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By
RITA GIORDANO
"OK!"
Ashawn Brewer powers his Formula One racer onto
the track. He almost loses it on a fast curve
but -- yes! -- he recovers with a hard swerve
to left. Some wise guy throws a watermelon in
his path and he outmaneuvers the mess, only to
find a purple speedster blocking his lead. No
problem; a butt to the fender, and Mr. Purple
is out of there.
Ashawn beams.
"I like it when I run the other cars off
the road," he says.
Sharp driving for a 7-year-old -- and his wheelchair
has nary a scratch on it.
Ashawn does his racing at the Voorhees Pediatric
Facility in Voorhees, N.J., for special needs
children, one of a growing number of health, education
and youth programs using virtual-reality games
and programs to achieve a varied array of goals.
On any given day, Ashawn and his friends at the
pediatric center, most in wheelchairs, play soccer,
volleyball, ride snowboards or collect treasure
under the sea in the virtual world. They actually
see themselves on the screen, as opposed to a
generic character as in the popular Nintendo Wii.
And because they need to move their bodies, not
just a game controller, to play, what looks and
feels like fun is actually physical therapy.
"It's in a play setting, so it doesn't seem
as tedious to them," said Frank DiBacco,
a recreation therapist at Voorhees Pediatric.
Interest in the therapeutic use of virtual reality
is on the rise.
After a lot of attention in the early 1990s, the
excitement hit a lull, according to James Westwood,
a program coordinator at the 15-year-old Medicine
Meets Virtual Reality conference, an annual gathering
of doctors, scientists and computer experts. But,
he added, the interest is resurging with the development
of actual products.
"The serious games stuff is growing, and
growing fast at our conferences," Westwood
said.
Much of the development is at universities, with
systems too expensive to be available to clinical
patients at the moment. But that, researchers
say, likely will change over time.
"It's certainly emerging as one of the new
technologies of interest," said Judith Deutsch,
director of the Research in Virtual Environments
and Rehabilitation Sciences Lab of the University
of Medicine and Dentistry of New Jersey.
Some studies show promising results.
Deutsch's lab helped develop the Rutgers Ankle
Rehabilitation System in which stroke patients
use their feet to navigate through one of two
virtual worlds, an airscape and a seascape.
"We find they try longer. They improved more,"
Deutsch said. "They actually walked faster
than the group that didn't use the virtual reality."
"I-C-Me," the commercially available
virtual program used at Voorhees Pediatric and
many other institutions, was developed by a Bensalem,
Pa.-based company, VTree Inc.
Chuck Bergen, company president, worked for the
U.S. Navy as a software designer for 19 years.
He made his first game, a roller-coaster simulator,
to amuse himself and his colleagues. "It
hit me if I was a child in a wheelchair, this
would be phenomenal," said Bergen, who admits
to playing his own games.
Bergen also developed "City of Life Skills,"
a virtual program that allows patients to learn
how to manage their way through a simulated cityscape
before they tackle the real thing. I-C-Me, which
also lets patients play musical instruments and
pop magical balloons, has been used by disabled
children and adults for therapy and rehabilitation,
as well as by autistics to help them learn social
inclusion.
Cathy Adams, special education coordinator at
the Philadelphia Academy Charter School, has found
it useful with autistic students, as well as others.
"I think it's the wave of the future to do
more and more things with virtual reality,"
said Adams. "It's even a sneaky way to get
therapy in."
Occupational therapists at Children's Hospital
of Philadelphia and Magee Rehabilitation Hospital
have found the game popular with patients.
"There are definitely some patients who get
bored of the same thing or they are depressed
because of their condition," said Mary Ann
Palermo, an occupational therapist at Magee. "We
bring them in there and you see them really engaged
in it. People are laughing when they use it."
Nevertheless, people in the field say the therapeutic
use of virtual reality merits more study. Others
note it's an aid to conventional therapy, not
a replacement.
Some benefits seem more than virtual.
Hunter G. Hoffman, director of the Virtual Reality
Analgesia Research Center of the University of
Washington, wanted to see if virtual reality could
help distract burn victims from their often excruciating
pain. They created "SnowWorld," a game
in which the player glides through a virtual canyon,
lobbing snowballs at penguins, snowmen, igloos
and robots.
Patients who were medicated as usual reported
less pain, Hoffman said, and tests showed less
pain-related activity in their brains.
Hoffman said he and colleagues have also used
virtual reality and exposure therapy to help a
woman with a spider phobia and people suffering
post-traumatic shock from the Sept. 11 attacks
and terrorist bombings in Israel.
For a long time, virtual reality seemed the stuff
of hyped-up science fiction. But with advancing
science, Hoffman predicted even more breakthroughs.
"Now what's happening," he said, "is
the technology is catching up with the hype --
and wow!"
Back at Voorhees, Ashawn Brewer has trounced his
therapist, Frank DiBacco, by a score of 8-4 in
virtual volleyball. But snowboarding, Ashawn says,
is his favorite.
Shifting from side to side in his wheelchair,
Ashawn, who has very limited use of his arms and
legs, is off -- whizzing down, down the mountain.
He gets creamed by a tree, but the kid is tough.
Before you can say icicle, he's back with a grin,
zipping around one rock, then another, ready to
take on the virtual world.
Pity the snowman that gets in his way.
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