Assessing the capabilities of the HTC Vive as a tool to assess the risk of falling in older people

J. Garcia, Juan Felipe Tenorio
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Abstract

Falls affect 1 in 3 seniors every year. This can lead to traumatic brain injuries, fractures, and even death. Being able to identify those at risk is imperative. In the past few years, game technologies such as the Xbox Kinect, Nintendo Wii, Dance Mats, among others, have shown to be very effective in discriminating fallers from non-fallers. In a prior study, the authors proposed a Virtual Reality-based system to assess the risk of falling in the senior community. In this paper, we explore the accuracy of this system by comparing it with a well-established fall risk assessment tool. More importantly, we also investigate the effects of using three different avatar visualization modes in delivering this test (top-down view, puppeteer view and first-person view). We hypothesized that: (1) the VR system would show high similarities to the original version of the test; and (2) altering the sense of presence of our subjects would allow them to fully immerse and concentrate on the assessment tasks resulting in more accurate diagnosis data. Results suggest that the proposed VR-based system was fairly accurate in computing the fall risk assessment test. Also, participants reported quicker reaction times in the VR system suggesting that the proposed tool offers higher levels of immersion and intuitiveness.
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评估HTC Vive作为评估老年人跌倒风险工具的能力
每年有三分之一的老年人摔倒。这会导致创伤性脑损伤、骨折,甚至死亡。能够识别那些处于危险中的人是必要的。在过去的几年里,Xbox Kinect、任天堂Wii、Dance Mats等游戏技术已经被证明在区分跌倒者和非跌倒者方面非常有效。在之前的一项研究中,作者提出了一个基于虚拟现实的系统来评估老年人跌倒的风险。在本文中,我们通过将该系统与一个完善的跌倒风险评估工具进行比较,来探讨该系统的准确性。更重要的是,我们还研究了使用三种不同的虚拟形象可视化模式(自上而下视角、木偶视角和第一人称视角)进行测试的效果。我们假设:(1)虚拟现实系统将显示出与原始版本测试的高度相似性;(2)改变受试者的存在感将使他们完全沉浸并专注于评估任务,从而获得更准确的诊断数据。结果表明,基于虚拟现实的系统在计算跌倒风险评估测试中是相当准确的。此外,参与者报告说,VR系统的反应时间更快,这表明拟议的工具提供了更高水平的沉浸感和直观性。
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