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3. People with PD who played the social games with the goal of winning tended to play these games more than the prescribed length of time. This indicates that they were motivated by the reward of winning.
The goal of the final stage was to create a variety of game environments that would motivate people with PD to practice new mobility skills with the system. Task-specific training within these environments was intended to facilitate more efficient, effective practice and to enhance skill learning. We initially developed seven game environments. Five of the seven environments were designed to provide a spatial memory challenge; the spatial navigation element was intended to enhance the patient’s spatial memory. The final two environments were designed to provide a social challenge; the social component was intended to motivate people to interact with their peers in a competitive environment.
As people move around VR, their position, orientation, and velocity are tracked by a set of motion sensors. This data is used to create highly realistic, interactive environments. For example, as the patient approaches a step, the system uses motion sensors to detect when he or she is within reach of the step. As the patient walks up to the step, the system uses internal algorithms to determine the most efficient route and assign collision avoidance information based on the patient’s current orientation and position. When the patient steps on the step, the system renders a 3D model of the step, and the patient then has the option of jumping or stepping over the step. If the patient chooses to jump over the step, the virtual obstacle is removed so the patient can keep walking. This form of navigation is similar to the way in which people use two-dimensional (2D) maps in the real world. We have found this form of navigation is very effective in motivating people with PD to practice new mobility skills.
Tracy Rogel, Ph.D. is a mobility, rehabilitation, and technology researcher at the University of Alabama at Birmingham (UAB), where he currently leads the Mobility and Virtual Reality Research Laboratory. He is also a Clinical Assistant Professor at the UAB Graduate School of Medicine.
We hypothesize that VR gaming would help people with PD improve their balance and coordination. We also hypothesize that the ability to engage in a VR experience with the family will provide a sense of independence and normalcy for the person with PD.
The data also indicate that the VR training may have a positive effect on quality of life; this effect, however, is more pronounced in the control group. Most participants found that the VR gaming experience was fun and motivating. The caregivers did not report significant stress or decrease in their quality of life.
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