Immersive Technologies for Vestibular Rehabilitation: Comparing Solutions for Clinical and Home Use

Immersive Technologies for Vestibular Rehabilitation: Comparing Solutions for Clinical and Home Use

Emanuel Pereira, Bruno Ferreira, Ana Margarida Amorim, Paulo Menezes
Copyright: © 2022 |Volume: 13 |Issue: 1 |Pages: 20
ISSN: 1947-3117|EISSN: 1947-3125|EISBN13: 9781683181750|DOI: 10.4018/IJCICG.311835
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MLA

Pereira, Emanuel, et al. "Immersive Technologies for Vestibular Rehabilitation: Comparing Solutions for Clinical and Home Use." IJCICG vol.13, no.1 2022: pp.1-20. http://doi.org/10.4018/IJCICG.311835

APA

Pereira, E., Ferreira, B., Amorim, A. M., & Menezes, P. (2022). Immersive Technologies for Vestibular Rehabilitation: Comparing Solutions for Clinical and Home Use. International Journal of Creative Interfaces and Computer Graphics (IJCICG), 13(1), 1-20. http://doi.org/10.4018/IJCICG.311835

Chicago

Pereira, Emanuel, et al. "Immersive Technologies for Vestibular Rehabilitation: Comparing Solutions for Clinical and Home Use," International Journal of Creative Interfaces and Computer Graphics (IJCICG) 13, no.1: 1-20. http://doi.org/10.4018/IJCICG.311835

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Abstract

Vestibular vertigo accounts for about a quarter of dizziness complaints. Loss of vestibular function is a debilitating condition that causes nausea, spontaneous nystagmus, or disequilibrium, which is known to highly influence day-to-day tasks. Therefore, recovery should start as soon as possible, targeting the affected side of the vestibular apparatus, by performing a set of prescribed exercises. Aside from being a long and tiresome process, patients must perform these exercises, while trying to stimulate optokinetic, angular vestibulo-ocular, and vestibulospinal reflexes. The article presents the development of virtual reality serious games that can be played at home or in a rehabilitation clinic. The main objective is to increase patients' motivation, specifically during telerehabilitation which is essential for a faster recovery process. A preliminary evaluation was carried out to compare the users' experiences using a smartphone-based headset and a standalone commercial head-mounted display, the Oculus Quest.

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