ABSTRACT
D-Flow is a software system designed for the development of interactive and immersive virtual reality applications, for the purpose of clinical research and rehabilitation. Key concept of the D-Flow software system is that the subject is regarded as an integral part of a real-time feedback loop, in which multi-sensory input devices measure the behavior of the subject, while output devices return motor-sensory, visual and auditory feedback to the subject. The D-Flow software system allows an operator to define feedback strategies through a flexible and extensible application development framework, based on visual programming. We describe the requirements, architecture and design considerations of the D-Flow software system, as well as a number of applications that have been developed using D-Flow, both for clinical research and rehabilitation.
- Barton, G. J., Hawken, M. B., Foster, R. J., Holmes, G., and Butler, P. B. 2011. Playing the Goblin Post Office game improves movement control of the core: A case study. In Int. Conf. on Virtual Rehabilitation 2011, no. 978.Google Scholar
- Barton, G., De Asha, A., Geijtenbeek, T., and Robinson, M. 2011. Development of a Virtual Mirror Box for spatial and temporal manipulation of visual feedback on body movement during gait: A technical evaluation. In ESMAC.Google Scholar
- Barton, G. 2010. Virtual rehabilitationa focus on movement function. Biomechanica Hungarica 2, 2, 7--14.Google Scholar
- Berard, J., Fung, J., and Lamontagne, A. 2011. Optic flow in a virtual environment can impact on locomotor steering post stroke. In Int. Conf. on Virtual Rehabilitation.Google Scholar
- Bugnariu, N., and Fung, J. 2007. Aging and selective sensorimotor strategies in the regulation of upright balance. Journal of neuroengineering and rehabilitation 4 (Jan.), 19.Google ScholarCross Ref
- Darekar, A., Aravind, G., Lamontagne, A., and Fung, J. 2011. Perceptual and navigational strategies for obstacle circumvention in a virtual environment. In Int. Conf. on Virtual Rehabilitation 2011.Google Scholar
- Darter, B., and Wilken, J. 2011. Gait Training With Virtual RealityBased Real-Time Feedback: Improving Gait Performance Following Transfemoral Amputation. Physical Therapy 21, 2 (Apr.), 111--2.Google Scholar
- De Groot, I., Even-Zohar, O., Haspels, R., Van Keeken, H., and Otten, E. 2003. Case study: CAREN: A novel way to improve shoe efficacy. Prosthetics and Orthotics International 27, 2 (Jan.), 158--162.Google ScholarCross Ref
- Even-Zohar, O., and van den Bogert, A. J., 2009. Method for real time interactive visualization of muscle forces and joint torques in the human body (US2009082701, US7931604), Apr.Google Scholar
- Even-Zohar, O., 2004. System for dynamic registration, evaluation, and correction of functional human behavior (US6774885, EP19990949671, WO0017767, CA2345013).Google Scholar
- Everding, V. Q., and Kruger, S. E. 2011. Virtual reality enhanced balance training for Service Members with amputations. In Int. Conf. on Virtual Rehabilitation 2011.Google Scholar
- Fung, J., Richards, C. L., Malouin, F., McFadyen, B. J., and Lamontagne, A. 2006. A treadmill and motion coupled virtual reality system for gait training post-stroke. Cyberpsychology & behavior 9, 2 (Apr.), 157--62.Google Scholar
- Gerardi, M., Rothbaum, B. O., Ressler, K., Heekin, M., and Rizzo, A. 2008. Virtual Reality Exposure Therapy Using a Virtual Iraq: Case Report. Journal of Traumatic Stress 21, 2, 209--213.Google ScholarCross Ref
- Gérin-Lajoie, M., Richards, C. L., Fung, J., and McFadyen, B. J. 2008. Characteristics of personal space during obstacle circumvention in physical and virtual environments. Gait & posture 27, 2 (Mar.), 239--47.Google Scholar
- Hak, L., Houdijk, H., Steenbrink, F., Mert, A., Beek, P. J., and Dieën, J. V. 2011. Speeding Up or Slowing Down; How to Deal with Balance Perturbations During Gait? In ISB.Google Scholar
- Hawkins, P., Hawken, M., and Barton, G. 2008. Effect of game speed and surface perturbations on postural control in a virtual environment. In Proc. of the 7th ICDVRAT, 311--318.Google Scholar
- Henderson, A., Korner-Bitensky, N., and Levin, M. 2007. Virtual reality in stroke rehabilitation: a systematic review of its effectiveness for upper limb motor recovery. Topics in stroke rehabilitation 14, 2, 52--61.Google Scholar
- Ierusalimschy, R., de Figueiredo, L. H., and Celes, W. 2007. The evolution of Lua. Proc. of the third ACM SIGPLAN conf. on History of programming languages, 2-1-2-26. Google ScholarDigital Library
- Jessop, D., and McFadyen, B. J. 2008. The regulation of vestibular afferent information during monocular vision while standing. Neuroscience letters 441, 3 (Aug.), 253--6.Google Scholar
- Kizony, R., Levin, M., Hughey, L., Perez, C., and Fung, J. 2010. Cognitive load and dual-task performance during locomotion poststroke: a feasibility study using a functional virtual environment. Physical therapy 90, 2, 252.Google Scholar
- Lamontagne, A., Fung, J., McFadyen, B. J., and Faubert, J. 2007. Modulation of walking speed by changing optic flow in persons with stroke. Journal of neuroengineering and rehabilitation 4 (Jan.), 22.Google ScholarCross Ref
- Lees, A., Vanrenterghem, J., Barton, G., and Lake, M. 2007. Kinematic response characteristics of the CAREN moving platform system for use in posture and balance research. Medical engineering & physics 29, 5 (June), 629--35.Google Scholar
- Makssoud, H. E., Richards, C. L., and Comeau, F. 2009. Dynamic control of a moving platform using the CAREN system to optimize walking in virtual reality environments. In Annual Int. Conf. of the IEEE Engineering in Medicine and Biology Society, vol. 2009, 2384--7.Google Scholar
- McAndrew, P. M., Dingwell, J. B., and Wilken, J. M. 2010. Walking variability during continuous pseudo-random oscillations of the support surface and visual field. Journal of biomechanics 43, 8 (May), 1470--5.Google ScholarCross Ref
- McAndrew, P. M., Wilken, J. M., and Dingwell, J. B. 2011. Dynamic stability of human walking in visually and mechanically destabilizing environments. Journal of biomechanics 44, 4 (Feb.), 644--9.Google ScholarCross Ref
- Mert, A., Glashouwer, P., Wertheim, W. J., Frunt, T., and van der Wurff, P. 2010. Case report (Dutch). Nederlands Militair Geneeskundig Tijdschrift 63, 5, 161--164.Google Scholar
- Parsons, T., Rizzo, A., Rogers, S., and York, P. 2009. Virtual reality in paediatric rehabilitation: A review. Developmental Neurorehabilitation 12, 4, 224--238.Google ScholarCross Ref
- Ramachandran, V. S., and Rogers-Ramachandran, D. 1996. Synaesthesia in phantom limbs induced with mirrors. Proceedings. Biological sciences/The Royal Society 263, 1369 (Apr.), 377--86.Google Scholar
- Rizzo, A. S., and Kim, G. J. 2005. A SWOT Analysis of the Field of Virtual Reality Rehabilitation and Therapy. Presence: Teleoperators and Virtual Environments 14, 2 (Apr.), 119--146. Google ScholarDigital Library
- Roerdink, M., Coolen, B. H., Clairbois, B. H. E., Lamoth, C. J. C., and Beek, P. J. 2008. Online gait event detection using a large force platform embedded in a treadmill. Journal of biomechanics 41, 12 (Aug.), 2628--32.Google ScholarCross Ref
- Rose, F. D., Brooks, B. M., and Rizzo, A. a. 2005. Virtual reality in brain damage rehabilitation: review. Cyberpsychology & behavior 8, 3 (June), 241--62; discussion 263--71.Google Scholar
- Saposnik, G., and Levin, M. 2011. Virtual reality in stroke rehabilitation: a meta-analysis and implications for clinicians. Stroke 42, 5 (May), 1380--6.Google ScholarCross Ref
- Subramanian, S., Knaut, L. a., Beaudoin, C., McFadyen, B. J., Feldman, A. G., and Levin, M. F. 2007. Virtual reality environments for post-stroke arm rehabilitation. Journal of neuroengineering and rehabilitation 4 (Jan.), 20.Google ScholarCross Ref
- van den Bogert, A. J., Geijtenbeek, T., and Even-Zohar, O. 2007. Real-time estimation of muscle forces from inverse dynamics. health.uottawa.ca, 5--6.Google Scholar
- Vrieling, a. H., van Keeken, H. G., Schoppen, T., Otten, E., Hof, a. L., Halbertsma, J. P. K., and Postema, K. 2008. Balance control on a moving platform in unilateral lower limb amputees. Gait & posture 28, 2 (Aug.), 222--8.Google Scholar
Index Terms
- D-flow: immersive virtual reality and real-time feedback for rehabilitation
Recommendations
ExoInterfaces: novel exosceleton haptic interfaces for virtual reality, augmented sport and rehabilitation
AH '10: Proceedings of the 1st Augmented Human International ConferenceWe developed novel haptic interfaces, FlexTorque and FlexTensor that enable realistic physical interaction with real and Virtual Environments. The idea behind FlexTorque is to reproduce human muscle structure, which allows us to perform dexterous ...
The effect of avatar realism in immersive social virtual realities
VRST '17: Proceedings of the 23rd ACM Symposium on Virtual Reality Software and TechnologyThis paper investigates the effect of avatar realism on embodiment and social interactions in Virtual Reality (VR). We compared abstract avatar representations based on a wooden mannequin with high fidelity avatars generated from photogrammetry 3D scan ...
Interactive 3-dimensional virtual reality rehabilitation for patients with chronic imbalance and vestibular dysfunction
BACKGROUND: Chronic imbalance is common in patients with vestibular dysfunction. Vestibular rehabilitation is effective in improving upright balance control. Vestibular rehabilitation exercises, such as Cawthorne-Cooksey exercises, include simple ...
Comments