Arm pointing movements in a three dimensional virtual environment: Effect of two different viewing media

Arm pointing movements in a three dimensional virtual environment: Effect of two different viewing media
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三维虚拟环境中的手臂指向运动:两种不同观看媒体的效果

DOI:
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发表时间:
2008
期刊:
2008 Virtual Rehabilitation
影响因子:
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通讯作者:
M. Levin
M. Levin
中科院分区:
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文献类型:
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作者:
Sandeep K Subramanian;C. Beaudoin;M. Levin

文献摘要

被引文献

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虚拟现实(VR)越来越多地应用于包括康复在内的许多医学领域。2D和3D虚拟环境(VE)都可以通过头戴式显示器(HMD)或屏幕(计算机监视器和背投系统,SPS)观看。然而,是否通过该介质的环境被视为影响电机性能的问题还没有得到解决。我们的研究的目的是确定是否运动模式是不同的运动时,在一个3D完全沉浸式VE通过HMD或SPS观看。招募了两组受试者(中风,健康)。他们在虚拟环境中对放置在同侧、中央和对侧手臂上的目标进行指向运动。虚拟现实的设计类似于电梯的内部,通过HMD或SPS进行查看。在两组受试者中评价手臂运动障碍和痉挛。使用光学跟踪系统(Optotrak Certus,100 Hz,6个标记)记录指向运动的运动学。使用双因素方差分析分析手臂运动性能(速度、精度和轨迹平直度)和运动质量结果(肘和肩的运动范围和躯干向前位移)。初步结果表明,与中风组相比,对照组有更直的运动和更多的肩部屈曲。当通过两种媒介观察VE时,两组在终点精度和速度、肘关节和肩关节活动范围以及躯干向前位移方面没有差异。两组人都报告说,他们完全喜欢通过两种媒体观看这些动作。对照组中的所有受试者和中风组中80%的受试者报告说,VE很吸引人,感觉真实的,所做的动作与物理世界中的动作相似。这项研究的结果具有影响的康复应用程序的设计,旨在改善手臂运动活动和功能的VR。
Virtual reality (VR) is being used increasingly in many fields of medicine, including rehabilitation. Both 2D and 3D virtual environments (VEs) can be viewed either through a head mounted display (HMD) or on a screen (computer monitor and rear projection system, SPS). However, the question of whether the medium through which the environment is viewed affects motor performance has not been addressed. The objective of our study was to determine whether movement patterns were different when movements were performed in a 3D fully immersive VE viewed via an HMD or SPS. Two groups of subjects were recruited (stroke, healthy). They performed pointing movements to targets placed in the ipsilateral, central and contralateral arm workspaces in a VE. The VE, designed to resemble the interior of an elevator, was viewed via an HMD or a SPS. Arm motor impairment and spasticity were evaluated in both groups of subjects. The kinematics of the pointing movements were recorded using an optical tracking system (Optotrak Certus, 100 Hz, 6 markers). Arm motor performance (speed, precision and trajectory straightness) and movement quality outcomes (elbow and shoulder ranges of motion and trunk forward displacement) were analyzed using 2 way ANOVAs. Preliminary results suggest that the control group had straighter movements and used more shoulder flexion as compared to the stroke group. When the VE was viewed via both media, there were no differences in terms of endpoint precision and speed, elbow and shoulder ranges of motion and trunk forward displacement in both groups. Both groups reported that they completely enjoyed performing the movements when viewing them via both media. All subjects in the control group and 80% of subjects in the stroke group reported that VE was engaging, that it felt real and that the movements performed were similar to those made in the physical world. The results of this study have implications for the design of rehabilitation applications using VR aimed at improving arm motor activity and function.