IDEAS home Printed from https://ideas.repec.org/a/igg/jcicg0/v13y2022i1p1-20.html
   My bibliography  Save this article

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

Author

Listed:
  • Emanuel Pereira

    (Institute of Systems and Robotics, Coimbra, Portugal)

  • Bruno Ferreira

    (Department of Electrical and Computer Engineering, Institute of Systems and Robotics, University of Coimbra, Coimbra, Portugal)

  • Ana Margarida Amorim

    (Department of Otorhinolaryngology, Coimbra University Hospital Centre, Faculty of Medicine, University of Coimbra, Coimbra, Portugal)

  • Paulo Menezes

    (Department of Electrical and Computer Engineering, Institute of Systems and Robotics, University of Coimbra, Coimbra, Portugal)

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.

Suggested Citation

  • Emanuel Pereira & Bruno Ferreira & Ana Margarida Amorim & Paulo Menezes, 2022. "Immersive Technologies for Vestibular Rehabilitation: Comparing Solutions for Clinical and Home Use," International Journal of Creative Interfaces and Computer Graphics (IJCICG), IGI Global, vol. 13(1), pages 1-20, January.
  • Handle: RePEc:igg:jcicg0:v:13:y:2022:i:1:p:1-20
    as

    Download full text from publisher

    File URL: http://services.igi-global.com/resolvedoi/resolve.aspx?doi=10.4018/IJCICG.311835
    Download Restriction: no
    ---><---

    More about this item

    Statistics

    Access and download statistics

    Corrections

    All material on this site has been provided by the respective publishers and authors. You can help correct errors and omissions. When requesting a correction, please mention this item's handle: RePEc:igg:jcicg0:v:13:y:2022:i:1:p:1-20. See general information about how to correct material in RePEc.

    If you have authored this item and are not yet registered with RePEc, we encourage you to do it here. This allows to link your profile to this item. It also allows you to accept potential citations to this item that we are uncertain about.

    We have no bibliographic references for this item. You can help adding them by using this form .

    If you know of missing items citing this one, you can help us creating those links by adding the relevant references in the same way as above, for each refering item. If you are a registered author of this item, you may also want to check the "citations" tab in your RePEc Author Service profile, as there may be some citations waiting for confirmation.

    For technical questions regarding this item, or to correct its authors, title, abstract, bibliographic or download information, contact: Journal Editor (email available below). General contact details of provider: https://www.igi-global.com .

    Please note that corrections may take a couple of weeks to filter through the various RePEc services.

    IDEAS is a RePEc service. RePEc uses bibliographic data supplied by the respective publishers.