Age-related differences in the kinematics of aimed movements in immersive virtual reality: a preliminary study

S. Arlati, N. Keijsers, G. Paolini, G. Ferrigno, M. Sacco
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引用次数: 2

Abstract

Immersive virtual reality (VR) represents a viable technology to support rehabilitation and promote the recovery of upper limb functions after stroke. Nonetheless, it has not been determined yet if VR can elicit movements that share the same kinematic characteristics of those occurring in the real world (RW), thus positively impacting arm use in daily life. A previous study enrolling young adults showed promising results: joints' ranges of motion were preserved, although movement times were longer and peak velocity lower in VR. Starting from these results, this work aimed at comparing young and older adults' (i.e., an age-matched sample to stroke survivors) upper limb kinematics while performing aimed movements in RW and immersive VR. The presented study was a within-subject repeated-measures design in which participants had to reach, grasp and transport grocery items from a simplified supermarket shelf unit. The VR condition was performed using an HTC Vive head-mounted display; its controller was used to interact with virtual objects. Three conditions were tested: VR, RW, and RW while holding the controller (RWC, to account for carrying a weight). Ten healthy young adults $(26.7\pm 5.46$ and three older adults $(69.0\pm 2.0)$ were enrolled. The collected data showed that older adults moved slower, more curved, and reached lower peak velocity during both reaching and transfer in VR compared to young adults. Arm ranges of motion seemed to be preserved, whereas thorax movements were different. We hypothesized that these differences might be dependent on age-related vision and cognitive decline, lack of familiarity with VR technology, and lack of force feedback. Further studies are needed to address these issues and confirm or reject our hypotheses.
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沉浸式虚拟现实中目标运动运动学的年龄相关差异:初步研究
沉浸式虚拟现实(VR)是一种支持脑卒中后康复和促进上肢功能恢复的可行技术。尽管如此,目前还不确定VR是否能引发与现实世界中发生的运动相同的运动特征(RW),从而积极影响日常生活中的手臂使用。之前一项针对年轻人的研究显示了令人鼓舞的结果:尽管VR的运动时间更长,峰值速度更低,但关节的运动范围得到了保留。从这些结果开始,本研究旨在比较年轻人和老年人(即年龄匹配的中风幸存者样本)在RW和沉浸式VR中进行目标运动时的上肢运动学。所提出的研究是一项受试者内部重复测量设计,参与者必须从一个简化的超市货架上拿起、抓住和运输杂货。VR条件使用HTC Vive头戴式显示器进行;它的控制器用于与虚拟对象进行交互。测试了三种情况:VR, RW和手持控制器时的RW (RWC,以说明携带重量)。10名健康年轻人(26.7\pm 5.46美元)和3名老年人(69.0\pm 2.0美元)被纳入研究。收集的数据显示,与年轻人相比,老年人在VR中的到达和转移过程中移动得更慢,更弯曲,达到的峰值速度更低。手臂的活动范围似乎保持不变,而胸腔的活动则不同。我们假设这些差异可能取决于与年龄相关的视力和认知能力下降、对VR技术缺乏熟悉以及缺乏力反馈。需要进一步的研究来解决这些问题,并证实或拒绝我们的假设。
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