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Mechanisms of Virtual Reality to Imp...
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Hennessy, Rebecca White.
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Mechanisms of Virtual Reality to Improve Walking and Reaching Behavior in Individuals with Chronic Low Back Pain.
紀錄類型:
書目-電子資源 : Monograph/item
正題名/作者:
Mechanisms of Virtual Reality to Improve Walking and Reaching Behavior in Individuals with Chronic Low Back Pain./
作者:
Hennessy, Rebecca White.
出版者:
Ann Arbor : ProQuest Dissertations & Theses, : 2020,
面頁冊數:
123 p.
附註:
Source: Dissertations Abstracts International, Volume: 82-04, Section: B.
Contained By:
Dissertations Abstracts International82-04B.
標題:
Physical therapy. -
電子資源:
https://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=28027583
ISBN:
9798672165370
Mechanisms of Virtual Reality to Improve Walking and Reaching Behavior in Individuals with Chronic Low Back Pain.
Hennessy, Rebecca White.
Mechanisms of Virtual Reality to Improve Walking and Reaching Behavior in Individuals with Chronic Low Back Pain.
- Ann Arbor : ProQuest Dissertations & Theses, 2020 - 123 p.
Source: Dissertations Abstracts International, Volume: 82-04, Section: B.
Thesis (Ph.D.)--The University of Alabama at Birmingham, 2020.
This item must not be sold to any third party vendors.
Chronic low back pain (cLBP), low back pain persisting longer than three to six months, is a prevalent condition that can greatly interfere with movement quality. Specifically, cLBP can result in slower walking speeds and negatively affect reaching movements. Virtual reality (VR) encompasses a variety of technologies which may potentially improve therapeutic interventions for individuals with cLBP by presenting users with fun, distracting, and engaging challenges that align with their rehabilitative goals. While VR systems have become more accessible to everyday users, there is limited research which specifically examines VR mechanisms to improve walking and reaching quality. This dissertation presents three novel VR applications specifically developed for individuals with cLBP, each designed with a specific VR mechanism to improve movement. Study 1 examines the feasibility and content validity of a graded exposure walking and reaching application, which progressively introduces more difficult movement challenges over six modules. Studies 2 and 3 present the effects of a goal-oriented walking and reaching VR application that provides modulated visual feedback of walking speed (Study 2) and reaching distance (Study 3) during movement. Study 1 showed that despite experiencing pain and elevated pain-related fear, individuals with cLBP could successfully complete walking and reaching challenges in VR that progressively became more difficult. Study 2 showed that in both participants with and without cLBP, visual feedback that understated real-time walking speed in VR resulted in faster walking speeds compared to unmodulated visual flow in VR. Finally, Study 3 showed that while participants with and without cLBP could reach farther in VR compared to a no-VR reaching task, there were no positive benefits of modulating the visual feedback of reaching distance in VR. These three studies demonstrated the importance of selectively implementing VR mechanisms which target movement improvements and indicate that VR may be an effective tool to engage individuals with cLBP in fun physical challenges targeted to improve walking and reaching function.
ISBN: 9798672165370Subjects--Topical Terms:
588713
Physical therapy.
Subjects--Index Terms:
Chronic low back pain
Mechanisms of Virtual Reality to Improve Walking and Reaching Behavior in Individuals with Chronic Low Back Pain.
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Chronic low back pain (cLBP), low back pain persisting longer than three to six months, is a prevalent condition that can greatly interfere with movement quality. Specifically, cLBP can result in slower walking speeds and negatively affect reaching movements. Virtual reality (VR) encompasses a variety of technologies which may potentially improve therapeutic interventions for individuals with cLBP by presenting users with fun, distracting, and engaging challenges that align with their rehabilitative goals. While VR systems have become more accessible to everyday users, there is limited research which specifically examines VR mechanisms to improve walking and reaching quality. This dissertation presents three novel VR applications specifically developed for individuals with cLBP, each designed with a specific VR mechanism to improve movement. Study 1 examines the feasibility and content validity of a graded exposure walking and reaching application, which progressively introduces more difficult movement challenges over six modules. Studies 2 and 3 present the effects of a goal-oriented walking and reaching VR application that provides modulated visual feedback of walking speed (Study 2) and reaching distance (Study 3) during movement. Study 1 showed that despite experiencing pain and elevated pain-related fear, individuals with cLBP could successfully complete walking and reaching challenges in VR that progressively became more difficult. Study 2 showed that in both participants with and without cLBP, visual feedback that understated real-time walking speed in VR resulted in faster walking speeds compared to unmodulated visual flow in VR. Finally, Study 3 showed that while participants with and without cLBP could reach farther in VR compared to a no-VR reaching task, there were no positive benefits of modulating the visual feedback of reaching distance in VR. These three studies demonstrated the importance of selectively implementing VR mechanisms which target movement improvements and indicate that VR may be an effective tool to engage individuals with cLBP in fun physical challenges targeted to improve walking and reaching function.
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https://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=28027583
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