BrightArm™
Rehabilitation System B. Rabin, G. Burdea, J. Hundal, D. Roll, F. Damiani |
|
| Neurorehabilitation of Poststroke Cognitive Impairments with the Use of Computed Programs S. Prokopenko, E. Mozheyko, T. Koryagina, M. M. Petrova, D. S. Kaskayeva, E. Arakchaa, T. Chernyh |
|
| Tuesday 28 June 10:50-11:50 | Podium Session 4: Games for Rehabilitation |
| Usability of Technology Supported Social Competence Training for Children on the Autism Spectrum P. L. Weiss, E. Gal, S. Cobb, L. Millen, T. Hawkins, T. Glover, M. Zancanaro, L. Giusti, S. Eden |
|
| An Investigation of User Acceptance and Flow Experience Using Video-Capture Gaming Technology for Exercise. G. Barry |
|
| The Effects of Visual Feedback in Therapeutic Exergaming on Motor Task Accuracy J. Doyle, D. Kelly, M. Patterson, B. Caulfield |
|
| Tuesday 28 June 11:50-12:35 | Podium Session 5: Upper Limb Rehabilitation |
| Virtual Rehabilitation of Upper-Limb Function in TBI: A Mixed-Approach Evaluation of the Elements System P. H. Wilson |
|
| Arm motor rehabilitation in chronic stroke: Effects of two training environments S. K. Subramanian, C. Lourenco, H. Sveistrup, M. F. Levin |
|
| Short-term Practice with Customized 3D Immersive Videogame Improves Arm-Postural Coordination in Patients with TBI K. Ustinova |
|
| Tuesday 28 June 14:45-16:00 | Podium Session 6: Gait, Locomotion and Navigation |
| Influence of moving visual surroundings on walking A. Mert, L. Hak, W. Bles |
|
| The effect of differing optic flow on steering behaviours during goal-oriented locomotion A. Garcia Popov, A. Lamontagne |
|
| Perceptual and navigational strategies for obstacle circumvention in a virtual environment A. Darekar, G. Aravind, A. Lamontagne, J. Fung |
|
| Treadmill Training with Virtual Reality to Decrease Risk of Falls in Idiopathic Fallers: a Pilot Study A. Mirelman, N. Raphaeli-Beer, M. Dorffman, M. Brozgul, J. Hausdorff |
|
| Axis of visual field rotation and order of presentation differentially affect postural responses in virtual environment R. V. Buddharaju, L. Lanaria, E. A. Keshner |
|
| Tuesday 28 June 16:30-17:30 | Podium Session 7: Rehabilitation for Brain Injuries |
| Emotive, Cognitive and Motor Rehabilitation Post Severe Traumatic Brain Injury– A new convergent approach G. . Burdea, B. Rabin, A. Chaperon, J. Hundal |
|
| Effectiveness of executive functions training within a virtual supermarket for adults with Traumatic Brain Injury M. Jacoby, S. Averbuch, Y. Sachar, N. Katz, P. L. Weiss, R. Kizony |
|
| Development of an Interactive Artifact for Cognitive Rehabilitation based on Augmented Reality C. Kirner, T. G. Kirner |
|
| Wednesday 29 June 10:50-12:35 | Podium Session 8: Virtual Reality Training for Pain and Disability |
| Exploring the Synergies of a Hybrid BCI – VR Neurorehabilitation System S. Bermudez I Badia, A. García Morgade, H. Samaha, P. F. Verschure |
|
| Development of virtual environments for patient-centered rehabilitation S. T. König, A. Duenser, C. Bartneck, J. Dalrymple-Alford, G. Crucian |
|
| Chronic Pain Rehabilitation with a Serious Game using Multimodal Input C. Schönauer, S. Jansen – Kosterink, H. Kaufmann, M. Vollenbroek-Hutten, T. Pintaric |
|
| Effects of Shading and Droplines on Object Localization in VR for
Patients with Neurological Conditions W. M. van Den Hoogen, P. Feys, I. Lamers, S. Notelaers, K. Baeten, L. Kerkhofs, K. Coninx, W. Ijsselsteijn |
|
| Virtual reality rehabilitation system for neuropathic pain and motor dysfunction in spinal cord injury patients M. Villiger, J. Spillman, B. Meilick, D. Kiper, P. Pyk, N. Estevez, S. Kollias, A. Curt, M.-C. Hepp-Reymond, S. Hotz-Boendermaker, K. Eng |
|
| Comparison of powered wheelchair driving performance in a real and in a simulated environment P. Archambault, J. Ng Fuk Chong, G. Sorrento, F. Routhier, P. Boissy |
|
| Wednesday 29 June 16:45-17:30 | Podium Session 9: Rehabilitation for Children |
| Dynamic Gaze Measurement with Adaptive Response Technology in Virtual Reality based Social Communication for Autism U. Lahiri, Z. Warren, N. Sarkar |
|
| Validation of the Elements/RE-ACTION System for use with Children: Evaluation of performance across developmental stages D. Green, P. H. Wilson |
|
| Describing the Attention Deficit profile of Children with Neurofibromatosis Type 1 Using a Virtual Classroom Environment Y. Gilboa, S. Rosenblum, A. Fattal-Valevski, H. Toledano-Alhadef, A. Rizzo, N. Josman |
Please consider the following information while preparing your poster:
You will be provided with a poster wall with a width of 1.8m and a height of 1.2m as well as a small table (60x60 cm, e.g. for flyers or to place your laptop to play a video or slides) for the interactive poster session. This would allow you to place two DIN-A0 posters side by side, but you are free to use any other format and your own template fitting into the 1.8m x 1.2m space.
| Poster No. | Poster Title | Authors-CleanedUp |
| B1 | Virtual Reality Games for Rehabilitation of People with Stroke: Perspectives from the Users | G. Lewis, C. Woods, J. Rosie, K. McPherson |
| B2 | Introducing an user-tailored rehabilitation system for patients in their home and work environment | M. Hennes, F. Kohler, C. Disselhorst-Klug |
| B3 | Improving dexterity in children with cerebral palsy | H. van Hedel, K. Wick, K. Eng, A. Meyer-Heim |
| B4 | Usability of EEG Cortical Currents in Classification of Vowel Speech Imagery | N. Yoshimura, A. Satsuma, C. S. Dasalla, T. Hanakawa, M.-A. Sato, Y. Koike |
| B5 | Trial-to-trial variability differs between low versus high responders in motor imagery: near-infrared spectroscopy study | L. K. B. Holper, M. Wolf, N. Kobashi, D. Kiper, K. Eng |
| B6 | Development of a Virtual Reality Leg-Cycling Training System for Stroke Patients | H.-C. L. Lo, C.-Y. Yeh, Y.-H. Hsueh, S.-L. Chen |
| B7 | The contribution of an online VR-based programme in cognitive rehabilitation following stroke | P. Gamito, J. Oliveira, J. Pacheco, N. Santos, D. Morais, T. Saraiva, F. Soares, C. Sottomayor |
| B8 | Serious gaming to improve bimanual coordination in children with spastic cerebral palsy | E. van Loon, A. van der Rijt, A. Salverda, L. Peper |
| B9 | Energy Demands During Interactive Video Gaming of Individuals Post-Stroke | M. Kafri, M. J. Myslinski, J. E. Deutsch |
| B10 | The Effects of Manipulation of Visual Feedback in Virtual Reality on Cortical Activity: A Pilot Study | J. G. Brand, O. Geisseler, L. K. B. Holper, M.-C. Hepp-Reymond, M. Morari, D. Kiper, K. Eng |
| B11 | Im-Able System for Upper Limb Stroke Rehabilitation | K. Jordan, M. Sampson, J. Hijmans, L. Hale, M. King |
| B12 | Is Use of the Nintendo Wii Fit in Physiotherapy as Effective as Conventional Physiotherapy Training? | M. Crotty, K. Laver, S. George, J. Ratcliffe |
| B13 | Web Service for Cognitive Remediation in Depression | O. Grynszpan, O. Komano, P. Leboucher, J. Guertault, F. Tarpin Bernard, R. Jouvent |
| B14 | The role of visual feedback in conventional therapy and future research | B. Molier, G. Prange, J. Buurke |
| B15 | Cognitive demand in a VR-enriched arm training and its relation to performance, motivation and cognitive abilities | K. Volkening, J. Bergmann, J. Ziherl, D. Novak, M. Mihelj, M. Munih, F. Müller |
| B16 | Active Video Games and Children With Cerebral Palsy: the Future of Rehabilitation ? | L. Ballaz, M. Robert, F. Prince, M. Lemay |
| B17 | Spatial orientation decline in elderly population | F. Morganti, G. Riva |
| B18 | User-Acceptance and Flow in Two Gaming Platforms Used for Exercise | J. Robinson, P. van Schaik, A. Macsween, J. Dixon, D. Martin |
| B19 | Understanding Psychophysiological Response to a Virtual Reality-based Social Communication System for Children with ASD | U. Lahiri, K. Welch, Z. Warren, N. Sarkar |
| B20 | A reliable low-cost platform for neglect Virtual Rehabilitation | N. A. Borghese, A. Sedda, R. Mainetti, M. Ronchetti, F. Pasotti, G. Bottini |
| B21 | 10 years experience in the application of Reinforced Feedback in Virtual Environment (RFVE) for neurorehabilitation | A. Turolla, M. Agostini, C. Zucconi, P. Kiper, A. Vendramin, M. Dam, P. Tonin, L. Ventura, M. Dalmartello, L. Piron |
| B22 | Ubi-REHAB: An Android-Based Portable Augmented Reality Stroke Rehabilitation System using the eGlove for Multiple Partic | Y. G. Choi |
| B23 | The effect of social gaming in performance and mood in virtual reality based rehabilitation of stroke patients | B. Rubio Ballester, S. Bermudez I Badia, P. F. Verschure |
| B24 | Development of a Haptic Keypad for Training Finger Individuation after Stroke | T. J. Lord, D. M. Keefe, Y. Li, N. Stoykov, D. Kamper |
| B25 | A Virtual Reality System for Robot-Assisted Gait Training Based on Game Design Principles | U. Götz, K. Brütsch, R. Bauer, F. Faller, R. Spoerri, A. Meyer-Heim, R. Riener, A. Koenig |
| B26 | Altered steering strategies for goal-directed locomotion in stroke | A. S. Aburub |
| B27 | Computer-Aided Arm Rehabilitation | M. Hartwig, A. Kollreider, D. Ram |
| B28 | Use of Novel Virtual Reality System for the Assessment and Treatment of Unilateral Spatial Neglect: A Feasibility Study | H. Sugarman, A. Weisel-Eichler, R. Brown, A. Burstin |
| B29 | Low-Cost Motion Interactive Video Games in Home Training for Children with Cerebral Palsy: a Kinematic Evaluation | M. Sandlund, E. Domellöf, H. Grip, L. Rönnqvist, C. Häger |
| D1 | Virtual reality enhanced balance training for Service Members with amputations | V. Everding, S. Kruger |
| D2 | Cycling Rate Is Modulated by Optic Flow in a Virtual Bicycle Environment | V. Gade, I. Maidan, R. Gallager, C. TOrres, J. Deutsch |
Grigore C. Burdea
Rutgers University Tele-Rehabilitation Institute
Objectives: The tutorial aims at educating the clinician on current VR technology intended or adapted for clinical use, including advantages and drawbacks.
Intended audience: Clinicians (PTs, OTs, neuro-psychologists, psychiatrists) who contemplate getting involved in virtual rehabilitation research or clinical adoption but are held back by the technology unknown.
Abstract: Virtual reality technology has progressed substantially in recent years, with system costs diminishing. Adoption has been mixed, and sometimes without a strong body of research, which certainly poses safety risks for the patient and professional challenges for the clinician. While building a strong body of data that would lead to "best practices" will take time, this Tutorial can assist by giving a broad and unbiased coverage of the technology and predicting trends for the future.
Andreas Luft
University Hospital Zurich
Monday 6-27-2011
| Time | Speaker | Title | Duration |
| Chair: John Krakauer | |||
| 9:30 | John Krakauer | Why VR may help us in Rehabilitation: lessons from motor learning | 15+5 min |
| 9:50 | Karmen Franinovic | Integrating VR rehabilitation in daily life | 15+5 min |
| 10:10 | Eugene Tunik | Virtual reality to entrain adaptation and M1 excitability | 15+5 min |
| Chair: Andreas Luft | |||
| 11:00 | Eling de Bruin | Changing attention skills in 65-years-and-older video game players | 15+5 min |
| 11:20 | Robert Riener | A robot that controls physical and mental load via VR | 15+5 min |
| 11:40 | all | Round Table Discussion: Developing VR games for stroke survivors with motor deficits | 20 min |
| Total time – 2 hours | |||
Abstract: Behavioral results in healthy volunteers suggest that virtual reality video gaming not only trains reaction time, selective attention and vision, but also improves one‘s implicit learning ability. Stroke survivors can likely utilize the implicit learning capabilities of the motor system to improve movement deficits. The purpose of this workshop is to explore how to translate virtual reality-based training models that improve healthy learning to rehabilitation. The first two lectures are devoted to the characteristics of healthy movement learning and VR augmentation of healthy learning. The last two lectures then present virtual reality approaches to rehabilitation of elderly individuals and stroke survivors. The workshop will conclude with a round table discussion that aims at defining the necessary characteristics of virtual reality robotic gaming for stroke survivors with motor deficits.
Belinda Lange and Albert (Skip) Rizzo, University of Southern California
Patrice (Tamar) Weiss, University of Haifa
One of the exciting new developments in the field of Virtual Rehabilitation involves the release of the new Xbox Kinect system by Microsoft. This revolutionary game platform uses an infrared “depth-sensing” camera (produced by an Israeli company, Primesense) to capture users’ full body movement in 3D space for interaction within game activities. This system does not require the user to hold an interface device or move on a pad as the source of interaction within the game. Instead, the user’s body is the game controller operating in 3D space and multiple users can be tracked in this fashion for both cooperative and competitive interactive activities. This technology is a significant advance over previously available 2D video capture systems.
Such low cost sensing systems for tracking human movement could revolutionize how virtual rehabilitation will be done in the future. Following a stroke, brain injury or other form of neurological disorder, a patient using this system can naturally interact with game content as part of their physical, occupational and cognitive therapy and they may be more motivated to do therapy when it is embedded in a game context. An attractive feature is the fact that while the Primesense camera provides the tracking functionality for the Kinect, it will soon be available as a low-cost stand-alone USB depth-sensing camera. This option will allow homegrown developers and researchers to produce game software and content that is specifically designed to promote rehabilitation, and perhaps "exergaming" activities beyond what the Xbox console games may offer.
Researchers have thus far integrated the MS Kinect/Primesense movement tracking system with custom-built rehab games and with associated software that allows it to drive any PC-based computer game by emulating standard mouse and keyboard commands, all based on the designated physical activity of the user. This will provide a new dimension for interactive rehabilitation and exergaming in many ways by opening up a multitude of existing game content for full body interaction. These advances could stand to promote healthcare research and application development that could be widely disseminated at a low cost in user's homes.
The objective of this workshop is to provide participants with an introduction to the technology and illustrate how it has thus far been applied in application development and evaluation. Participants will have an opportunity to try out the system and take part in a discussion regarding future research and clinical developments.
Hans van Zeist, Manager Nursing home Zorggroep Solis
Stefan Kok, Manager Paramedic Services Zorggroep Solis
Henry Mulder, Director Evocare BV
Achim Hein, Dr. Hein Healthservices GmbH
The ability to deploy telerehab successfully is a requirement to make telerehab mainstream. During 2010 Zorggroep Solis in Deventer, The Netherlands, implemented successfully the Evocare telerehabilitation concept. The workshop is using the experiences of the Evocare implementation. It will address the issues of implementing telerehab services in care provider organizations. Issues like required pre-requisites on infrastructure, procedures and protocols, job descriptions and other human resource issues, strategy, policies, communication and project management. Successful implementation of telerehab requires a tenacious team dealing with every detail to ensure broad acceptance within the organization and quality assurance.