Virtual Reality as a Balance Intervention in Children with Physical Disabilities
Neuroscience Major (College of Arts & Sciences)
Georgia Frey (School of Public Health)
The purpose of this project is to examine the efficacy of virtual reality gaming as a way to improve static and dynamic balance in children with physical disabilities. As this project is in the design phase, student research assistants will help develop and pilot the protocol that will be used for the full study.
Technology or Computational Component
The technological component is twofold: a) using and adapting a virtual reality platform so that it is accessible for users with different physical abilities and b) using instruments (e.g. force plate) to assess balance.