Virtual reality-based action observation facilitates the acquisition of body-powered prosthetic control skills

Virtual reality-based action observation facilitates the acquisition of body-powered prosthetic control skills
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DOI:
10.1186/s12984-020-00743-w
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发表时间:
2020-08-20
影响因子:
5.1
通讯作者:
Sunagawa, Toru
Sunagawa, Toru
中科院分区:
工程技术2区
文献类型:
--
作者:
Yoshimura, Manabu;Kurumadani, Hiroshi;Sunagawa, Toru

文献摘要

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定期的身体动力(BP)假体训练有助于通过反复练习获得技能,但需要足够的时间和动力。因此,间接训练等辅助工具可以提高训练体验和技能习得速度。在这项研究中,我们研究了使用虚拟现实(VR)作为辅助工具的行动观察(AO)的效果。我们在AO期间使用了两种模式:三维(3D) VR和二维(2D)电脑平板设备(tablet)。每种形态都从第一人称和第三人称的角度进行了测试。方法对40名健康右利手受试者进行非优势手BP假体模拟器的研究。根据不同方式和视角的组合,参与者被分为五组:第一人称视角的VR (VR1)、第三人称视角的VR (VR3)、第一人称视角的平板电脑(table1)、第三人称视角的平板电脑(table3)和对照组(control)。干预组观察和模仿假体手术视频图像,每组10分钟。我们使用视觉模拟量表评估AO期间的沉浸水平。使用盒子和块测试(BBT)和蝴蝶结任务(BKT)评估假肢控制技能。结果在BBT中,五组之间的技能变化量没有显著差异。相比之下,VR1组(p < 0.001, d = 3.09)和VR3组(p < 0.001, d = 2.16) BKT假肢控制技能的相对变化显著高于对照组。此外,VR1 (p < 0.05, d = 1.45)和VR3 (p < 0.05, d = 1.18)的沉浸得分均高于表3。沉浸得分与BKT得分的相对变化呈显著负相关(Spearman’s r(s) = - 0.47,p < 0.01)。结论使用双侧手灵巧度的BKT,基于vr的AO可显著改善短期义肢控制获得。此外,沉浸得分越高,BKT任务的执行时间越短。我们的研究结果表明,基于vr的AO训练可能有效地获得双侧BP假体控制,这需要更多基于3d的操作。
Background Regular body-powered (BP) prosthesis training facilitates the acquisition of skills through repeated practice but requires adequate time and motivation. Therefore, auxiliary tools such as indirect training may improve the training experience and speed of skill acquisition. In this study, we examined the effects of action observation (AO) using virtual reality (VR) as an auxiliary tool. We used two modalities during AO: three-dimensional (3D) VR and two-dimensional (2D) computer tablet devices (Tablet). Each modality was tested from first- and third-person perspectives. Methods We studied 40 healthy right-handed participants wearing a BP prosthesis simulator on their non-dominant hands. The participants were divided into five groups based on combinations of the different modalities and perspectives: first-person perspective on VR (VR1), third-person perspective on VR (VR3), first-person perspective on a tablet (Tablet1), third-person perspective on a tablet (Tablet3), and a control group (Control). The intervention groups observed and imitated the video image of prosthesis operation for 10 min in each of two sessions. We evaluated the level of immersion during AO using the visual analogue scale. Prosthetic control skills were evaluated using the Box and Block Test (BBT) and a bowknot task (BKT). Results In the BBT, there were no significant differences in the amount of change in the skills between the five groups. In contrast, the relative changes in the BKT prosthetic control skills in VR1 (p < 0.001, d = 3.09) and VR3 (p < 0.001, d = 2.16) were significantly higher than those in the control group. Additionally, the immersion scores of VR1 (p < 0.05, d = 1.45) and VR3 (p < 0.05, d = 1.18) were higher than those of Tablet3. There was a significant negative correlation between the immersion scores and the relative change in the BKT scores (Spearman's r(s) = - 0.47,p < 0.01). Conclusions Using the BKT of bilateral manual dexterity, VR-based AO significantly improved short-term prosthetic control acquisition. Additionally, it appeared that the higher the immersion score was, the shorter the execution time of the BKT task. Our findings suggest that VR-based AO training may be effective in acquiring bilateral BP prosthetic control, which requires more 3D-based operation.