ILAST - Immersive Leg Coordination And Strength Therapy
Overview
ILAST stands for Immersive Leg Coordination And Strength Therapy. It is a prototype of an immersive Virtual Reality (VR) training system for post-operative therapy treatment after knee injuries. The training system uses basic game-like experiences simulated in fully immersive virtual environments which motivate patients to perform dedicated movement tasks mobilizing and strengthening their lower limbs. Patients are embodied. They are able to see a virtual counterfeit of their body which interacts with virtual objects, e.g., balancing a virtual ball or retracing a specified task, to increase motor mimicry and to strengthen the training effect.
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A project of the Embodiment Lab
ILAST is a project of the HCI Embodiment Lab. The Embodiment Lab provides a platform connecting industry with academia to initiate common research and application projects. Non-academic partners team-up with student groups to try-out new ideas for potential future products and applications. The EmbodimentLab is funded by the Bayerisches Staatsministerium für Wissenschaft und Kunst (StMWK) and coordinated by the Bavarian Research Institute for Digital Transformation (bidt). Click on the logo for more information about our Embodiment Lab!
From 23.10.-25.19.2019 the HCI Chair again presented its projects on the Media Campus. The Media Campus is part of the Media Days in Munich. There the projects ILAST, Breaking Bad Behaviors and GEtiT were presented by a team of the University of Würzburg.
Thursday Kathrina Haunfelder from the Technical University Nuremberg came to Würzburg and interviewed Andrea Bartl about ILAST. More information will be published soon.
The Media Days in Munich took place from 24th to 26th October. A team from university Würzburg presented the projects iLast and GEtiT and the degree programs Mensch-Computer-Systeme, Human-Computer-Interaction and games engineering.
Development of an immersive Virtual Reality (VR) training system for post-operative therapy treatment after knee injuries. Basic game-like experiences simulated in fully immersive virtual environments motivate patients to perform dedicated movement tasks mobilizing and strengthening their lower limbs.
Enhancement of an existing prototype of an immersive Virtual Reality (VR) training system for post-operative therapy treatment after knee injuries. Basic game-like experiences simulated in fully immersive virtual environments motivate patients to perform dedicated movement tasks mobilizing and strengthening their lower limbs.
Annika Grothaus, Boris Pöhland, Fabian Machalett, Rajdona Zeqiri, Carina Sonntag
Enhancement of an existing prototype of an immersive Virtual Reality (VR) training system for post-operative therapy treatment after knee injuries. Basic game-like experiences simulated in fully immersive virtual environments motivate patients to perform dedicated movement tasks mobilizing and strengthening their lower limbs.
Enhancement of an existing prototype of an immersive virtual reality training system for post-operative therapy treatment after knee injuries. Game-like experiences simulated in immersive virtual environments motivate patients to perform dedicated movement tasks that mobilize and strengthen their lower limbs.
Diese Arbeit untersucht unterschiedliche Arten von Feedback, die von einem virtuellen Coach gegeben werden. Als konkreter Anwendungsfall dient eine VR-Anwendung für Rehabilitationsübungen nach Knieoperationen.
This paper examines the influence of two different avatars (Proteus effect) and two different environments (Escapism) on current activation, training motivation and perceived stress. The effects were observed in the context of a physiotherapeutic training system for rehabilitation after knee injuries.
The goal of this thesis is to investigate the effects of a full embodiment compared to an incomplete embodiment and the effect of a virtual mirror in a VR application for rehabilitation (ILAST).