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Sebastian Koenig

Sebastian Koenig
Katana Simulations Pty Ltd

Dipl.-Psych., PhD

About

36
Publications
17,352
Reads
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1,038
Citations
Additional affiliations
February 2014 - present
Katana Simulations Pty Ltd
Position
  • CEO, R&D Lead
Description
  • Design, development and marketing of clinical virtual reality tools.
April 2011 - December 2013
University of Southern California
Position
  • Research Associate
Description
  • Design, Development and Evaluation of Clinical Virtual Reality Tools

Publications

Publications (36)
Article
Purpose Acquired communication disorders can result in significant barriers to everyday life activities, and commonly require long-term rehabilitation. This research aimed to investigate usability, acceptance, barriers and enablers to the use of immersive virtual reality (VR) technology for communication rehabilitation from the perspective of speec...
Article
Full-text available
Virtual Reality (VR) technology offers new opportunities for the development of innovative clinical research, assessment, and intervention tools. VR-based testing, training, teaching, and treatment approaches that would be difficult, if not impossible to deliver using traditional methods are now being developed that take advantage of the assets tha...
Chapter
Summary, examples and directions of Virtual Reality Technology in Rehabilitation Psychology. TOC: https://www.apa.org/pubs/books/Handbook-of-Rehabilitation-Psychology3e-Intro-Sample.pdf
Article
Full-text available
Virtual reality (VR) technology offers new opportunities for the development of innovative clinical research, assessment, and intervention tools. VR-based testing, training, teaching, and treatment approaches that would be difficult, if not impossible, to deliver with traditional methods are now being developed that take advantage of the assets tha...
Article
Full-text available
Objective: Since the mid-1990s, a significant scientific literature has evolved regarding the outcomes from the use of what we now refer to as Clinical Virtual Reality (VR). This use of VR simulation technology has produced encouraging results when applied to address cognitive, psychological, motor, and functional impairments across a wide range of...
Article
Purpose: We developed and explored the feasibility and user acceptance of the Cognitive Assessment for Aphasia App: a non-immersive virtual reality cognitive assessment for stroke survivors, designed to be inclusive of individuals with aphasia. Methods: Participants were assessed on a battery of pen-and-paper cognitive tests and the Cognitive Asse...
Article
Full-text available
Uber das Lehramtsstudium sollen Studierende unter anderem dazu befahigt werden, die Leistung ihrer Schuler/innen zu bewerten. Dazu mussen sie Einflussfaktoren auf Schulleistung kennen und diese richtig diagnostizieren und fordern konnen. Mit diesem Beitrag wird eine game- und E-Learning-gestutzte Lernumgebung vorgestellt, in der Studierende – ander...
Chapter
Full-text available
This chapter addresses the current state of the art of virtual rehabilitation by summarizing recent research results that focus on the assessment and remediation of motor impairments using virtual rehabilitation technology. Moreover, strengths and weaknesses of the virtual rehabilitation approach and its technical and clinical implications will be...
Chapter
Full-text available
Low-cost motion sensors have seen tremendous increase in popularity in the past few years. Accelerometers, gyroscopes or cameras can be found in most available smart phones and gaming controllers. The Apple® iPhone, Nintendo® Wii™ and the PlayStatio® EyeToy™ are just a few examples where such technology is used to provide a more natural interaction...
Chapter
Full-text available
This chapter provides an overview on the use of Virtual Reality (VR) in rehabilitation with respect to recent neuroscience and physical therapy reviews of individuals with motor impairments. A wide range of technologies have been employed to provide rehabilitation supported by VR. Several studies have found evidence of the benefits of VR rehabilita...
Conference Paper
Complex virtual environments (VEs) provide a multisensory, three-dimensional representation of real environments enabling their use in rehabilitation research to characterize and probe cognitive and motor abilities. This paper describes the application of a complex VE to characterize different motor and cognitive (executive) functions associated wi...
Conference Paper
Full-text available
Impairments in executive functions (EF) negatively impact the capacity for independent living, damaging personal autonomy, and diminishing quality of life. Virtual environments offer an ecologically valid way to evaluate a person's ability to carry out tasks that depend on EFs. The purpose of this pilot study was to evaluate the feasibility of a vi...
Article
Full-text available
Nonverbal behaviors play a crucial role in shaping outcomes in face-to-face clinical interactions. Experienced clinicians use nonverbals to foster rapport and "read" their clients to inform diagnoses. The rise of telemedicine and virtual health agents creates new opportunities, but it also strips away much of this nonverbal channel. Recent advances...
Conference Paper
Virtual environments (VEs) provide clinicians and researchers an opportunity to develop and implement an engaging, ecologically valid, complex, life-like interactive 3D simulation, which can be tailored dynamically to characterize and precisely measure functional behaviour in response to different multisensory stimuli. Complex ecological VEs that a...
Conference Paper
Full-text available
The use of Virtual Reality technology for developing tools for rehabilitation has attracted significant interest in the physical therapy arena. This paper presents a comparison of motion tracking performance between the low-cost Microsoft Kinect and the high fidelity OptiTrack optical system. Data is collected on six upper limb motor tasks that hav...
Article
Full-text available
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. K...
Article
Full-text available
Using video games in rehabilitation settings has the potential to provide patients with fun and motivating exercise tools. Within the Medical VR and MxR groups at the USC Institute for Creative Technologies, we have been leveraging the technology of the Microsoft Kinect 3D depth-sensing camera. Our Kinect-based rehabilitation game “JewelMine” consi...
Conference Paper
Full-text available
Context-sensitive rehabilitation integrates the individual background, needs, and strengths into the therapy of brain-injured patients [1]. Virtual environments can potentially enrich such individual rehabilitation approaches by providing realistic, lifelike situations for patients to train in. Virtual scenarios mostly are of high ecological validi...
Article
Full-text available
A broad range of neuropsychological tests and trainings are used to assess cognitive function during rehabilitation after brain injury. However, given the everyday problems that patients struggle with, questions of ecological validity arise. For example, abstract tasks have little meaning to patients and decrease motivation to practice skills frequ...
Article
Full-text available
Pharmacological treatment of children with ADHD has been shown to be successful; however, medication may not normalize attention functions. The present study was based on a neuropsychological model of attention and assessed the effect of an attention training program on attentional functioning of children with ADHD. Thirty-two children with ADHD an...
Conference Paper
Full-text available
A broad range of neuropsychological tests and trainings are used to assess cognitive function during rehabilitation after brain injury. However, given the everyday problems that patients struggle with, questions of ecological validity arise. For example, abstract tasks have little meaning to patients and decrease motivation to practice skills...
Conference Paper
Full-text available
For navigation ability, a transfer of knowledge from virtual training environments to real-world scenarios has been shown in several studies in the past. The purpose of this investigation is to demonstrate the equivalence of a series of navigation tasks in complex real-world and virtual buildings. Instead of testing knowledge transfer in very simpl...
Article
Full-text available
Current rehabilitation of navigation and spatial orientation ability after brain damage is generally focused on training within the rehabilitation hospital or the patient's home as part of common physio- and occupational therapy sessions. To further promote generalization of gained abilities and to quantify functional improvements, this project aim...

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Projects

Projects (4)
Project
The overarching aim of the project is to develop and validate immersive virtual reality application for speech-language therapy of communication disorders in people following Brain Injury.