Virtual environments for assessing and rehabilitating cognitive/functionalperformance - A review of projects at the USC Integrated Media Systems Center
Aa. Rizzo et al., Virtual environments for assessing and rehabilitating cognitive/functionalperformance - A review of projects at the USC Integrated Media Systems Center, PRESENCE-T, 10(4), 2001, pp. 359-374
Virtual reality (VR) technology offers new options for the creation of soph
isticated tools that could be applied in the areas of assessment and rehabi
litation of cognitive and functional processes. VR systems allow for the pr
ecise presentation and control of dynamic, multisensory, three-dimensional
(3-D) stimulus environments, as well as the recording of all behavioral res
ponses that occur within them. Assessment and rehabilitation scenarios that
would be difficult if not impossible to deliver using conventional neurops
ychological methods are now being developed that take advantage of these VR
assets. If empirical studies demonstrate effectiveness, virtual environmen
ts (VEs) could be of considerable value for better understanding, measuring
, and treating persons with impairments due to traumatic brain injury, neur
ological disorders, and learning disabilities. This article describes the p
rogress of a VR research program at the USC Integrated Media Systems Center
and Information Sciences Institute that has developed and investigated the
use of a series of VEs designed to target (i) molecular visuospatial skill
s using a 3-D, projection-based ImmersaDesk system, and (ii) attention (and
soon memory and executive functioning) processes within ecologically valid
functional scenarios utilizing a head-mounted display (HMD). Results from
completed research, rationales and methodology of works in progress, and ou
r plan for future work is presented. Our primary vision has been to develop
VR systems that target cognitive processes and functional skills that are
of relevance to a wide range of patient populations with central nervous sy
stem (CNS) dysfunction, as well as for the assessment of unimpaired perform
ance. We have also sought to select cognitive/functional targets that intui
tively appear well matched to the specific assets available with currently
available VR technology.