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2019 International Conference on Virtual Rehabilitation (ICVR)最新文献

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Fully portable low-cost motion capture system with real-time feedback for rehabilitation treatment 用于康复治疗的全便携式低成本实时反馈运动捕捉系统
Pub Date : 2019-07-01 DOI: 10.1109/ICVR46560.2019.8994561
Iakovos (Jacob) Kritikos, Anxhelino Mehmeti, G. Nikolaou, D. Koutsouris
To date, technologically-based rehabilitation methods have been widely used for treating disabilities. The evolution of new technologies utilizing motion capture systems or wearable tracking sensors have further enhanced the standalone self-treatments which benefit both the patients and the physicians. However, current systems have not yet proved to be truly mobile or low-cost, since they do not only need significant processing power to operate or tech-savvy operators, but they also have patients visiting the clinic regularly, more often than expected for a home-based system, in order to receive feedback on their performance. This study presents and proposes a fully portable, low-cost motion capture system that supervises the progress of patients whilst each exercise is being executed; thereby, it provides physicians a more mathematically precise way of evaluating patients’ performance and progress through reports generated by the mobile application. For the purposes of this study, we conducted two separate experiments: one regarding accuracy and another one regarding the efficacy of the system.
迄今为止,基于技术的康复方法已广泛用于治疗残疾。利用动作捕捉系统或可穿戴跟踪传感器的新技术的发展进一步增强了独立的自我治疗,这对患者和医生都有益。然而,目前的系统还没有被证明是真正的移动或低成本的,因为它们不仅需要强大的处理能力来操作或精通技术的操作员,而且它们还需要患者定期访问诊所,比家庭系统预期的更频繁,以便获得有关其表现的反馈。本研究提出并提出了一种完全便携式,低成本的运动捕捉系统,该系统可以在每次运动执行时监督患者的进度;因此,它为医生提供了一种更精确的数学方法,通过移动应用程序生成的报告来评估患者的表现和进展。为了本研究的目的,我们进行了两个独立的实验:一个关于准确性,另一个关于系统的功效。
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引用次数: 4
Coproducing Virtual Reality Technologies for Rehabilitation 共同开发康复虚拟现实技术
Pub Date : 2019-07-01 DOI: 10.1109/ICVR46560.2019.8994337
D. Green, Shana. Boltin, Aimee Ward, Francesca Gowing, B. Hutchon
Co-production is essential to ensure patient needs are identified, outcomes met and implementation achieved. A modified Delphi approach involving key stakeholders was used to: identify and prioritise outcomes of importance in relation to Virtual Reality (VR) technology design in order to address clinical issues; define outcome measures/develop bespoke project measures; and determine clinical trial design. Results reflect three key themes of motivation for system design and evaluation: autonomy, relatedness and competence. Young people with disabilities and their families have invaluable contributions to the design and implementation of VR technologies in rehabilitation.
合作生产对于确保确定患者需求、实现成果和实现实施至关重要。一种涉及关键利益相关者的改进德尔菲方法用于:识别和优先考虑与虚拟现实(VR)技术设计相关的重要结果,以解决临床问题;定义结果度量/开发定制的项目度量;并确定临床试验设计。结果反映了系统设计和评估动机的三个关键主题:自主性、相关性和能力。残疾青年及其家庭对VR技术在康复中的设计和实施做出了宝贵的贡献。
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引用次数: 1
Reliability of the Empatica E4 wristband to measure electrodermal activity to emotional stimuli Empatica E4腕带测量皮肤电活动对情绪刺激的可靠性
Pub Date : 2019-07-01 DOI: 10.1109/ICVR46560.2019.8994546
Adrián Borrego, J. Latorre, M. Alcañiz, R. Lloréns
The electrodermal activity has been used in research as a physiological measure of the activity of the autonomic nervous system when patients face emotional stimuli. Laboratory-grade systems that register the galvanic skin response include sensors that are wired to expensive amplifiers, which can limit its portability and accessibility for non-research centers. In the last years, different devices, mostly wireless wristbands, have come into the market at lower prices. While their portability and lower cost are interesting features for virtual reality applications, their reliability still remains unclear. The objective of this study was to determine the reliability of a wireless wristband, the Empatica E4, to register changes in the galvanic skin response when facing emotionally-valenced images in comparison to a laboratory-grade system. Our data showed that correlation between both systems were low to moderate for negative and positive-valenced images, and non-existent for neutral images. These results suggest that the E4 should be used with caution when assessing changes in emotionally-valenced images and should be avoided for neutral images.
当患者面对情绪刺激时,皮电活动已被用作测量自主神经系统活动的生理指标。用于记录皮肤电反应的实验室级系统包括连接到昂贵放大器的传感器,这限制了其可移植性和非研究中心的可访问性。在过去的几年里,不同的设备,主要是无线腕带,以更低的价格进入市场。虽然它们的便携性和低成本是虚拟现实应用的有趣特性,但它们的可靠性仍然不清楚。本研究的目的是确定无线腕带Empatica E4的可靠性,与实验室级系统相比,Empatica E4在面对情绪性图像时记录皮肤电反应的变化。我们的数据显示,这两个系统之间的相关性是低到中等的负和正值图像,和不存在的中性图像。这些结果表明,在评估情感价值图像的变化时,应谨慎使用E4,而在评估中性图像时应避免使用E4。
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引用次数: 21
Dissemination of research in virtual reality-based rehabilitation: Journal publication profiles 基于虚拟现实的康复研究的传播:期刊出版概况
Pub Date : 2019-07-01 DOI: 10.1109/ICVR46560.2019.8994545
Patrice L. (Tamar) Weiss, D. Raban, Dorit Geifman, E. Keshner
The application of virtual reality (VR) to rehabilitation is a relatively young, interdisciplinary field where clinical implementation very rapidly follows scientific discovery and technological advancement. Recently, computational tools in the area of data and information science have provided researchers with an ability to examine trends in their field. These tools have been used in all areas of science, from the humanities and social sciences to the health and biological sciences. The objective of the current paper is to study patterns of academic publications in the VR-based rehabilitation literature over the past 22 years. We conclude that exploring the distribution of topics and journals in the field of VR-based rehabilitation reveals a science that is evolving from one with a predominantly technology development focus, to one that focuses on how technology can support rehabilitation principles and outcomes. This shift in purpose has been demonstrated by the journals selected for submissions from the scientific community as well as the modification in mission and focus of particular journals.
虚拟现实(VR)在康复中的应用是一个相对年轻的跨学科领域,随着科学发现和技术进步,临床应用非常迅速。最近,数据和信息科学领域的计算工具为研究人员提供了检查其领域趋势的能力。这些工具已用于所有科学领域,从人文和社会科学到卫生和生物科学。本文的目的是研究过去22年来基于虚拟现实的康复文献的学术出版物模式。我们得出的结论是,探索基于vr的康复领域的主题和期刊分布揭示了一门科学正在从主要以技术开发为重点,向关注技术如何支持康复原则和结果的科学发展。这种目的上的转变已经被科学界选择投稿的期刊以及特定期刊在使命和重点上的改变所证明。
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引用次数: 0
Developing and Validating Virtual Reality Tool for the Evaluation of Cognitive and Physical Performance During Simulated lengthy field March 开发和验证虚拟现实工具,以评估模拟长时间野外行军中的认知和身体表现
Pub Date : 2019-07-01 DOI: 10.1109/ICVR46560.2019.8994473
Shani Kimel Naor, R. Yanovich, Y. Bahat, M. Plotnik, I. Ketko, Amihai Gottlieb, O. Ben-Gal, Y. Heled
Athletes, soldiers, and rescue personnel are often required to perform intensive and prolonged physically demanding activities while remaining cognitively focused. The combined effect of physical and cognitive tasks is of great interest, as both efforts share central nervous system reserves. Amid a larger study that is aimed to create an ecologically validated virtual reality (VR) - based experimental protocol to explore the effect of high-load physical and cognitive efforts on young individuals, the present report focuses on comparing new cognitive tasks presented in the context of simulated military missions with physical load to already established cognitive testing battery. Twelve young participants performed a 10 Km loaded march on a treadmill in VR settings with or without additional cognitive tasks (VR-COG). Each experimental day, subjects underwent pre-and post-evaluation, in which cognitive (trail making test – the color trail test CTT version, and SYNWIN battery for multitasking evaluation) and physical tests (time to exhaustion test – TTE) were conducted. In general, strong or moderate correlations were found between VR-COG performances and the cognitive tests. The VR-COG tasks, together with CTT components, were able to successfully predict the effect of the combined physical and cognitive load on the multitasking performance. Multitasking was evaluated by the SYNWIN score. We believe that our protocol allows optimal conditions for measurement of the effect of high-load physical and cognitive efforts for an extended period of time, thus contributing to the motor-cognitive interaction model knowledge base. It is apparent that virtual environments are ideal set ups for studying military activities, as they enable the participants to experience a particular situation within a controlled area.
运动员、士兵和救援人员经常需要进行高强度和长时间的体力活动,同时保持认知集中。身体和认知任务的联合效应引起了极大的兴趣,因为这两种努力共享中枢神经系统储备。在一项更大的研究中,旨在创建一个基于生态验证的虚拟现实(VR)的实验方案,以探索高负荷的身体和认知努力对年轻人的影响,本报告侧重于比较在模拟军事任务的背景下提出的新的认知任务与已经建立的认知测试电池。12名年轻参与者在VR环境下的跑步机上负重行进10公里,有或没有额外的认知任务(VR- cog)。每个实验日,被试分别进行前、后评估,包括认知测试(造径测试-彩色轨迹测试CTT版本,SYNWIN电池进行多任务评估)和身体测试(疲劳时间测试- TTE)。一般来说,VR-COG表现与认知测试之间存在强相关性或中度相关性。VR-COG任务和CTT组件能够成功地预测身体和认知负荷对多任务表现的影响。多任务处理通过SYNWIN评分进行评估。我们认为,我们的方案为测量长时间高负荷身体和认知努力的效果提供了最佳条件,从而有助于运动-认知相互作用模型知识库。很明显,虚拟环境是研究军事活动的理想场所,因为它们使参与者能够在控制区域内体验特定的情况。
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引用次数: 0
Intentional, accurate and natural object placement in virtual reality based neuropsychological assessment 基于神经心理学评估的虚拟现实中有意、准确和自然的对象放置
Pub Date : 2019-07-01 DOI: 10.1109/ICVR46560.2019.8994457
P. Chojecki, Mykyta Kovalenko, Detlef Runde, D. Przewozny, O. Schreer
In this poster, we discuss the main challenges that need to be addressed to make immersive virtual reality (VR) assessment and training tools valid and usable for neuropsychological applications and clinical uses. We especially argue the importance of enabling natural, easy to use and precise interaction in order to tap into the full potential of VR advantages. We then address some of the main identified challenges and propose solutions and approaches for contact-free, hand-object manipulations for assessment and training VR applications. Our experiences are based on our research and development within the VReha project.
在这张海报中,我们讨论了使沉浸式虚拟现实(VR)评估和培训工具有效并可用于神经心理学应用和临床应用所需要解决的主要挑战。我们特别强调实现自然、易于使用和精确交互的重要性,以便充分挖掘VR优势的潜力。然后,我们解决了一些主要的挑战,并提出了用于评估和培训VR应用的无接触,手动对象操作的解决方案和方法。我们的经验是基于我们在VReha项目中的研究和开发。
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引用次数: 0
Novel Therapeutic Game Controller for Telerehabilitation of Spastic Hands: Two Case Studies 用于手部痉挛远程康复的新型治疗性游戏控制器:两个案例研究
Pub Date : 2019-07-01 DOI: 10.1109/ICVR46560.2019.8994586
G. Burdea, Emma Kaplan, Phalgun Nori, S. Pollack, K. Polistico, Nam Kim, Ashwin Kadaru, D. Roll, N. Grampurohit, A. Barrett, M. Oh-Park, Jenny Masmela
Spasticity or increase in muscle tone presents challenges during post-stroke rehabilitation. The use of off-the-shelf game controllers is problematic for individuals with hand spasticity. The novel BrightBrainer Grasp (BBG) controller was designed to overcome these barriers when used in virtual rehabilitation of individuals post-stroke. The custom controller measures power grasp, finger extension, wrist position and orientation, as well as 3D hand position. It is designed to minimize friction when used by those with no gravity bearing. Two controllers were used in bilateral training. This paper presents a detailed description of the BBG controllers and their interaction with the BrightBrainer™ gaming system. Two case reports of individuals chronic post-stroke who participated in a 4-week telerehabilitation intervention are included.
痉挛或增加肌肉张力是中风后康复的挑战。对于手部痉挛的人来说,使用现成的游戏控制器是有问题的。新型的BrightBrainer Grasp (BBG)控制器旨在克服这些障碍,用于中风后个人的虚拟康复。定制控制器测量抓握力、手指伸展、手腕位置和方向,以及3D手部位置。当没有重力轴承的人使用时,它的设计是为了尽量减少摩擦。双侧训练使用两个控制器。本文详细介绍了BBG控制器及其与BrightBrainer™游戏系统的交互。两例报告的个人慢性中风后谁参加了为期4周的远程康复干预包括。
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引用次数: 5
Improving wheelchair driving performance in a virtual reality simulator 在虚拟现实模拟器中改进轮椅驾驶性能
Pub Date : 2019-07-01 DOI: 10.1109/ICVR46560.2019.8994644
P. Archambault, Catherine Bigras
In this study, we measured if practice of a wheelchair activity in a virtual reality simulator (entering an elevator) improved wheelchair positioning skills in naïve, healthy adults. Performance was assessed immediately after practice, two days later (retention) and in a real-world equivalent task (transfer). The influence of augmented feedback on retention and transfer was also assessed. Forty participants were randomized to either an augmented feedback group (who received information on collisions and on task completion time) and a no-feedback group. Following training, both groups improved their wheelchair positioning abilities. Learning was maintained at retention and skills transferred to the real-world wheelchair. Augmented feedback did not procure any additional effects. Practice in a virtual reality simulator significantly improved wheelchair positioning skills. Higher performance gains could be achieved by providing task-specific feedback.
在这项研究中,我们测量了在虚拟现实模拟器中练习轮椅活动(进入电梯)是否能提高naïve健康成年人的轮椅定位技能。在练习后立即评估表现,两天后(记忆)和在现实世界的等效任务(转移)中评估表现。还评估了增强反馈对保留和转移的影响。40名参与者被随机分为增强反馈组(接收碰撞和任务完成时间的信息)和无反馈组。经过训练,两组人的轮椅定位能力都有所提高。学习被保留下来,技能被转移到现实世界的轮椅上。增强反馈没有产生任何额外的效果。在虚拟现实模拟器中练习可以显著提高轮椅定位技能。通过提供特定于任务的反馈,可以获得更高的性能增益。
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引用次数: 1
Is the room moving? Muscle responses following visual perturbations 房间在动吗?视觉干扰后的肌肉反应
Pub Date : 2019-07-01 DOI: 10.1109/ICVR46560.2019.8994515
D. C. Porras, J. V. Jacobs, R. Inzelberg, O. Keren, G. Zeilig, M. Plotnik
Postural adjustments are essential for balance control and to reduce risk of falling. One emerging method to train reactive postural control consists in exposing individuals to safe and controlled destabilizing perturbations that intend to simulate changing conditions that can lead to falls. Studies using virtual reality suggest that visual perturbations engage mechanisms of motor adaptation, increase electrocortical activity and modulate balance performance. What is not yet clear is the impact of trunk and limb muscles activation on the postural adjustments responsible to maintain balance control. This paper aims to map the response of trunk and limb muscles to visual perturbations, and compare them to those of physical perturbations. Additionally, our study includes vertical perturbations (i.e. balance disturbances in the vertical plane) known to be a major cause of falling. Therefore, this paper also compares muscles responses to both horizontal and vertical perturbations. Fourteen healthy participants (ten males; age: 27±4; BMI: 23.8±2.6 kg/m2) stood on a moveable platform within a virtual reality system projecting visual scenes over a 360° dome-shaped screen such that the participant appeared to be standing in the middle of a room. Concomitantly, the electrical activity of tibialis anterior, gastrocnemius, rectus femoris, hamstring, rectus abdominis, paraspinal, external oblique and deltoid muscles was captured. Amid a larger protocol, this paper reports on randomly presented 1) visual perturbations; i.e. the virtual room moves during 0.35 seconds a distance corresponding to 14 cm in four directions (forward - FP, backward - BP, upward - UP, downward - DP), each repeated three times; and 2) physical perturbations (12cm displacement in one second) for the four directions and two sensory conditions: static camera (SC; virtual room remains static) and dynamic camera (DC; corresponding transitions in the visual scenery). We calculated three muscle activation parameters: onset latency, duration of activation, and magnitude. Separate 2-factor repeated-measures ANOVA were applied for each outcome measure across factors of perturbation direction (FP, BP, UP and DP) and condition (VIS, SC, DC). Forward visual perturbations led to longer onset latencies when compared to upward and downward visual perturbations (e.g. in the gastrocnemius: respectively, 443±56.6 ms vs. 326±39.6 ms and 334±51.1 ms, P<0.05). Duration of activation was longer following downward visual perturbations than after backward visual perturbations in the rectus femoris (respectively, 630±120 ms vs 335±81.2 ms, P<0.05). All lower limbs and the paraspinal muscles presented with a longer onset latency in response to visual perturbations in comparison to both types of physical perturbations (SC and DC) (P<0.05). The magnitude of activation following visual perturbations was smaller than both types of physical perturbations in all muscles (P<0.05). Duration of activation was also longer
姿势调整对于平衡控制和减少跌倒的风险至关重要。一种训练反应性姿势控制的新方法是将个体暴露在安全和可控的不稳定扰动中,以模拟可能导致跌倒的变化条件。使用虚拟现实的研究表明,视觉扰动参与运动适应机制,增加电皮层活动和调节平衡性能。目前尚不清楚的是躯干和四肢肌肉的激活对保持平衡控制的姿势调整的影响。本文旨在绘制躯干和肢体肌肉对视觉扰动的反应,并将其与物理扰动的反应进行比较。此外,我们的研究还包括垂直扰动(即垂直平面上的平衡扰动),这是导致坠落的主要原因。因此,本文还比较了肌肉对水平和垂直扰动的反应。14名健康参与者(10名男性;年龄:27±4;BMI: 23.8±2.6 kg/m2)站在虚拟现实系统内的可移动平台上,该系统在360°圆顶状屏幕上投射视觉场景,使参与者看起来站在房间中央。同时,观察胫前肌、腓肠肌、股直肌、腘绳肌、腹直肌、棘旁肌、外斜肌和三角肌的电活动。在一个更大的协议中,本文报告了随机呈现的1)视觉扰动;即虚拟房间在0.35秒内沿四个方向(向前- FP,向后- BP,向上- UP,向下- DP)移动14厘米,每个方向重复三次;2)四个方向和两种感官条件下的物理扰动(每秒12cm位移):静态相机(SC;虚拟房间保持静态)和动态摄像头(DC;相应的视觉场景过渡)。我们计算了三个肌肉激活参数:开始潜伏期、激活持续时间和强度。对扰动方向(FP, BP, UP和DP)和条件(VIS, SC, DC)的每个结果测量进行单独的2因素重复测量方差分析。与向上和向下的视觉扰动相比,向前的视觉扰动导致更长的发作潜伏期(例如,腓肠肌:分别为443±56.6 ms对326±39.6 ms和334±51.1 ms, P<0.05)。向下视觉扰动对股直肌的激活时间比向后视觉扰动对股直肌的激活时间长(分别为630±120 ms和335±81.2 ms, P<0.05)。与两种类型的物理扰动(SC和DC)相比,所有下肢和棘旁肌肉在视觉扰动下表现出更长的潜伏期(P<0.05)。在所有肌肉中,视觉扰动后的激活幅度均小于两种物理扰动(P<0.05)。与SC和DC条件下的物理扰动相比,视觉扰动后腓肠肌的激活时间也更长(P<0.05)。总的来说,与垂直扰动相比,水平扰动后的响应幅度往往更大。我们的研究结果表明,视觉干扰单独激活肢体和躯干肌肉。尽管摄动方向似乎调节了一些肢体肌肉在视觉摄动后的反应时间,但在视觉摄动中没有观察到激活程度的差异。与视觉扰动相比,物理扰动显著增加了肌电反应。总的来说,水平扰动往往比垂直扰动导致更快和更强烈的反应。我们的研究发现,不同类型的扰动导致或多或少的强烈肌肉反应和不同的激活时间,可能对实施不稳定扰动的康复策略的优化和面向有跌倒风险的人具有转化益处。
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引用次数: 2
Integration between virtual-reality and video-based systems to deliver cognitive tele-rehabilitation; three case studies 整合虚拟现实和基于视频的系统,提供认知远程康复;三个案例研究
Pub Date : 2019-07-01 DOI: 10.1109/ICVR46560.2019.8994638
Sharon Harel, R. Kizony, Hadas Kfir, Yoram Feldman, Mordechai Shani
The purpose of this paper is to describe implementation of VR-based and video-based cognitive telerehabilitation, as a part of a large clinical telerehabilitation service. Three clients in the chronic phase after an Acquired Brain Injury received cognitive tele-rehabilitation with a 3D sensor-based platform (VR-based system) and a video-based system. The therapy was provided on-line, once or twice a week. Each client set at least two functional goals using the Canadian Occupational Performance Measure. Improvement of at least one goal was seen in all clients. It seems that the use of the VR-based system together with the video-based system is feasible and may enhance adherence to treatment and generalization to daily activities.
本文的目的是描述基于vr和基于视频的认知远程康复的实现,作为大型临床远程康复服务的一部分。三名慢性获得性脑损伤患者接受了基于3D传感器平台(基于vr的系统)和基于视频的系统的认知远程康复。治疗是在线提供的,每周一次或两次。每个客户使用加拿大职业绩效量表设定至少两个功能目标。所有患者至少有一个目标有所改善。基于vr的系统与基于视频的系统结合使用似乎是可行的,并且可以增强对治疗的依从性和对日常活动的推广。
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引用次数: 0
期刊
2019 International Conference on Virtual Rehabilitation (ICVR)
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