Stroke patients make great strides in a different
reality
From: New Scientist vol 177 issue 2378 - January 18,
2003, page 14
By: Ian Sample
People who have suffered a stroke are
learning to walk again thanks to a close relation of virtual reality
technology.
Unlike virtual reality, "augmented
reality" does not completely immerse the user in a wrap-around artificial
world of 3D computer graphics. Instead, it superimposes computer-generated
objects onto their view of the real world.
David Jaffe, a biomedical engineer at the US
Department of Veterans Affairs rehabilitation research centre in Palo Alto,
California, has been using an augmented reality system to improve
rehabilitation therapy for stroke patients. The brain damage a stroke causes
can leave people unable to fully coordinate their movements. "They may not
bend enough at the knee or hip during walking," says Jaffe. They may also
be too weak on one side to move the affected leg properly.
Jaffe recruited a group of stroke patients
to test the system. Wearing a harness for safety, the subjects walked on a
treadmill while wearing a virtual reality headset that showed video pictures of
their legs and feet viewed side-on. The system also displayed
computer-generated blocks that they had to step over.
Using a camera to monitor reflective tape on
the subjects' shoes, the system monitored how high they lifted their feet. Any
collision with the virtual obstacle set off an audible alarm and activated
vibrators attached to the shoes encouraging the patient to try harder. As the
patients got better at negotiating the obstacles, the system gave them bigger
fake objects to step over.
The virtual training regime significantly
improved the volunteers' ability to walk. After just six 1-hour sessions over
two weeks, they walked on average 32 per cent faster with a 19 per cent longer
stride. The improvement persisted two weeks after treatment. A control group
who were given therapy that involved stepping over real foam blocks showed less
of an improvement: gaining 26 per cent and 11 per cent improvements
respectively.
The augmented reality system might be more
effective because it helps people focus their attention on how they walk, Jaffe
suggests. "It's weird to see yourself walking from the side, but because
the rest of the environment is shut out, the training becomes very focused and
perhaps that contributes to their progress," he says. Jaffe will present
his work at the Medicine Meets Virtual Reality Conference in California, next
week.
Jaffe's next step is to treat patients for
four weeks to see if that encourages further speed and stride
improvement.
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