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Julia Anglin

dblp:198/4083 · DBLP profile ↗
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2ranked-venue papers
1as first author
0since 2021 · last 2017
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 2 · 1 first-authorHuman-computer interaction and ubiquitous computing · 2 · 1 first-author

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Human-computer interaction and pervasive computing
2 papers
Immersive interaction · 53% Health and well-being technologies · 32% Wearable and physiological sensing · 16%
Computer graphics and multimedia
1 paper
Virtual and augmented reality · 100%

Topics — the 2 heaviest of 5, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality › virtual environment
immersive virtual environments
0.312017
REINVENT: A low-cost, virtual reality brain-computer interface for severe stroke upper limb motor recovery · VR 2017
Health and well-being technologies › rehabilitation
motor rehabilitation
0.112017
Transfer of a skilled motor learning task between virtual and conventional environments · VR 2017

Methods — techniques the papers use, named apart from their topics

closed-loop neurofeedback · 0.6EMG · 0.6EEG · 0.6sequential visual isometric pinch task · 0.3between-environment training · 0.3
YearPublicationVenuePosition
2017 Transfer of a skilled motor learning task between virtual and conventional environments
abstract
Immersive, head-mounted virtual reality (HMD-VR) can be a potentially useful tool for motor rehabilitation. However, it is unclear whether the motor skills learned in HMD-VR transfer to the non-virtual world and vice-versa. Here we used a well-established test of skilled motor learning, the Sequential Visual Isometric Pinch Task (SVIPT), to train individuals in either an HMD-VR or conventional training (CT) environment. Participants were then tested in both environments. Our results show that participants who train in the CT environment have an improvement in motor performance when they transfer to the HMD-VR environment. In contrast, participants who train in the HMD-VR environment show a decrease in skill level when transferring to the CT environment. This has implications for how training in HMD-VR and CT may affect performance in different environments.
Julia Anglin, David Saldana, Allie Schmiesing, Sook-Lei Liew
VR1
2017 REINVENT: A low-cost, virtual reality brain-computer interface for severe stroke upper limb motor recovery
abstract
There are few effective treatments for rehabilitation of severe motor impairment after stroke. We developed a novel closed-loop neurofeedback system called REINVENT to promote motor recovery in this population. REINVENT (Rehabilitation Environment using the Integration of Neuromuscular-based Virtual Enhancements for Neural Training) harnesses recent advances in neuroscience, wearable sensors, and virtual technology and integrates low-cost electroencephalography (EEG) and electromyography (EMG) sensors with feedback in a head-mounted virtual reality display (VR) to provide neurofeedback when an individual's neuromuscular signals indicate movement attempt, even in the absence of actual movement. Here we describe the REINVENT prototype and provide evidence of the feasibility and safety of using REINVENT with older adults.
Ryan P. Spicer, Julia Anglin, David M. Krum, Sook-Lei Liew
VR2