Virtual Reality and the Person- Environment Experience: Research - - PowerPoint PPT Presentation

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Virtual Reality and the Person- Environment Experience: Research - - PowerPoint PPT Presentation

Virtual Reality and the Person- Environment Experience: Research and Clinical Implications for Occupational Therapy Dr.Denise Reid University of Toronto May 27, 2005 Person-Environment Experiences Environmental centralization


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Virtual Reality and the Person- Environment Experience: Research and Clinical Implications for Occupational Therapy

Dr.Denise Reid University of Toronto May 27, 2005

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Person-Environment Experiences

  • Environmental centralization
  • Entexturing
  • Environmental personalization
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Environmental Centralization

  • Refers to the way the environment is

manipulated over time to accommodate increasing limitations of the body through closing off peripheral areas and the concentration of activity space in central zones

  • (Adapted from Rubinstein, 1989)
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Environmental Centralization (example)

  • Person is centered in

space

  • Person can interact

with the activity and play the drums with ease even though she has a stroke

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Environmental Centralization (example)

  • A child with cerebral

palsy can play a reaching activity from her wheelchair

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Entexturement

  • An individual’s regulation of activity, of

aural and visual stimuli, and colour and

  • ther sensory stimuli that surround the body

in order to produce, if possible a finely articulated and satisfying whole.

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Entexturement (example)

  • Responds to sounds of

music

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Entexturement (example)

  • painting
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Environmental Personalization

  • Involves a certain degree of involvement

with the environment

  • Taking possession, completing it, and

changing it

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Environmental Personalization (example)

  • Changing environment

background colour

  • Creating colourful

designs

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Environmental Centralization (example)

  • Movements change

colors on screen and shapes

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Video

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A model of Playfulness and Flow in Virtual Reality Interactions

  • Playfulness is associated with

characteristics that include motivation towards the accomplishment of self- imposed goals and tendencies toward active involvement.

  • (Adapted from Rubin, Fein, & Vandenberg, 1983; Glynn & Webster,

1992)

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A model (continued)

  • Flow theory states that individuals are

happiest when challenges and skills are balanced.

  • Individuals who enjoy an activity will want

to repeat it.

  • Individuals lose themselves in the activity
  • (Adapted from Csikszentmihlyi, 1990)
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A model playfulness and flow in VR interactions

Willingness to try VR Engage in VR Cognitive Ability Volitional Control Self Efficacy Flow Playfulness Competence Creativity User Satisfaction

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Hypothesis 1

  • Self Efficacy in virtual reality computer

applications is positively related to user satisfaction

  • self-efficacy study (Reid, 2002)
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Hypothesis 2

  • Volition in virtual reality computer

applications is positively related to playfulness

  • (Reid, 2004; Harris & Reid, 2005)
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Hypothesis 3

  • The flow state is positively related to

playfulness

  • (Miller & Reid, 2003; Reid, 2004)
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Hypothesis 4

  • Flow and playfulness are positively related

to creativity with interactions with the VE.

  • Unpublished Case studies
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Hypothesis 5

  • Playfulness and the flow state is positively

related to competence building

  • Postural control and upper extremity studies

(Reid, 2002b, 2002c)

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Hypothesis 6

  • Flow and playfulness is positively related to

user satisfaction with virtual reality applications

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Conclusions and Future Directions

  • Test all aspects of model
  • Involving other populations
  • More development work
  • Include other constructs to model such as

function and presence

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Implications for OT

  • Play/leisure participation can be reinforced

through a virtual reality method

  • Can use virtual reality at home with existing TV
  • Can support caregiver to support leisure

participation of disabled person at home

  • Psychosocial, functional and motor gains are

reinforced through VR; useful tool in the clinic

  • Wide applicability (elderly and children)