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Virtual reality for activities of daily living training in neurorehabilitation: a usability and feasibility study in healthy participants*

机译:虚拟现实在神经康复中的日常生活培训活动:健康参与者的可用性和可行性研究*

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After severe injury or neurodegenerative disorders patients often experience long-term functional deficits, resulting in a reduction o performance in activities of daily living (ADL). Given their direct relevance to everyday functioning and quality of life, neurorehabilitative programs using simulated ADL's have seen increased interest recently. One of the core elements in simulated ADL's is the interface between the user and the virtual environment, which has a high impact on the therapeutic outcome. The aim of this study was to nalyze the feasibility of a simple virtual ADL (tea preparation task) using two different input devices. The tea preparation task setup consisted of a computer rendering the virtual environment, a head-mounted display (HMD) to visually present the ADL, and two input devices (mouse and handheld controller) to guide virtual hands in the virtual environment. A total of 24 healthyyoung adults performed the tea preparation task after which workload, usability, immersion and presence was rated. The handheld controller was rated significantly lower workload and higher usability than the mouse input device. Also, the sense of being there (immersion) and spatial presence ratings for the task and setup were close to the maximum score of 5. Thus, the handheld controller outperformed the mouse, suggesting that user interaction in the virtual environment with the handheld controller is similar to the real world and intuitive to use. Overall, the simulated ADL implemented with VR technology is feasible for diagnostic and rehabilitative purposes in patients experiencing long-term functional deficits.
机译:严重伤害或神经退行性疾病后,患者通常会经历长期的功能缺陷,导致日常生活活动(ADL)的能力下降。由于它们与日常功能和生活质量直接相关,因此使用模拟ADL进行的神经康复计划近来引起了越来越多的关注。用户与虚拟环境之间的界面是模拟ADL中的核心要素之一,这对治疗效果具有很大影响。这项研究的目的是分析使用两个不同输入设备的简单虚拟ADL(茶制备任务)的可行性。茶制备任务设置包括一台渲染虚拟环境的计算机,一个可直观显示ADL的头戴式显示器(HMD),以及两个在虚拟环境中引导虚拟手的输入设备(鼠标和手持控制器)。总共24名健康的年轻人完成了茶制备任务,之后对工作量,可用性,浸入感和存在感进行了评估。与鼠标输入设备相比,手持控制器的工作量大大降低,可用性更高。此外,任务和设置的存在感(沉浸感)和空间存在等级接近最高得分5。因此,手持控制器的性能优于鼠标,这表明在虚拟环境中与手持控制器的用户交互非常有效。类似于现实世界并且使用直观。总体而言,使用VR技术实施的模拟ADL对于经历长期功能缺陷的患者可用于诊断和康复目的。

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