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



Registration and coffee
Registration and coffee
Joint session welcome
Plenary talk
Olaf Blanke, EPFL
Registration and coffee
Joint session welcome
Plenary talk
Zev Rymer, RIC
Plenary talk
Reggie Edgerton, UCLA
Plenary talk
Skip Rizzo, USC
Interactive Podium
Fast Forward 1
Coffee & Posters
Coffee & Posters
Coffee break
Podium Session 4
Games for Rehabilitation
Podium Session 8
VR Training for Pain and Disability
Podium Session 5
Upper Limb Rehabilitation
Lunch & Posters
Lunch & Posters
Conference welcome
Podium Session 1
Sensory Impairment
Podium Session 2
Posture and Balance
Invited talk
John Allum, Uni Hospital Basel
Plenary talk
Carolee Winstein, USC
Podium Session 6
Gait, Locomotion, Navigation
Plenary talk
Tim Lüth, TUM
Coffee break
Interactive Podium
Fast Forward 2
Post-stroke Rehabilitation
Coffee & Posters
Coffee & Posters
Podium Session 7
Rehabilitation for Brain Injuries
Podium Session 9
Rehabilitation for Children
Transfer to Zunfthaus zur Meisen
ISVR members meeting
Awards and farewell
Transfer to Lakeside
Welcome Drink
Zunfthaus zur Meisen


Gala Dinner


Podium Sessions

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



Workshops and Tutorials


Virtual Reality Technology for the Therapist

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.


Virtual Reality for Arm Therapy

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.


Microsoft Kinect/Primesense Sensing Systems for Virtual Rehabilitation

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. 


CANCELLED: Successful operational deployment of telerehabilitation. Organizational and operational issues in implementing Hip/knee rehabilitation using the Evocare telerehabiliation concept; the Solis case.

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.