The Treatment of Akinesia using Virtual Images
Future Research
This study has demonstrated the effectiveness of
both a laser pointer and the VV Sport display as a method for providing
portable, non-tangible visual cues for akinetic patients. A comparison
of their relative effectiveness and possible modifications can be found
in Subsection 6.4.1. The
results are sufficiently encouraging to justify a more extensive
study.
The work done so far has demonstrated that non-tangible cues are
capable of producing kinesia paradoxa, and has clarified some of the
associated issues. A program of study should address at minimum the
following questions:
- Confounding factors
- Having run only two subjects to
date, we know little about the variability of the effectiveness of
different sorts of cues. Future quantitative studies will have to
involve controlling more carefully for visual cues than was possible
for the current study. For studies performed in the University of
Washington's Biomechanics Laboratory, it should be possible to cover
the force plate with a material which is both plain (to provide no
visual cues) and conductive (so that foot strike information can be
recorded). Either metalized mylar or wire screening over a
formica sheet would probably work.
- Inter-subject variability
- Again because of the small sample
size, we know very little about the affect of variables such as
progressive state of the disease, age, etc.
- Different hardware configurations
- As discussed in Chapter
6, a different design for the VV Sport
display would probably have been more effective, in particular one with
a longer vertical field-of-view. A laser pointer which projected
multiple spots might also be advantageous.
- Monocular display preference
- The question of whether the
display should be presented below the dominant or non-dominant eye, and
whether the decision is affected by which side is more affected by
Parkinson's disease, needs to be investigated.
- Visual cue stabilization
- The parameters of the visual cues
presented in the head-up display need to be examined systematically.
It seems clear that the most crucial issue is spatial stabilization,
i.e., providing an image which appears to be fixed on the ground.
However, we do not know how accurate this stabilization has to be,
particularly across subjects. We produced approximate stabilization by
choosing the rate at which images moved down the VV Sport display to
approximate the walking rate of the subject. It is quite possible that
more precise stabilization, driven by a gait tracker, would produce
better results.
- Visual cue realism
- We have not explored to what extent a more
realistic appearance (images which look like real bricks, etc.) would
improve the effectiveness of a space stabilized cue, nor whether images
with an apparent depth would be significantly more effective than flat
images. In the T.R. trials we tried horizontal and vertical polygons
as well shadowed boxes, without noticing a difference, but did not look
at these factors systematically.
- Shaping
- The extent to which T.R.'s experience of learning new
ambulatory skills can be replicated needs to be resolved with future
trials.
A practical assistive device must deal with two issues: speed and
direction determination; and graphics generation. We envision a
product which could be strapped to one's waist and in which speed and
direction could be controlled by dials or a joystick. Images could
either be generated in real-time by a simple graphics unit, or else
played back from a waist-mounted CD-ROM player. The images would be
fed into the VV Sport display (or something similar).
Perhaps the most striking aspect of this research was that, quite by
accident, we taught T.R. significant (if unfortunately short-lived) new
ambulatory skills. The fundamental process may have been that we
provided him with visual cues which were steadily less realistic, and
as a result he gradually became less dependent on them.
It would seem that underlying this success is the plasticity of the
human nervous system: while one cognitive technique for doing some task
(in this case walking) may be most natural or obvious, other techniques
are also possible. By gradually moving away from the current technique
(in this case, relying on tangible visual cues) we are able to develop
new techniques.
In general, one can imagine using virtual environments to gradually
change a task which a subject can do into one which the subject cannot
currently do. In the process, the subject may be able to learn a
completely new way of tackling the problem. The potential for
facilitating this type of shaping may turn out to be an important
contribution of virtual environments to medicine.
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Clarence Smith Jr.
Tue Sep 12 12:45:35 PDT 1995