Belinda Lange

Dr. Belinda Lange

Caring Futures Institute, College of Nursing and Health Sciences, Flinders University, Adelaide 5001, Australia

Research Focus & Metrics

Academic Career Length

18Years (2009-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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12 April 2012 in Disability and Rehabilitation
Verified
Journal Article
Closed access
BLBelinda Lange
Belinda Lange
SKSebastian Koenig
Sebastian Koenig
CCChien-Yen Chang
Chien-Yen Chang
EMEric McConnell
Eric McConnell
ESEvan Suma
Evan Suma
Albert RizzoAlbert Rizzo
Albert Rizzo
Purpose: This paper details a brief history and rationale for the use of virtual reality (VR) technology for clinical research and intervention, and then focuses on game-based VR applications in the area of rehabilitation. An analysis of the match between rehabilitation task requirements and the assets available with VR technology is presented. Key messages and implications: Low-cost camera-based systems capable of tracking user behavior at sufficient levels for game-based virtual rehabilitation activities are currently available for in-home use. Authoring software is now being developed that aims to provide clinicians with a usable toolkit for leveraging this technology. This will facilitate informed professional input on software design, development and application to ensure safe and effective use in the rehabilitation context. Conclusion: The field of rehabilitation generally stands to benefit from the continual advances in VR technology, concomitant system cost reductions and an expanding clinical research literature and knowledge base. Home-based activity within VR systems that are low-cost, easy to deploy and maintain, and meet the requirements for “good” interactive rehabilitation tasks could radically improve users’ access to care, adherence to prescribed training and subsequently enhance functional activity in everyday life in clinical populations.

1 September 2010 in Topics in Stroke Rehabilitation
Verified
Journal Article
Closed access
BLBelinda Lange
Belinda Lange
SFSheryl Flynn
Sheryl Flynn
RPRachel Proffitt
Rachel Proffitt
CCChien-Yen Chang
Chien-Yen Chang
ARAlbert “Skip” Rizzo
Albert “Skip” Rizzo
Conventional physical therapy techniques have been shown to improve balance, mobility, and gait following neurological injury. Treatment involves training patients to transfer weight onto the impaired limb to improve weight shift while standing and walking. Visual biofeedback and force plate systems are often used for treatment of balance and mobility disorders. Researchers have also been exploring the use of video game consoles such as the Nintendo Wii Fit as rehabilitation tools. Case studies have demonstrated that the use of video games may have promise for balance rehabilitation. However, initial usability studies and anecdotal evidence suggest that the current commercial games are not compatible with controlled, specific exercise required to meet therapy goals. Based on focus group data and observations with patients, a game has been developed to specifically target weight shift training using an open source game engine and the Nintendo Wii Fit Balance Board. The prototype underwent initial usability testing with a sample of clinicians and with persons with neurological injury. Overall, feedback was positive, and areas for improvement were identified. This preliminary research provides support for the development of a game that caters specifically to the key requirements of balance rehabilitation. PDF Keywords balance training, game-based rehabilitation, video game, Wii Fit Balance Board Related articles View all related articles var addthis_config = { ui_cobrand: "Taylor & Francis Online", services_compact: "citeulike,netvibes,twitter,technorati,delicious,linkedin,facebook,stumbleupon,digg,google,more", pubid: "ra-4dff56cd6bb1830b" }; <!-- AddThis Button BEGIN --> var addthis_config = {"data_track_addressbar":true,"ui_click":true}; <!-- AddThis Button END --> Add to shortlist Link Permalink http://dx.doi.org/10.1310/tsr1705-345 Download Citation Recommend to: A friend

1 May 2010 in Physical Medicine and Rehabilitation Clinics of North America
Verified
Journal Article
Closed access
BLBelinda Lange
Belinda Lange
PRP. Requejo
P. Requejo
SFS.M. Flynn
S.M. Flynn
ARA.A. Rizzo
A.A. Rizzo
FVF.J. Valero-Cuevas
F.J. Valero-Cuevas
CWCarolee Winstein
Carolee Winstein

1 January 2012
Verified
Conference Paper
Closed access
CCChien-Yen Chang
Chien-Yen Chang
BLBelinda Lange
Belinda Lange
MZMi Zhang
Mi Zhang
SKSebastian Koenig
Sebastian Koenig
PRPhil Requejo
Phil Requejo
ARAlbert Rizzo
Albert Rizzo

1 March 2011
Verified
Conference Paper
Closed access
ESEvan A. Suma
Evan A. Suma
BLBelinda Lange
Belinda Lange
ARAlbert Skip Rizzo
Albert Skip Rizzo
DKDavid M. Krum
David M. Krum
MBMark Bolas
Mark Bolas
The Flexible Action and Articulated Skeleton Toolkit (FAAST) is middleware to facilitate integration of full-body control with virtual reality applications and video games using OpenNI-compliant depth sensors (currently the PrimeSensor and the Microsoft Kinect). FAAST incorporates a VRPN server for streaming the user's skeleton joints over a network, which provides a convenient interface for custom virtual reality applications and games. This body pose information can be used for goals such as realistically puppeting a virtual avatar or controlling an on-screen mouse cursor. Additionally, the toolkit also provides a configurable input emulator that detects human actions and binds them to virtual mouse and keyboard commands, which are sent to the actively selected window. Thus, FAAST can enable natural interaction for existing off-the-shelf video games that were not explicitly developed to support input from motion sensors. The actions and input bindings are configurable at run-time, allowing the user to customize the controls and sensitivity to adjust for individual body types and preferences. In the future, we plan to substantially expand FAAST's action lexicon, provide support for recording and training custom gestures, and incorporate real-time head tracking using computer vision techniques.

1 October 2009 in Physical Therapy Reviews
Verified
Journal Article
Closed access
BLBelinda Lange
Belinda Lange
SFS. Flynn
S. Flynn
ARA. Rizzo
A. Rizzo
Aims/background: Off-the-shelf games for consoles such as the Nintendo Wii, Nintendo WiiFit and Sony PlayStation 2 EyeToy have been developed and tested for the purpose of entertainment. Many clinics are adopting the use of these off-the-shelf devices for exercise, social interaction and rehabilitation because they are affordable, accessible and can be used within the clinic and home. Our group carried out initial usability evaluations for these off-the-shelf games and a prototype game (using an off-the-shelf device) specifically developed for people with disabilities. Methods: A series of studies have been undertaken through formative and summative evaluation and focus group research with a sample of people recovering from spinal cord injury, traumatic brain injury and stroke. Findings from two studies are presented. Following a demonstration and trial of the devices, observational and questionnaire data were collected to determine participants' perception of each system's usability, appeal and enjoyment. Results: The first study involved evaluation and focus group discussions of seven participants (two females, five males) with SCI (n=4) and CVA (n=3). Findings indicated that interaction with the EyeToy interface appeared to be more intuitive than the use of the Wii-mote interaction device, although some participants had difficulty navigating the menu of the PlayStation EyeToy. The second study involved evaluation of six participants (SCI=4 males, TBI=1 male, CVA=1 female), aged between 25 and 58 years. The investigator was able to increase or decrease the difficulty of a game (developed specifically for bimanual rehabilitation task), using an off-the-shelf haptic feedback device, for each participant, depending on their skill level so that each participant was able to work at a level that was challenging to them. In both studies, participants reported that they would be more motivated to exercise if playing these types of games in both the clinic and home setting. Conclusion: This series of usability tests is the first phase within a program of work using gaming for a range of physical disabilities. The use of virtual reality and video games for rehabilitation offers potential for motivating patients to perform specific therapy tasks.