Research Faculty
Prof. Noomi Katz
Dr. Uri Feintuch
Dr. Adina Hartman-Maeir
Orit Shenkar
RATIONALE
In the last decade, Virtual Reality (VR) has become a familiar term, popularized by movies like "The Matrix" and "The Lawnmower Man". Recent advances in computer science and engineering have made this exciting technology accessible for the challenging world of rehabilitation. VR applications, special equipment such as helmets and gloves, allow the user to see, hear and even touch virtual objects which exist only in the computer's processor and in the user's mind. This technology has been adopted by clinicians and is currently commonly applied in the field of rehabilitation with terror victims, stroke patients and other patient populations. People with physical limitations may safely practice potentially dangerous activities without the risks involved in performing these activities in the "real" world.
The School of Occupational Therapy of Hadassah and the Hebrew University is currently involved in developing a wide range of VR applications, designed to help various populations. The development of effective VR applications has limitless potential in modern society and is conducive to current international approaches to healthcare. VR rehabilitation has already begun to find its place as a leading therapeutic practice in Israel and around the world but further research is essential to fulfill the potential of this fascinating tool.
RESEARCH PROJECTS
All of our research is conducted by the staff of the School of Occupational Therapy of Hadassah and the Hebrew University and in national and international collaborations with physicians, computer scientists, and psychologists.
1. Driving Rehabilitation
(in collaboration with the Rehabilitation Throughout the Lifespan laboratory)
Population: People with mild cognitive, motor or sensory deficits
Goal: After injury, many drivers encounter problems when sitting behind the steering wheel of a car. We intend to investigate the extent to which the use of a VR driving simulator can predict future driving performance on real roads. This could potentially contribute to diagnosis and safe intervention, facilitating practice prior to driving and preventing road accidents. In addition, we will study the efficacy of this intervention tool for geriatric populations and patients recovering from mild strokes.
2. Navigation for the blind
Population: Blind or visually impaired individuals
Goal: People who are blind encounter particular difficulties when arriving at unfamiliar places, such as a mall, museum or government office. This project enables them to study new locations using a haptic map which provides necessary spatial information using vibrations. The system uses low-cost hardware, making it affordable for home-use. Since the map is in digital format, it can be put on a website or sent via e-mail. Pilot studies performed at the School of Occupational Therapy of Hadassah and the Hebrew University have shown the feasibility of the project. Blind users have reported increased confidence when walking and an improved sense of independence but further research is needed to assess the ability of blind people to become familiar with a new environment, form a mental spatial map, and transfer this knowledge to the physical environment.
3. Street Crossing
(in collaboration with the Rehabilitation of Individuals with Cognitive Disabilities laboratory)
Population: Stroke patients
Goal: Difficulty attending to stimuli in the left visual field is a common post-stroke symptom. As part of a Master's project at the School of Occupational Therapy of Hadassah and the Hebrew University, we developed a low-cost VR system to train stroke patients to safely cross the street. Initial results seem to suggest that this intervention may be effective, however, further investigation is necessary to assess whether this simulation can aid in assessment and intervention. This is a pioneering study in the field of rehabilitation since we are examining the ability to transfer knowledge gained in a virtual environment to the physical world.
4. Games are serious business
Population: Children with Cerebral Palsy
Goal: Since children with Cerebral Palsy encounter many hurdles in playing games, they tend to avoid such activities and as a result, never learn many vital social skills. VR games, however, are easy for them to use. These games encourage appropriate social interactions with each other. A pilot study is currently being conducted at a rehabilitative kindergarten in Jerusalem. We intend to investigate how VR games facilitate the ability of children with CP to play and to interact with other children.
5. Artificial Intelligence meets VR
Population: First stage: Healthy subjects; Second stage: Stroke patients and victims of spinal cord injury
Goal: We plan to design a "smart" Virtual Environment. This system is based on algorithms of neural networks which will study the individual's patterns of performance. Once the system models the way in which the patient behaves in the virtual environment, it can then design the optimal course of intervention. In the first phase we will test the system on healthy subjects simulating patients. Thereafter, we will be able to test the system on subjects who suffer from motor deficits.
IMPLICATIONS FOR TARGET POPULATIONS
VR technology greatly enhances the scope of rehabilitation for all populations. It allows clinicians to reach out to homebound individuals (tele-rehabilitation) and enables us to challenge them to dare to push their limits in a safe virtual environment. VR offers exciting game-like interventions which increase the motivation to perform routine and painful exercises, while enabling therapists to monitor progress precisely.
Through the facilitation of unique kinds of experiences for patients who suffer from sensory or motor deficits, VR aids in regaining abilities and in learning how to compensate for physical loss. VR rehabilitation allows clinicians and patients alike to set higher therapeutic goals which are still realistic and attainable.
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