Eugen Dyck
Bielefeld University
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Featured researches published by Eugen Dyck.
Epilepsy & Behavior | 2014
Philipp Grewe; Denise Lahr; Agnes Kohsik; Eugen Dyck; Hans J. Markowitsch; Christian G. Bien; Mario Botsch; Martina Piefke
Ecological assessment and training of real-life cognitive functions such as visual-spatial abilities in patients with epilepsy remain challenging. Some studies have applied virtual reality (VR) paradigms, but external validity of VR programs has not sufficiently been proven. Patients with focal epilepsy (EG, n=14) accomplished an 8-day program in a VR supermarket, which consisted of learning and buying items on a shopping list. Performance of the EG was compared with that of healthy controls (HCG, n=19). A comprehensive neuropsychological examination was administered. Real-life performance was investigated in a real supermarket. Learning in the VR supermarket was significantly impaired in the EG on different VR measures. Delayed free recall of products did not differ between the EG and the HCG. Virtual reality scores were correlated with neuropsychological measures of visual-spatial cognition, subjective estimates of memory, and performance in the real supermarket. The data indicate that our VR approach allows for the assessment of real-life visual-spatial memory and cognition in patients with focal epilepsy. The multimodal, active, and complex VR paradigm may particularly enhance visual-spatial cognitive resources.
Journal of Neuroengineering and Rehabilitation | 2013
Philip Grewe; Agnes Kohsik; David Flentge; Eugen Dyck; Mario Botsch; York Winter; Hans J. Markowitsch; Christian G. Bien; Martina Piefke
BackgroundTo increase the ecological validity of neuropsychological instruments the use of virtual reality (VR) applications can be considered as an effective tool in the field of cognitive neurorehabilitation. Despite the growing use of VR programs, only few studies have considered the application of everyday activities like shopping or travelling in VR training devices.MethodsWe developed a novel 360°- VR supermarket, which is displayed on a circular arrangement of 8 touch-screens – the “OctaVis”. In this setting, healthy human adults had to memorize an auditorily presented shopping list (list A) and subsequently buy all remembered products of this list in the VR supermarket. This procedure was accomplished on three consecutive days. On day four, a new shopping list (list B) was introduced and participants had to memorize and buy only products of this list. On day five, participants had to buy all remembered items of list A again, but without new presentation of list A. Additionally, we obtained measures of participants’ presence, immersion and figural-spatial memory abilities. We also tested a sample of patients with focal epilepsy with an extended version of our shopping task, which consisted of eight days of training.ResultsWe observed a comprehensive and stable effect of learning for the number of correct products, the required time for shopping, and the length of movement trajectories in the VR supermarket in the course of the training program. Task performance was significantly correlated with participants’ figural-spatial memory abilities and subjective level of immersion into the VR.ConclusionsLearning effects in our paradigm extend beyond mere verbal learning of the shopping list as the data show evidence for multi-layered learning (at least visual-spatial, strategic, and verbal) on concordant measures. Importantly, learning also correlated with measures of figural-spatial memory and the degree of immersion into the VR. We propose that cognitive training with the VR supermarket program in the OctaVis will be efficient for the assessment and training of real-life cognitive abilities in healthy subjects and patients with epilepsy. It is most likely that our findings will also apply for patients with cognitive disabilities resulting from other neurological and psychiatric syndromes.
VRIPHYS | 2012
Eugen Dyck; Eduard Zell; Agnes Kohsik; Philip Grewe; York Winter; Martina Piefke; Mario Botsch
We present the OCTAVIS system, a novel virtual reality platform developed for rehabilitation and training of patients with brain function disorders. To meet the special requirements of clinical studies, our system has been designed with ease of use, patient safety, ease of maintenance, space and cost efficiency in mind. Patients are sitting on a rotating office chair in the center of eight touch screen displays arranged in octagon around them, thereby providing a 360◦ horizontal panorama view. Navigation is intuitively controlled through chair rotation and a joystick in the armrest. A touch interface enables easy object selection. The OCTAVIS system has been successfully deployed to four hospitals. We report first results of clinical studies conducted with patients and control groups, demonstrating that our system is immersive, easy to use, and supportive for rehabilitation purposes.
eurographics | 2013
Eduard Zell; Eugen Dyck; Agnes Kohsik; Philip Grewe; David Flentge; York Winter; Martina Piefke; Mario Botsch
Brain function disorders, resulting for instance from stroke, epilepsy, or other incidents can be partially recovered by rehabilitation training. Performing neuro-rehabilitation in virtual reality systems allows for training scenarios close to daily tasks, is easily adaptable to the patients’ needs, is fully controllable by clinical staff, and guarantees patient safety at all times. In this paper, we describe the OCTAVIS system, a novel virtual reality platform developed primary for clinical studies with and rehabilitation training of patients with brain function disorders. To meet the special requirements for clinical use, our system has been designed with ease of use, ease of maintenance, patient safety, space and cost efficiency in mind. Our system has been successfully deployed to four hospitals, where it is used for rehabilitation training and clinical studies. We report first results of these studies, demonstrating that our system is immersive, easy to use, and supportive for rehabilitation purposes.
ieee virtual reality conference | 2013
Eugen Dyck; Thies Pfeiffer; Mario Botsch
In this paper we evaluate spatial presence and orientation in the OctaVis system, a novel virtual reality platform aimed at training and rehabilitation of visual-spatial cognitive abilities. It consists of eight touch-screen displays surrounding the user, thereby providing a 360° horizontal panorama view. A rotating office chair and a joystick in the armrest serve as input devices to easily navigate through the virtual environment. We conducted a two-step experiment to investigate spatial orientation capabilities with our device. First, we examined whether the extension of the horizontal field of view from 135° (three displays) to 360° (eight displays) has an effect on spatial presence and on the accuracy in a pointing task. Second, driving the full eight screens, we explored the effect of embodied self-rotation using the same measures. In particular we compare navigation by rotating the world while the user is sitting stable to a stable world and a self-rotating user.
JVRB - Journal of Virtual Reality and Broadcasting | 2012
Eugen Dyck; Holger Schmidt; Martina Piefke; Mario Botsch
GI VR/AR Workshop | 2010
Eugen Dyck; Holger Schmidt; Mario Botsch
Archive | 2014
Kristina Thiele; Janina Aippersbach; Klara Lewandowski; Karoline Malchus; Eduard Zell; Eugen Dyck; Mario Botsch; Prisca Stenneken; Martina Piefke
Archive | 2012
Katharina Platner; Jennifer Müller; Thomas Brand; Judith Bartoschek; Eugen Dyck; Mario Botsch; Martina Piefke
Archive | 2011
Philip Grewe; David Flentge; Agnes Kohsik; Ines Degenhardt; Jan Byszewski; Eugen Dyck; Mario Botsch; Martina Piefke