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Quantifying cognitive-motor interference in virtual reality training after stroke: the role of interfaces

机译:在中风后量化虚拟现实训练中的认知电机干扰:接口的作用

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Globally, stroke is the second leading cause of death above the age of 60 years, with the actual number of strokes to increase because of the ageing population. Stroke results into chronic conditions, loss of independence, affecting both the families of stroke survivors but also public health systems. Virtual Reality (VR) for rehabilitation is considered a novel and effective low-cost approach to re-train motor and cognitive function through strictly defined training tasks in a safe simulated environment. However, little is known about how the choice of VR interfacing technology affects motor and cognitive performance, or what the most cost-effective rehabilitation approach for patients with different prognostics is. In this paper we assessed the effect of four different interfaces in the training of the motor and cognitive domains within a VR neurorehabilitation task. In this study we have evaluated the effect of training using 2-dimensional and 3-dimensional as well as traditional and natural user interfaces with both stroke survivors and healthy participants. Results indicate that 3-dimensional interfaces contribute towards better results in the motor domain at the cost of lower performance in the cognitive domain, suggesting the use 2-dimensional natural user interfaces as a trade-off. Our results provide useful pointers for future directions towards a cost-effective and meaningful interaction in virtual rehabilitation tasks in both motor and cognitive domains.
机译:在全球范围内,中风是60岁以上死亡的第二个主要原因,由于人口老龄化的情况,中风的实际数量增加。中风导致慢性病,独立丧失,影响卒中幸存者的家庭,也影响公共卫生系统。用于康复的虚拟现实(VR)被认为是通过在安全模拟环境中严格定义的培训任务来重新列车和认知功能的新颖有效的低成本方法。然而,关于如何选择VR接口技术影响电机和认知性能的知识,或者对不同预后性的患者的最具成本效益的康复方法是什么。在本文中,我们评估了四种不同界面在VR神经环境中的电机和认知域训练中的效果。在本研究中,我们已经评估了使用二维和三维以及传统和自然用户界面的培训的效果,以及中风幸存者和健康的参与者。结果表明,在认知域中的性能下降的成本下,三维接口在电机域中的成本贡献了更好的结果,建议使用二维自然用户界面作为权衡。我们的结果为未来的指示指示有用的指针,以实现在电机和认知域中的虚拟康复任务中具有成本效益和有意义的互动。

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