Close range depth sensing cameras for virtual reality based hand rehabilitation

Close range depth sensing cameras for virtual reality based hand rehabilitation
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DOI:
10.1108/jat-02-2014-0007
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发表时间:
2014-01-01
期刊:
JOURNAL OF ASSISTIVE TECHNOLOGIES
影响因子:
--
通讯作者:
Charles, Therese
Charles, Therese
中科院分区:
其他
文献类型:
--
作者:
Charles, Darryl;Pedlow, Katy;Charles, Therese

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用途 - Leap Motion 代表了新一代深度传感相机,专为近距离跟踪手和手指而设计,具有最小的延迟和高空间精度(0.01 毫米)。本文的目的是使用商业游戏引擎并利用 Leap 相机作为主要交互模式,开发三个著名的手部康复任务的虚拟现实 (VR) 模拟。作者介绍了专业临床医生对这些 VR 模拟用于手和手指物理治疗实践的初步评估结果。 设计/方法/途径 - 一个跨学科的研究团队与当地一家软件公司合作,创建了三个手部康复任务的三维交互式模拟:棉球、堆叠块和九孔钉测试。这些模拟被提交给贝尔法斯特健康中心地区获得性脑损伤部门和社会关怀信托基金的八名物理治疗师和职业治疗师 (n = 8) 进行评估。诱导后,临床医生尝试完成所提出的任务,并通过填写调查问卷提供反馈。调查结果 - 调查问卷结果(使用李克特量表 1-7,其中 1 是最有利的反应)显示对模拟的积极反应,所有问题的总体平均得分等于 2.59。临床医生表示,该系统包含的任务很容易理解(平均分 1.88),尽管需要多次尝试才能胜任,但他们预测通过练习会有所提高(平均分 2.25)。一般来说,临床医生认为原型很好地说明了他们实践中所需的任务(平均分 2.38),并且患者可能会被激励使用该系统(平均分 2.38),尤其是年轻患者(平均分 1.63),以及在家庭环境中(平均分 2.5)。 原创性/价值 - 与基于可穿戴技术的方法相比,相机提供了一种不引人注目且低维护的方法来跟踪 VR 治疗中的用户运动。本文介绍了对用于 VR 模拟或游戏输入控制的新型 Leap Motion 相机进行评估的积极结果。这种交互模式提供了一种低成本、易于使用、高分辨率的手指和手部跟踪系统,并且在家庭物理治疗方面具有巨大的潜力,特别是对于年轻人来说。
Purpose - The Leap Motion represents a new generation of depth sensing cameras designed for close range tracking of hands and fingers, operating with minimal latency and high spatial precision (0.01 mm). The purpose of this paper is to develop virtual reality (VR) simulations of three well-known hand-based rehabilitation tasks using a commercial game engine and utilising a Leap camera as the primary mode of interaction. The authors present results from an initial evaluation by professional clinicians of these VR simulations for use in their hand and finger physical therapy practice.Design/methodology/approach - A cross-disciplinary team of researchers collaborated with a local software company to create three dimension interactive simulations of three hand focused rehabilitation tasks: Cotton Balls, Stacking Blocks, and the Nine Hole Peg Test. These simulations were presented to a group of eight physiotherapists and occupational therapists (n = 8) based in the Regional Acquired Brain Injury Unit, Belfast Health, and Social Care Trust for evaluation. After induction, the clinicians attempted the tasks presented and provided feedback by filling out a questionnaire.Findings - Results from questionnaires (using a Likert scale 1-7, where 1 was the most favourable response) revealed a positive response to the simulations with an overall mean score across all questions equal to 2.59. Clinicians indicated that the system contained tasks that were easy to understand (mean score 1.88), and though it took several attempts to become competent, they predicted that they would improve with practice (mean score 2.25). In general, clinicians thought the prototypes provided a good illustration of the tasks required in their practice (mean score 2.38) and that patients would likely be motivated to use the system (mean score 2.38), especially young patients (mean score 1.63), and in the home environment (mean score 2.5).Originality/value - Cameras offer an unobtrusive and low maintenance approach to tracking user motion in VR therapy in comparison to methods based on wearable technologies. This paper presents positive results from an evaluation of the new Leap Motion camera for input control of VR simulations or games. This mode of interaction provides a low cost, easy to use, high-resolution system for tracking fingers and hands, and has great potential for home-based physical therapies, particularly for young people.