Virtual Reality Provides Leisure Time Opportunities for Young Adults with Physical and Intellectual Disabilities
- 1 June 2003
- journal article
- research article
- Published by Mary Ann Liebert Inc in CyberPsychology & Behavior
- Vol. 6 (3), 335-342
- https://doi.org/10.1089/109493103322011650
Abstract
Due to limitations in their physical abilities, adults with cerebral palsy (CP) have relatively few opportunities to engage in independent leisure activities. This pervasive lack of opportunity often leads to the development of dependent behavioral patterns and learned helplessness. The objective of this pilot study was to explore ways in which virtual reality can provide positive and enjoyable leisure experiences during physical interactions with different game-like virtual environments and potentially lead to increased self-esteem and a sense of self-empowerment. The study sample consisted of five young male adults with CP and severe intellectual disabilities who are non-speaking and who use wheelchairs for mobility. Each participant experienced three game-like virtual scenarios via VividGroup's Gesture Xtreme video capture virtual reality (VR) system. The participant's video captured image was processed on the same plane as screen graphical animations that react in real time in response to his movements. Outcome measures included the participants' responses to a five-item presence questionnaire, a 6-item task specific questionnaire and observation of their videotaped performance while participating in the virtual games. Participants' responses to the questionnaire showed a high level of presence in all three scenarios. These participants demonstrated an exceptional degree of enthusiasm during each VR experience; some reacted to the various stimuli via appropriate and goal-oriented responses, in other cases the response was more arbitrary. Documentation of behaviors during and following the VR experiences may provide insight into the important role that VR may play in nurturing their self-esteem and sense of empowerment.Keywords
This publication has 28 references indexed in Scilit:
- Virtual Reality and the Person–Environment ExperienceCyberPsychology & Behavior, 2002
- The Importance of Leisure in the Lives of Persons With Congenital Physical DisabilitiesAmerican Journal of Occupational Therapy, 2002
- Benefits of a virtual play rehabilitation environment for children with cerebral palsy on perceptions of self-efficacy: a pilot studyPediatric Rehabilitation, 2002
- The application of virtual reality technology in rehabilitation.Rehabilitation Psychology, 2001
- Leisure in Occupational TherapyCanadian Journal of Occupational Therapy, 1998
- Measuring Presence in Virtual Environments: A Presence QuestionnairePRESENCE: Virtual and Augmented Reality, 1998
- Virtual Reality and Cognitive Rehabilitation: A Brief Review of the FutureJournal of Head Trauma Rehabilitation, 1997
- Augmentative communication and empowerment supports: A look at outcomesAugmentative and Alternative Communication, 1995
- Technology for Adults With Multiple Impairments: A Trilogy of Case ReportsAmerican Journal of Occupational Therapy, 1994
- Augmentative and alternative communication applications for persons with severe congenital communication disorders: an introductionAugmentative and Alternative Communication, 1989