Professional Documents
Culture Documents
fully edited. Content may change prior to final publication. Citation information: DOI 10.1109/TNSRE.2016.2621886, IEEE
Transactions on Neural Systems and Rehabilitation Engineering
> REPLACE THIS LINE WITH YOUR PAPER IDENTIFICATION NUMBER (DOUBLE-CLICK HERE TO EDIT) < 1
Corresponding author: Robert G. Radwin (email: radwin@bme.wisc.edu). Andrea Mason is with the Department of Kinesiology at University of
K. B. Chen was with the Department of Biomedical Engineering at Wisconsin-Madison, Madison, WI 53706, USA (email:
University of Wisconsin-Madison, and is now with the Department of Industrial amason@education.wisc.edu).
and Systems Engineering at North Carolina State University, Raleigh, NC G. Vanderheiden was director of Trace Research and Development Center
27695, USA (email: kbchen2@ncsu.edu). at University of Wisconsin-Madison, and is now director of Trace Research and
M. E. Sesto was with the Department of Orthopedics and Rehabilitation, and Development Center at University of Maryland, College Park, MD 20742, USA
is now with the Department of Medicine at University of Wisconsin-Madison, (email: greggvan@umd.edu).
Madison, WI 53706, USA (email: msesto@wisc.edu). J. Williams is with the Department of Biomedical Engineering at University
K. Ponto is with the Department of Design Studies at University of of Wisconsin-Madison, Madison, WI 53706, USA (email:
Wisconsin-Madison, Madison, WI 53706, USA (email: kbponto@wisc.edu). jwilliams@engr.wisc.edu).
J. Leonard is with the Department of Orthopedics and Rehabilitation at R. G. Radwin is with the Department of Biomedical Engineering and
University of Wisconsin-Madison, Madison, WI 53705, USA (email: Department of Industrial and Systems Engineering at University of Wisconsin-
leonard@rehab.wisc.edu). Madison, Madison, WI 53706, USA.
1534-4320 (c) 2016 IEEE. Personal use is permitted, but republication/redistribution requires IEEE permission. See http://www.ieee.org/publications_standards/publications/rights/index.html for more information.
This article has been accepted for publication in a future issue of this journal, but has not been fully edited. Content may change prior to final publication. Citation information: DOI 10.1109/TNSRE.2016.2621886, IEEE
Transactions on Neural Systems and Rehabilitation Engineering
> REPLACE THIS LINE WITH YOUR PAPER IDENTIFICATION NUMBER (DOUBLE-CLICK HERE TO EDIT) < 2
1534-4320 (c) 2016 IEEE. Personal use is permitted, but republication/redistribution requires IEEE permission. See http://www.ieee.org/publications_standards/publications/rights/index.html for more information.
This article has been accepted for publication in a future issue of this journal, but has not been fully edited. Content may change prior to final publication. Citation information: DOI 10.1109/TNSRE.2016.2621886, IEEE
Transactions on Neural Systems and Rehabilitation Engineering
> REPLACE THIS LINE WITH YOUR PAPER IDENTIFICATION NUMBER (DOUBLE-CLICK HERE TO EDIT) < 3
consent. Participant mean age was 23±3 (range 19-29) years. responded. The response was recorded either as 1 or 0, which
The asymptomatic study provided valuable data on visual- corresponded to yes or no, respectively. Participants were
proprioception mismatch and the tolerance of mismatch in welcomed to provide any feedback regarding their perception
asymptomatic individuals, and also helped to refine the range after each trial, but it was not mandatory. Also, the VR scenario
of C-D gain to be used with chronic neck pain patients. The (i.e. anything that was displayed to the participant) was visible
enrolled participants completed the study in one session that to the experimenter on a computer screen and therefore the
lasted approximately 40 minutes. experimenter could follow the activity of participants, and
verify if they actually overlapped the goalpost with the football.
Asymptomatic participants performed a JND task, which
involved two consecutive head rotation movements and then A 15 second rest break was provided between each trial and
comparing whether the two head movements were the same or participants could request longer rest breaks if needed.
different. One head rotation movement had a unity gain (C-D Participants completed a brief demographic questionnaire
gain = 1) and the other rotation movement was at C-D gain ≠ 1. including questions on age, gender, ethnicity, and hand
In one trial, for example, visuals in the HMD first instructed the dominance during a three to five minute break that was
participant perform a 45° head rotation movement, and the provided half-way during the session. Each participant was
participant actually rotated the head 45°. Hence, the intended provided a small monetary compensation.
head rotation movement directed by visuals in the HMD and the
actual participant head rotation were at 1:1 mapping, or, unity
gain. Following the first head rotation movement, visuals in the
HMD then suggested the participant perform another 45° head
rotation movement, but instead the participant would need to
actually rotate the head 50° to achieve the movement displayed
in the HMD. In the case of the second head rotation movement,
there was not a 1:1 mapping and therefore the C-D gain < 1.
1534-4320 (c) 2016 IEEE. Personal use is permitted, but republication/redistribution requires IEEE permission. See http://www.ieee.org/publications_standards/publications/rights/index.html for more information.
This article has been accepted for publication in a future issue of this journal, but has not been fully edited. Content may change prior to final publication. Citation information: DOI 10.1109/TNSRE.2016.2621886, IEEE
Transactions on Neural Systems and Rehabilitation Engineering
> REPLACE THIS LINE WITH YOUR PAPER IDENTIFICATION NUMBER (DOUBLE-CLICK HERE TO EDIT) < 4
each participant during the JND task. All VR visuals of the increments. We did not test gains above 1.0 because in those
target and the secondary objectives were identical to the cases the patients would not exceed their demonstrated limits,
asymptomatic participant study. Both the JND and evaluation but rather turn their neck less. Logistic regression models were
tasks were performed in a stationary chair with a backrest but used to analyze the effect of gain and target location on the
without armrests (Figure 1). probability of detection.
Participants indicated their pain level using a 10-point visual The dependent variables were gain detection (same/different)
analog scale (VAS) at the beginning of the session. Standard and neck angle during target alignment. A linear model was
neck ROM was measured at the start of the session using the used to analyze the effect of gain and target location on neck
HMD. After a five minute rest break, participants completed the motion with the same detection threshold as the asymptomatic
JND task with a 15 second rest break between each trial. study.
Extended rest breaks were provided upon request. Participants
rated their pain on the VAS after the JND task. They took a 15 The evaluation task was a 3×4 (gain × target location) within-
minute rest break while completing the demographic, Tampa subjects design. The independent variables were C-D gains at
Scale for Kinesiophobia 11-items (TSK-11), and the Neck unity, patient-specific JND, and a “nudge JND” that was 0.5
Disability Index (NDI) questionnaires before the evaluation less than JND. The nudge JND was tested to explore the
task. potential of creating greater visual-proprioceptive mismatch
and the demonstrated tolerance of the patients. The dependent
For the evaluation task, participants visually located a target variable was neck rotation angle. A linear model was used to
object and then aligned it with a secondary object, which was analyze the effect of gain and target location on neck rotation
similar to the JND task. However, the four locations of the angle. The significance level was set at p < .05 for all analyses.
target object were customized to the neck movement capability
of the participant. The locations of the target object were
determined using a diagonal head-neck movement described by III. RESULTS
Piva et al. (2006). Once the participant aligned the secondary
A. Asymptomatic Study
object against the target, the experimenter verbally asked the
participant whether the movement was “feasible as expected, All recruited participants completed the study. Detection was
feasible but slightly challenging, or challenging and not significantly affected by gain (χ2(1)=26.91, p<.001) for the
feasible.” The participant returned to the neutral posture before lower bound, while statistically controlling for target location.
the next trial. The patients were reminded to stop performing The detection threshold gain was 0.903 for the overall model of
the task if they felt pain. The participant rated their pain on the the lower bound (Figure 2). There was a significant effect of
VAS at the end of the session. The experimental session took target location (χ2(3)=8.60, p=.035) on detection, while
approximately 75 minutes and the participant received a small statistically controlling for gain at unity. Post-hoc analysis with
monetary compensation. Holm-Bonferroni correction revealed that the detection of the
gain during left-flexion (i.e. looking over the left shoulder) was
significantly different from neck left- and right-extension
D. Variables and Analysis movements (p<.05). The DT for neck left-flexion was modeled
1) Asymptomatic Study. For the neck JND task, a 9 × 4 (gain to gain = 0.814. There was a significant effect of gain on
× target location) within-subjects experimental design was detection (χ2(1)=34.52, p<.001) for the upper bound of C-D
presented for a total of 36 trials. The independent variable were gain, while statistically controlling for target location. The DT
C-D gains ranging from 0.7 to 1.5 in 0.1 increments. The gain was 1.159 for the overall model of the upper bound (Figure
dependent variables were gain detection (same/different) and 2). However, target location did not have a statistically
neck angle during target alignment. The detection threshold significant effect on detection (p=.22).
(DT) was defined as a .25 probability of detecting a difference
from unity gain [41]. Logistic regression models were used to
analyze the effect of gain and target location on the probability
of detecting the visual-proprioceptive mismatch. The
significance level was set at p < .05 for all analyses.
1534-4320 (c) 2016 IEEE. Personal use is permitted, but republication/redistribution requires IEEE permission. See http://www.ieee.org/publications_standards/publications/rights/index.html for more information.
This article has been accepted for publication in a future issue of this journal, but has not been fully edited. Content may change prior to final publication. Citation information: DOI 10.1109/TNSRE.2016.2621886, IEEE
Transactions on Neural Systems and Rehabilitation Engineering
> REPLACE THIS LINE WITH YOUR PAPER IDENTIFICATION NUMBER (DOUBLE-CLICK HERE TO EDIT) < 5
Fig. 2. Lower bound (left) and upper bound (right) detections plotted against gain for asymptomatic participants. Black line depicts the probability of detection of
the overall model (dashed lines representing ±1 S.E). Blue and red lines indicate the probability of detection during neck right- and left-extension movements,
respectively. Tan and green lines indicate the probability of detection during neck right- and left-flexion movements, respectively. The black triangles depict the
mean probabilities across all participants at each gain.
Fig. 4. (Left) Probability of detection plotted against gain for symptomatic participants, with black triangles depict the mean probabilities across all participants at
each gain. (Right) Neck rotation angle across the range of gains (0.8 to 1.0) for symptomatic participants. Dashed lines represent ±1 S.E.
1534-4320 (c) 2016 IEEE. Personal use is permitted, but republication/redistribution requires IEEE permission. See http://www.ieee.org/publications_standards/publications/rights/index.html for more information.
This article has been accepted for publication in a future issue of this journal, but has not been fully edited. Content may change prior to final publication. Citation information: DOI 10.1109/TNSRE.2016.2621886, IEEE
Transactions on Neural Systems and Rehabilitation Engineering
> REPLACE THIS LINE WITH YOUR PAPER IDENTIFICATION NUMBER (DOUBLE-CLICK HERE TO EDIT) < 6
more from unity gain (Figure 5). proprioceptive mismatch. If there were any limitations it would
most likely be physical ROM limits in the symptomatic group,
which was less than the ROM reported in the literature [42].
However, the JND gains between the two groups did not vary
greatly (0.05 difference). It is possible that movements
involving cervical spine may not show a large difference in
JND gain, and larger differences in JND gain may be seen in
other joint movements.
1534-4320 (c) 2016 IEEE. Personal use is permitted, but republication/redistribution requires IEEE permission. See http://www.ieee.org/publications_standards/publications/rights/index.html for more information.
This article has been accepted for publication in a future issue of this journal, but has not been fully edited. Content may change prior to final publication. Citation information: DOI 10.1109/TNSRE.2016.2621886, IEEE
Transactions on Neural Systems and Rehabilitation Engineering
> REPLACE THIS LINE WITH YOUR PAPER IDENTIFICATION NUMBER (DOUBLE-CLICK HERE TO EDIT) < 7
A. Study Limitations
In both study populations, some participants were relatively The standard neck ROM test was not used for the
more sensitive to the visual-proprioceptive mismatch and they asymptomatic participants since it was intended to examine the
were able to consistently detect that two neck movements were influence of visual-proprioceptive mismatch on perception.
of different gains. These participants were considered to have a Although this procedure was not needed for the JND gain
more precise level of detection. Other participants indicated on results, it might have been informative for the understanding the
half of the trials that the neck movements did not feel different. relationship of ROM and JND gain.
For instance, in one trial the participant indicated that two
movements were the same, yet in another trial with the same C- As the type of medical and rehabilitative treatment (e.g.
D gain, the participant perceived the movements to be different. massage, physical therapy, cortisone injection) received was
Both healthy participants and individuals with chronic pain not controlled, we cannot assess whether treatment affected
reported that tightness in the neck muscle provided cues that JND of the symptomatic participants. Potentially type of
were used to detect differences when they performed treatment may help to explain some variances in the tolerance
movements beyond their JND, which implies that of mismatch, however this was not within the scope of this
proprioceptive cues were more noticeable outside of JND. This study and therefore not assessed.
suggests that when individuals are exposed to C-D gains within
the JND, there is visual dominance over proprioception, which Target acquisition was determined in the software. Although
was similar to the findings in the proprioception literature [31], target positioning error was not explicitly recorded in this study,
[32]. we should acknowledge that small errors might occur in the
measurement devices. The target locations were programmed
It should be noted that there was not a common JND among to be relative to the center of the headset scenario, and at the
the participants. We speculate that the between-subjects JND start of each trial the center was always “zeroed.” This way any
variation could be related to the participants’ regular activities possible drifting problems of the device was minimized, and
of daily living or exercise habits that may have influenced their therefore location error of the target was minimized.
ROM, as one asymptomatic participant indicated that she Although any possible error in target location was not
performs yoga and her individual data show wider JND explicitly recorded in this study, we should acknowledge that
tolerance range. It becomes critical to select the appropriate C- errors might exist in measurement devices. The target locations
D gain and then experimentally determine the C-D for the were programmed to be relative to the center of the scenario,
planned task and intended population, since the probability of and at the start of each trial the center was always “zeroed.”
detecting altered visual feedback may vary by the movement This way any possible drifting problems of the device was
and muscles involved. minimized, and therefore location error of the target was
minimized.
During the evaluation task the symptomatic participants
performed neck rotation movements at a “nudge gain”, which Another potential limitation existed in the evaluation task.
was set to be 0.5 gain less than their personal JND gain. This Some chronic neck pain individuals did not indicate difficulty
part of the task was to explore tolerance and general responses in ROM when they performed the movements at nudge gain,
of patients to increased visual-proprioceptive mismatch. which would have been outside of their indicated feasible range
Patients have indicated that the neck rotations were “feasible at the start of the evaluation task. It could be possible, as
and as expected” during the movements that had a nudge gain, described earlier, that the VR environment distracted the
which provide more insights on the use of gain and visual- patients from potential pain. However, the JND was
proprioceptive mismatch for rehabilitation. In this study, the operationally defined and calculated to be at the 25% DT of the
patients’ JND gain was a calculated value from a logistic patient, it was possible that the mismatch from nudge gain was
regression at 25% DT and this DT was adapted from the not detected by the symptomatic participants because there was
literature [41]. From the patients response to the nudge gains, it the 25% DT. Moreover, the symptomatic participants could
suggested that the patients were able to perform movements at have slightly moved their trunk to compensate for the
a nudge gain that was beyond the 25% DT. It is possible that inadequate neck movement and its associated neck pain.
the DT for seated posture upper extremity movements could be Although they were instructed to restrain from moving their
greater than 25%, and this piece of information will inform the trunk, it was difficult to physically control their bodily
design of future rehabilitation systems that build on the concept movements. This was another potential source of limitation in
of visual-proprioceptive mismatch. On the other hand, there this study.
were some other plausible explanations to the patients’ ability
to perform neck rotation at the nudge gain. The first explanation Lastly, we were only able to conclude that the calculated C-
is that the VR environment and the football activity distracted D is feasible for the neck rotation task described in this study
the participants from the pain, which was analogous to the since we did not examine the detection of proprioceptive
SnowWorld scenario that distracted patients with burns during mismatch in other movements. The JND for other possible
their rehabilitation session [43,44]. Overall, this provided some rehabilitative exercises will need to be further explored.
more insights on patients’ tolerance to perception alteration.
1534-4320 (c) 2016 IEEE. Personal use is permitted, but republication/redistribution requires IEEE permission. See http://www.ieee.org/publications_standards/publications/rights/index.html for more information.
This article has been accepted for publication in a future issue of this journal, but has not been fully edited. Content may change prior to final publication. Citation information: DOI 10.1109/TNSRE.2016.2621886, IEEE
Transactions on Neural Systems and Rehabilitation Engineering
> REPLACE THIS LINE WITH YOUR PAPER IDENTIFICATION NUMBER (DOUBLE-CLICK HERE TO EDIT) < 8
In VR, neck movements of asymptomatic individuals and [13] D. Falla, R. Lindstrøm, L. Rechter, S. Boudreau, and F. Petzke,
neck pain patients were affected by manipulated visual “Effectiveness of an 8‐week exercise programme on pain and specificity
of neck muscle activity in patients with chronic neck pain: A randomized
feedback. The visual-proprioceptive mismatch led to increase controlled study,” Eur. J. Pain, vol. 17, no. 10, pp. 1517–1528, 2013.
magnitude of neck rotation movement in VR. However, not all
[14] M. K. Holden, “Virtual environments for motor rehabilitation: review,”
participants were affected by the visual feedback to the same Cyberpsychology Behav., vol. 8, pp. 187–211, 2005.
extent since the JND varied individually for each participant.
[15] R. Lloréns, J.-A. Gil-Gómez, M. Alcañiz, C. Colomer, and E. Noé,
This study also demonstrated that the visual feedback in VR “Improvement in balance using a virtual reality-based stepping exercise:
could override muscle proprioceptive cues at or within the JND. a randomized controlled trial involving individuals with chronic stroke,”
It may be possible to use altered visual feedback at JND to Clin. Rehabil., vol. 29, no. 3, pp. 261–268, 2015.
encourage patients with chronic musculoskeletal pain to [16] G. Burdea, D. Cioi, J. Martin, B. Rabin, A. Kale, and P. DiSanto, “Motor
perform therapeutic exercises. The transferability of increased retraining in virtual reality: a feasibility study for upper-extremity
neck rotation magnitude of patients and whether there are any rehabilitation in individuals with chronic stroke,” Phys Ther, vol. 25,
2011.
long term clinical benefits to patients, with repeated use of VR,
still needs to be explored. [17] J. E. Deutsch, M. Borbely, J. Filler, K. Huhn, and P. Guarrera-Bowlby,
“Use of a low-cost, commercially available gaming console (Wii) for
rehabilitation of an adolescent with cerebral palsy,” Phys. Ther., vol. 88,
ACKNOWLEDGMENT pp. 1196–1207, 2008.
Partially supported by the Robert Wood Johnson Foundation. [18] S. Flynn, P. Palma, and A. Bender, “Feasibility of using the Sony
PlayStation 2 gaming platform for an individual poststroke: a case report,”
REFERENCES J. Neurol. Phys. Ther., vol. 31, pp. 180–189, 2007.
[1] S. Hogg-Johnson, G. van der Velde, L. J. Carroll, L. W. Holm, J. D. [19] H. Sugarman, A. Weisel-Eichler, A. Burstin, and R. Brown, “Use of the
Cassidy, J. Guzman, P. Côté, S. Haldeman, C. Ammendolia, and E. Wii Fit system for the treatment of balance problems in the elderly: A
Carragee, “The burden and determinants of neck pain in the general feasibility study,” in Virtual Rehabilitation International Conference,
population: results of the Bone and Joint Decade 2000–2010 Task Force 2009, 2009, pp. 111–116.
on Neck Pain and Its Associated Disorders,” J. Manipulative Physiol.
Ther., vol. 32, no. 2, pp. S46–S60, 2009. [20] J. Halton, “Virtual rehabilitation with video games: A new frontier for
occupational therapy,” Occup. Ther. Now, vol. 9, pp. 12–14, 2008.
[2] National Center for Health Statistics, “Health, United States, 2014: With
Special Feature on Adults Aged 55-64,” Hyattsville, MD, 2015. [21] H. Sveistrup, M. Thornton, C. Bryanton, J. McComas, S. Marshall, H.
Finestone, A. McCormick, J. McLean, M. Brien, and Y. Lajoie,
[3] P. Côté, G. van der Velde, J. D. Cassidy, L. J. Carroll, S. Hogg-Johnson, “Outcomes of intervention programs using flatscreen virtual reality,” in
L. W. Holm, E. J. Carragee, S. Haldeman, M. Nordin, and E. L. Hurwitz, Engineering in Medicine and Biology Society, 2004. IEMBS’04. 26th
“The burden and determinants of neck pain in workers,” Eur. Spine J., Annual International Conference of the IEEE, 2004, vol. 2, pp. 4856–
vol. 17, no. 1, pp. 60–74, 2008. 4858.
[4] D. G. Borenstein, “Chronic neck pain: how to approach treatment,” Curr. [22] G. Burdea, V. Popescu, V. Hentz, and K. Colbert, “Virtual reality-based
Pain Headache Rep., vol. 11, pp. 436–439, 2007. orthopedic telerehabilitation,” Rehabil. Eng. IEEE Trans., vol. 8, pp. 430–
432, 2000.
[5] N. Graham, A. Gross, C. Goldsmith, and J. Klaber Moffett, “Mechanical
traction for mechanical neck disorders,” Cochrane Libr., 2007. [23] M. K. Holden, “Neurorehabilitation using ‘learning by imitation’ in
virtual environments,” Usability Eval. interface Des. Cogn. Eng. Intell.
[6] P. Kroeling, A. Gross, N. Graham, S. J. Burnie, G. Szeto, C. H. agents virtual reality. London Lawrence Erlbaum, pp. 624–628, 2001.
Goldsmith, T. Haines, and M. Forget, “Electrotherapy for neck pain,”
Cochrane Database Syst Rev, vol. 8, 2013. [24] C. H. Lewis and M. J. Griffin, “Human factors consideration in clinical
applications of virtual reality,” Stud. Health Technol. Inform., pp. 35–58,
[7] H. Vernon, K. Humphreys, and C. Hagino, “Chronic Mechanical Neck 1997.
Pain in Adults Treated by Manual Therapy: A Systematic Review of
Change Scores in Randomized Clinical Trials,” J. Manipulative Physiol. [25] I. M. P. Linares, C. Trzesniak, M. H. N. Chagas, J. E. C. Hallak, A. E.
Ther., vol. 30, no. 3, pp. 215–227, Mar. 2007. Nardi, and J. A. S. Crippa, “Neuroimaging in specific phobia disorder: a
systematic review of the literature,” Rev. Bras. Psiquiatr., vol. 34, pp.
[8] A. Gross, T. M. Kay, J. Paquin, S. Blanchette, P. Lalonde, T. Christie, G. 101–111, 2012.
Dupont, N. Graham, S. J. Burnie, and G. Gelley, “Exercises for
mechanical neck disorders,” Cochrane Libr., 2015. [26] E. A. Chan, J. W. Y. Chung, T. K. S. Wong, A. S. Y. Lien, and J. Y. Yang,
“Application of a virtual reality prototype for pain relief of pediatric burn
[9] H. S. J. Picavet, J. W. S. Vlaeyen, and J. S. A. G. Schouten, “Pain in Taiwan,” J. Clin. Nurs., vol. 16, pp. 786–793, 2007.
catastrophizing and kinesiophobia: predictors of chronic low back pain,”
Am. J. Epidemiol., vol. 156, pp. 1028–1034, 2002. [27] J. I. Gold, A. J. Kant, S. H. Kim, and A. Rizzo, “Virtual anesthesia: the
use of virtual reality for pain distraction during acute medical
[10] J. W. S. Vlaeyen and G. Crombez, “Fear of movement/(re) injury, interventions,” in Seminars in Anesthesia, Perioperative Medicine and
avoidance and pain disability in chronic low back pain patients,” Man. Pain, 2005, vol. 24, pp. 203–210.
Ther., vol. 4, pp. 187–195, 1999.
[28] H. G. Hoffman, J. N. Doctor, D. R. Patterson, G. J. Carrougher, and T. A.
[11] L. Goubert, G. Crombez, S. Van Damme, J. W. S. Vlaeyen, P. Bijttebier, Furness III, “Virtual reality as an adjunctive pain control during burn
and J. Roelofs, “Confirmatory factor analysis of the Tampa Scale for wound care in adolescent patients,” Pain, vol. 85, pp. 305–309, 2000.
Kinesiophobia: invariant two-factor model across low back pain patients
and fibromyalgia patients,” Clin. J. Pain, vol. 20, pp. 103–110, 2004. [29] H. G. Hoffman, A. Garcia-Palacios, V. Kapa, J. Beecher, and S. R. Sharar,
“Immersive virtual reality for reducing experimental ischemic pain,” Int.
[12] R. Lindstroem, T. Graven-Nielsen, and D. Falla, “Current pain and fear J. Hum. Comput. Interact., vol. 15, pp. 469–486, 2003.
of pain contribute to reduced maximum voluntary contraction of neck
muscles in patients with chronic neck pain,” Arch. Phys. Med. Rehabil., [30] F. J. Keefe, D. A. Huling, M. J. Coggins, D. F. Keefe, M. Z. Rosenthal,
1534-4320 (c) 2016 IEEE. Personal use is permitted, but republication/redistribution requires IEEE permission. See http://www.ieee.org/publications_standards/publications/rights/index.html for more information.
This article has been accepted for publication in a future issue of this journal, but has not been fully edited. Content may change prior to final publication. Citation information: DOI 10.1109/TNSRE.2016.2621886, IEEE
Transactions on Neural Systems and Rehabilitation Engineering
> REPLACE THIS LINE WITH YOUR PAPER IDENTIFICATION NUMBER (DOUBLE-CLICK HERE TO EDIT) < 9
N. R. Herr, and H. G. Hoffman, “Virtual reality for persistent pain: a new [38] X. Xu, K. B. Chen, J.-H. Lin, and R. G. Radwin, “The accuracy of the
direction for behavioral pain management,” PAIN®, vol. 153, no. 11, pp. oculus rift virtual reality head-mounted display during cervical spine
2163–2166, 2012. mobility measurement,” J. Biomech., vol. 48, pp. 721–724, 2015.
[31] E. Burns, S. Razzaque, A. T. Panter, M. C. Whitton, M. R. McCallus, and [39] S. R. Piva, R. E. Erhard, J. D. Childs, and D. A. Browder, “Inter-tester
F. P. Brooks Jr, “The hand is more easily fooled than the eye: users are reliability of passive intervertebral and active movements of the cervical
more sensitive to visual interpenetration than to visual-proprioceptive spine,” Man. Ther., vol. 11, pp. 321–330, 2006.
discrepancy,” Presence Teleoperators Virtual Environ., vol. 15, pp. 1–15,
2006. [40] R. L. Spitzer, K. Kroenke, J. B. W. Williams, and B. Löwe, “A brief
measure for assessing generalized anxiety disorder: the GAD-7,” Arch.
[32] E. Burns, S. Razzaque, A. T. Panter, M. C. Whitton, M. R. McCallus, and Intern. Med., vol. 166, pp. 1092–1097, 2006.
F. P. Brooks Jr, “The hand is slower than the eye: A quantitative
exploration of visual dominance over proprioception,” in Virtual Reality, [41] F. Steinicke, G. Bruder, J. Jerald, H. Frenz, and M. Lappe, “Analyses of
2005. Proceedings. VR 2005. IEEE, 2005, pp. 3–10. human sensitivity to redirected walking,” in Proceedings of the 2008
ACM symposium on Virtual reality software and technology, 2008, pp.
[33] I. Poupyrev, S. Weghorst, T. Otsuka, and T. Ichikawa, “Amplifying 149–156.
spatial rotations in 3D interfaces,” in CHI’99 extended abstracts on
Human factors in computing systems, 1999, pp. 256–257. [42] T. T. W. Chiu and S. K. Lo, “Evaluation of cervical range of motion and
isometric neck muscle strength: reliability and validity,” Clin. Rehabil.,
[34] M. L. Lin, R. G. Radwin, and G. C. Vanderheiden, “Gain effects on vol. 16, pp. 851–858, 2002.
performance using a head-controlled computer input device,”
Ergonomics, vol. 35, pp. 159–175, 1992. [43] Y. S. Schmitt, H. G. Hoffman, D. K. Blough, D. R. Patterson, M. P.
Jensen, M. Soltani, G. J. Carrougher, D. Nakamura, and S. R. Sharar, “A
[35] J. A. Schaab, R. G. Radwin, G. C. Vanderheiden, and P. K. Hansen, “A
comparison of two control-display gain measures for head-controlled randomized, controlled trial of immersive virtual reality analgesia, during
computer input devices,” Hum. Factors J. Hum. Factors Ergon. Soc., vol. physical therapy for pediatric burns,” Burns, vol. 37, no. 1, pp. 61–68,
38, pp. 390–403, 1996. 2011.
[36] R. Kopper, C. Stinson, and D. Bowman, “Towards an understanding of [44] H. G. Hoffman, W. J. Meyer III, M. Ramirez, L. Roberts, E. J. Seibel, B.
the effects of amplified head rotations,” in The 3rd IEEE VR Workshop Atzori, S. R. Sharar, and D. R. Patterson, “Feasibility of articulated arm
on Perceptual Illusions in Virtual Environments, 2011. mounted Oculus Rift Virtual Reality goggles for adjunctive pain control
[37] K. B. Chen, R. A. Kimmel, A. Bartholomew, K. Ponto, M. L. Gleicher, during occupational therapy in pediatric burn patients,” Cyberpsychology,
and R. G. Radwin, “Manually locating physical and virtual reality Behav. Soc. Netw., vol. 17, no. 6, pp. 397–401, 2014.
objects,” Hum. Factors J. Hum. Factors Ergon. Soc., p.
0018720814523067, 2014.
1534-4320 (c) 2016 IEEE. Personal use is permitted, but republication/redistribution requires IEEE permission. See http://www.ieee.org/publications_standards/publications/rights/index.html for more information.