Subjective visual vertical assessment with mobile virtual reality system

Subjective visual vertical assessment with mobile virtual reality system
复制标题

DOI:
10.1016/j.medici.2018.02.002
复制
发表时间:
2017-01-01
期刊:
影响因子:
2.6
通讯作者:
Ulozas, Virgilijus
Ulozas, Virgilijus
中科院分区:
医学4区
文献类型:
--
作者:
Uloziene, Ingrida;Totiliene, Milda;Ulozas, Virgilijus

文献摘要

被引文献

相似文献

背景和目的:主观视觉垂直(SVV)是受试者感知垂直度的量度,也是前庭功能障碍的敏感测试。尽管如此,由于技术和后勤方面的限制,SVV尚未进入主流临床实践。该研究的目的是开发一个移动的虚拟现实为基础的系统SVV测试,评估不同的控制器的适用性和评估系统的可用性在实际setting.Materials和方法:在这项研究中,我们描述了一种新的虚拟现实为基础的系统,已开发测试SVV使用集成的软件和硬件,并报告在健康人群的规范值。参与者佩戴移动的虚拟现实耳机,以观察在不同条件下呈现的3D刺激-静态,动态和沉浸式现实世界(“海上的船”)SVV测试。虚拟现实环境由测试人员使用蓝牙连接的控制器进行控制。参与者使用手势控制臂章或通用游戏手柄控制垂直箭头的移动,以指示感知的垂直度。我们希望比较系统中对象控制的2种不同方法,确定正常值并将其与文献数据进行比较,借助系统可用性量表问卷评估开发的系统,并借助主观视觉模拟量表评估可能的虚拟诱导头晕。结果:在静态、动态和虚拟现实刺激条件下,SVV值没有统计学显著差异,获得使用两种不同的控制器和结果进行比较,以前在文献中报道的使用替代方法。该系统的SUS评分较高,Myo控制器的中位数为82.5,Gamepad控制器的中位数为95.0,这表明两种控制器之间存在统计学显著差异(P < 0.01)。两种设备的虚拟现实引起的头晕的中位数为0.7。结论:基于移动的虚拟现实的主观视觉垂直测试系统的实现,是准确的,适用于临床环境。基于游戏手柄的虚拟物体控制方法受到用户的青睐。大多数患者对试验耐受良好,头晕评分较低。(c)2018年立陶宛健康科学大学。制作和主办:Elsevier Sp. z o.o.这是CC BY-NC-ND许可下的开放获取文章。
Background and objective: The subjective visual vertical (SVV) is a measure of a subject's perceived verticality, and a sensitive test of vestibular dysfunction. Despite this, and consequent upon technical and logistical limitations, SVV has not entered mainstream clinical practice. The aim of the study was to develop a mobile virtual reality based system for SVV test, evaluate the suitability of different controllers and assess the system's usability in practical settings.Materials and methods: In this study, we describe a novel virtual reality based system that has been developed to test SVV using integrated software and hardware, and report normative values across healthy population. Participants wore a mobile virtual reality headset in order to observe a 3D stimulus presented across separate conditions-static, dynamic and an immersive real-world ("boat in the sea'') SVV tests. The virtual reality environment was controlled by the tester using a Bluetooth connected controllers. Participants controlled the movement of a vertical arrow using either a gesture control armband or a general-purpose gamepad, to indicate perceived verticality. We wanted to compare 2 different methods for object control in the system, determine normal values and compare them with literature data, to evaluate the developed system with the help of the system usability scale questionnaire and evaluate possible virtually induced dizziness with the help of subjective visual analog scale.Results: There were no statistically significant differences in SVV values during static, dynamic and virtual reality stimulus conditions, obtained using the two different controllers and the results are compared to those previously reported in the literature using alternative methodologies. The SUS scores for the system were high, with a median of 82.5 for the Myo controller and of 95.0 for the Gamepad controller, representing a statistically significant difference between the two controllers (P < 0.01). The median of virtual reality-induced dizziness for both devices was 0.7.Conclusions: The mobile virtual reality based system for implementation of subjective visual vertical test, is accurate and applicable in the clinical environment. The gamepad-based virtual object control method was preferred by the users. The tests were well tolerated with low dizziness scores in the majority of patients. (c) 2018 The Lithuanian University of Health Sciences. Production and hosting by Elsevier Sp. z o.o. This is an open access article under the CC BY-NC-ND license.