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

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Effects of real-time visual feedback in the form of a virtual avatar on symmetry and other parameters of gait post stroke 虚拟化身形式的实时视觉反馈对卒中后步态对称性和其他参数的影响
Pub Date : 2019-07-01 DOI: 10.1109/ICVR46560.2019.8994421
L. Liu, S. Sangani, K. Patterson, J. Fung, A. Lamontagne
Gait asymmetry, one of the hallmarks of post stroke locomotion, often persists despite gait rehabilitation interventions, impacting negatively on functional mobility. This pilot study examines the feasibility and instantaneous effects of real time visual feedback provided in the form of an avatar on gait symmetry. Preliminary results obtained from seven chronic stroke survivors showed no improvements in step length and step time ratios while using three avatar views (back, frontal and paretic side). Improvements in lower limb joint angle symmetry, however, were observed. Faster walking speed and larger paretic step length were also noted during the adaptation and post-adaptation phases. We are currently extending the study to a larger sample to validate the use of real time visual feedback to enhance spatial parameters of gait among stroke survivors.
步态不对称是卒中后运动的标志之一,尽管进行了步态康复干预,但仍然存在,对功能活动产生负面影响。这项初步研究考察了以化身形式提供的实时视觉反馈对步态对称的可行性和瞬时效果。从7名慢性中风幸存者中获得的初步结果显示,在使用三种头像视图(背部,正面和左侧)时,步长和步时间比没有改善。然而,观察到下肢关节角度对称性的改善。在适应阶段和适应后阶段,步行速度加快,paretic步长增大。我们目前正在将研究扩展到更大的样本,以验证使用实时视觉反馈来增强中风幸存者的步态空间参数。
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引用次数: 3
Virtual reality therapy as adjunct to traditional physical therapy for a TBI patient who suffered a gunshot wound to the head: Case report 虚拟现实治疗辅助传统物理治疗脑外伤患者头部枪伤:病例报告
Pub Date : 2019-07-01 DOI: 10.1109/ICVR46560.2019.8994509
Lei Ma, F. Tornetta, W. Egan, W. G. Wright
Traumatic brain injury by gunshot creates a variety of unique sequelae that can be very challenging for clinicians to develop rehabilitation interventions. This case report presents an example of supplementing traditional physical therapy with virtual reality training for a patient who suffered a penetrating traumatic brain injury to the back of the head. By personalizing and modulating the virtual scenes to the patient’s deficits and tolerance for virtual reality exposure, the patient was able to progress in his rehabilitation, which had plateaued after traditional therapy alone. At the conclusion of his rehabilitation, the patient showed clinically meaningful improvements in functional mobility assessments and subjective self-reports.
枪击造成的创伤性脑损伤产生了各种独特的后遗症,这对临床医生开发康复干预措施非常具有挑战性。本病例报告介绍了一个用虚拟现实训练补充传统物理治疗的例子,该患者遭受了后脑穿透性创伤性脑损伤。通过个性化和调整虚拟场景,以适应患者对虚拟现实暴露的缺陷和耐受性,患者能够在传统治疗后停滞不前的康复过程中取得进展。在康复结束时,患者在功能活动能力评估和主观自我报告方面表现出临床意义上的改善。
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引用次数: 3
The Topo-Speech Algorithm: An intuitive Sensory Substitution for Spatial Information 拓扑语音算法:空间信息的直观感官替代
Pub Date : 2019-07-01 DOI: 10.1109/ICVR46560.2019.8994658
Benedetta Heimler, Amir Shur, Ophir Netzer, Tomer Behor, A. Amedi
Is it possible to quickly and reliably understand the position of objects in space without vision? This is one of the biggest challenge blind people face daily. We developed a novel algorithm called the Topo-Speech which conveys the spatial position of objects via speech manipulations. We ran a pilot study on blindfolded sighted adults (n=5) to test the extent to which users can locate objects’ spatial positions after short training with the Topo-Speech, as well as their ability to locate untrained spatial positions. Participants were trained for ~30 minutes on the detection of objects’ positions on a 3×3 grid. Then they were tested on the same spatial locations (though using different stimuli). Finally, participants were tested on identifying the positions of objects on a 5×5 grid (i.e. additional spatial locations) without any specific training. Our results showed that participants performed significantly above chance for both trained and untrained spatial positions. This in turn suggests the feasibility of the Topo-Speech to convey spatial related information via a non-visual channel and prompt to quickly test such approach with people who are visually impaired.
有没有可能在没有视觉的情况下快速而可靠地理解空间中物体的位置?这是盲人每天面临的最大挑战之一。我们开发了一种名为Topo-Speech的新算法,它通过语音操作来传达物体的空间位置。我们对蒙住眼睛的视力正常的成年人(n=5)进行了一项试点研究,以测试用户在使用Topo-Speech进行短暂训练后定位物体空间位置的程度,以及他们定位未经训练的空间位置的能力。参与者接受了大约30分钟的训练,学习在3×3网格上检测物体的位置。然后在相同的空间位置(尽管使用不同的刺激)对他们进行测试。最后,在没有任何特殊训练的情况下,测试参与者识别5×5网格上物体的位置(即额外的空间位置)。我们的研究结果表明,参与者在训练和未训练的空间位置上的表现都明显高于机会。这反过来又表明拓扑语音通过非视觉通道传达空间相关信息的可行性,并提示人们快速测试视障人士的这种方法。
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引用次数: 1
An innovative visuolocomotor training program for people on waiting list for vestibular rehabilitation 一项创新的视觉运动训练计划,为等候接受前庭康复的人士而设
Pub Date : 2019-07-01 DOI: 10.1109/ICVR46560.2019.8994602
E. Dannenbaum, C. Loo, Romina Perroti, Ruth J. Posthuma, A. Weng, Xiao Ting Yang, J. Fung
Dizziness and imbalance are debilitating symptoms of vestibular dysfunction (VD) that can be treated through vestibular rehabilitation. The C-Mill ForceLink treadmill (C-Mill) allows for the integration of virtual reality and cognitive dual-tasking during treatment. No research has been conducted on its use in vestibular rehabilitation. The purpose of this pilot study was to develop a visuolocomotor training protocol on the C-Mill for individuals with VD, and to establish feasibility of both future research on, and clinical use of, this protocol to improve symptoms of dizziness and imbalance in individuals with VD who were on the waiting list for vestibular rehabilitation to undergo 10 one-hour sessions on the C-Mill. The Dizziness Handicap Inventory (DHI), Visual Vertigo Analog Scale (VVAS), and Functional Gait Assessment (FGA) were used as outcome measures, in conjunction with subjective reports. Nine participants completed the study, 55% demonstrated improvement in all outcome measures as well as subjective reports, while 0% digressed. The average percent of improvement from defined baseline to follow-up was 42.43% for the DHI (standard deviation (SD)=23.82%), 54.59% for the VVAS (SD=31.95%) and 21.89% for the FGA (SD=33.64%). Results support the use of the C-Mill as an intervention for patients on a waiting list with VD under the supervision of a physiotherapist. A larger and more comprehensive study is feasible in order to further investigate the effects of this protocol on symptoms of dizziness and imbalance in individuals with VD.
头晕和不平衡是前庭功能障碍(VD)的衰弱症状,可以通过前庭康复治疗。C-Mill ForceLink跑步机(C-Mill)允许在治疗期间整合虚拟现实和认知双重任务。目前还没有关于其在前庭康复中的应用的研究。本初步研究的目的是为VD患者制定一套C-Mill视觉运动训练方案,并确定该方案的未来研究和临床应用的可行性,以改善在前庭康复等候名单上的VD患者的头晕和不平衡症状,这些VD患者需要接受10次1小时的C-Mill训练。头晕障碍量表(DHI)、视觉眩晕模拟量表(VVAS)和功能步态评估(FGA)作为结果测量,并结合主观报告。9名参与者完成了研究,55%的人在所有结果测量和主观报告中都表现出改善,而0%的人表现出偏离。从定义基线到随访的平均改善百分比DHI为42.43%(标准差(SD)=23.82%), VVAS为54.59% (SD=31.95%), FGA为21.89% (SD=33.64%)。结果支持使用C-Mill作为在物理治疗师监督下等待名单上的VD患者的干预措施。为了进一步研究该方案对VD患者头晕和失衡症状的影响,进行更大规模、更全面的研究是可行的。
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引用次数: 1
Post-stroke upper limb rehabilitation using virtual reality interventions: Do outcome measures assess extent or type of motor improvement? 使用虚拟现实干预的中风后上肢康复:结果测量是否评估运动改善的程度或类型?
Pub Date : 2019-07-01 DOI: 10.1109/ICVR46560.2019.8994346
Sandeep K Subramanian
Post-stroke upper limb motor improvement continues to remain sub-optimal in a significant proportion of individuals sustaining a stroke. Efforts to enhance UL motor improvement have led to the use of evidence-based interventions including virtual reality technology. The effects of interventions on motor impairments, activity limitations and participation restrictions are commonly assesses using clinical outcomes. Majority of the clinical outcomes focus on the extent of motor improvement (i.e. how much). Information on the type (i.e. how) of recovery can be obtained by using a selected few clinical outcomes and movement pattern kinematic measures. The study objective was to characterize the outcomes used to assess the effects of virtual reality interventions in terms of quantifying the extent and type of upper limb motor improvement. We reviewed the published literature on the effects of virtual reality (VR) based interventions to enhance UL motor improvements. Outcomes from the retrieved studies were initially classified under the appropriate International Classification of Functioning categories. We then categorized the outcomes into those quantifying into type or extent of motor improvement based on existing evidence. We found 100 papers that investigated the effects of virtual reality interventions to enhance post-stroke UL motor improvement. Forty two different outcome measures were used across the 100 studies. Seventeen different outcomes assessed impairments, 16 were used to measure activity limitations and 6 measured participation restrictions and the effects of contextual factors. The Fugl Meyer Assessment, Wolf Motor Function Test and Stroke Impact Scale were most commonly used across the three categories. Of the retrieved 100 studies, 48 used an outcome that considered the type of recovery. Although a smaller proportion, 17 studies included outcomes of movement patterns. The use of outcomes considering the type of recovery is steadily increasing in studies using VR for post-stroke UL rehabilitation.
中风后上肢运动的改善在很大一部分中风患者中仍处于次优状态。增强UL运动改善的努力导致使用基于证据的干预措施,包括虚拟现实技术。干预措施对运动障碍、活动限制和参与限制的影响通常通过临床结果来评估。大多数临床结果集中于运动改善的程度(即多少)。关于恢复类型(即如何)的信息可以通过使用一些选定的临床结果和运动模式运动学测量来获得。研究目的是描述用于评估虚拟现实干预在量化上肢运动改善的程度和类型方面的效果的结果。我们回顾了基于虚拟现实(VR)的干预措施对增强UL运动改善的影响的已发表文献。从检索到的研究结果最初被分类为适当的国际功能分类。然后,我们根据现有证据将结果分类为量化运动改善的类型或程度。我们找到了100篇论文,研究了虚拟现实干预对增强中风后UL运动改善的影响。在100项研究中使用了42种不同的结果测量方法。17种不同的结果评估了损伤,16种用于测量活动限制,6种用于测量参与限制和环境因素的影响。Fugl Meyer评估、Wolf运动功能测试和中风影响量表在这三个类别中最常用。在检索到的100项研究中,48项使用了考虑恢复类型的结果。虽然比例较小,但17项研究包括了运动模式的结果。在使用VR进行脑卒中后UL康复的研究中,考虑恢复类型的结果的使用正在稳步增加。
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引用次数: 2
Multi-touch-based assessment of hand mobility, dexterity and function. Preliminary study of validity, reliability and sensitivity to upper limb impairment severity in individuals with stroke 基于多点触控的手部灵活性、灵巧性和功能评估。脑卒中患者上肢损伤严重程度的效度、信度和敏感性的初步研究
Pub Date : 2019-07-01 DOI: 10.1109/ICVR46560.2019.8994584
J. Latorre, S. Mollà-Casanova, Bárbara Salinas, Adrián Borrego, M. Alcañiz, C. Colomer, R. Lloréns
Impairments of the upper limb function are among the most common and disabling sequelae after stroke, and their rehabilitation poses a major challenge for current physical and occupational therapy interventions. While restoration of certain degree of proximal and global movements and function is expected, the recovery of premorbid hand mobility and dexterity is less likely to occur. Although great efforts are usually made to rehabilitate these skills, with customized particular and analytic exercises, their assessment is rarely made with the same level of specificity. In general, hand and finger mobility and functionality are indirectly assessed in the clinic with standardized clinical scales and tests that require the use of these skills to perform some tasks. Although these scales are easy to administer, they can present poor accuracy, be biased, and do not allow for isolated assessment of joints and movements. Multi-touch technology enables interaction with electronic devices, such as smartphones and tablets, with on-screen finger touches. Although there is a very limited number of studies that investigate the potential of this technology to rehabilitate hand mobility and dexterity, the use of this technology for assessment of these skills remains unexplored. This study evaluates the feasibility of a multi-touch-based assessment tool (app) of hand mobility and dexterity in a sample of post-stroke survivors. Our results provide preliminary evidence that this technology can be used to design valid and reliable instruments for assessing hand mobility and dexterity that, in addition, are sensitive to the severity of the motor impairment of the upper limb after stroke, which could complement conventional clinical assessment.
上肢功能损伤是中风后最常见的致残后遗症之一,其康复是目前物理和职业治疗干预的主要挑战。虽然恢复一定程度的近端和全局运动和功能是预期的,但恢复发病前的手的灵活性和灵巧性是不太可能发生的。虽然通常作出巨大努力,通过定制的特殊和分析练习来恢复这些技能,但很少以同样的具体程度对其进行评估。一般来说,手和手指的活动能力和功能是通过标准化的临床量表和测试间接评估的,这些测试需要使用这些技能来完成一些任务。虽然这些量表易于管理,但它们的准确性较差,存在偏差,并且不允许对关节和运动进行孤立评估。多点触控技术可以通过手指触摸屏幕与智能手机和平板电脑等电子设备进行交互。虽然有非常有限的研究,调查这项技术的潜力,以恢复手的灵活性和灵活性,使用这项技术来评估这些技能仍未被探索。本研究评估了一种基于多点触摸的评估工具(app)在中风后幸存者样本中的手部灵活性和灵活性的可行性。我们的研究结果提供了初步的证据,表明该技术可以用于设计有效可靠的仪器来评估手的灵活性和灵活性,此外,该仪器对中风后上肢运动损伤的严重程度也很敏感,可以补充传统的临床评估。
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引用次数: 1
Assessing spatial navigation in seniors and clinical settings: Stepwise progression from real-world to VR 评估老年人和临床环境中的空间导航:从现实世界到虚拟现实的逐步进展
Pub Date : 2019-07-01 DOI: 10.1109/ICVR46560.2019.8994486
Sophia Rekers, C. Finke
Deficits in spatial navigation are difficult to assess in older adults and neurological patients since available clinical tests lack ecological and construct validity. Experimental paradigms, on the other hand, are often too complex to administer in a cognitively impaired population or require lengthy instructions, hindering the application in daily clinical practice. We introduce different developmental stages of a passive navigation paradigm, inspired by everyday difficulties of patients, from real-world stimuli to an optimized VR adaptation. The respective data in healthy seniors shows desirable psychometric properties and associations with cognitive measurements, e.g. working memory and mental rotation, support the construct validity of the assessment. Future studies will address the feasibility of this paradigm in patients with mild cognitive impairment (MCI).
由于现有的临床试验缺乏生态效度和结构效度,因此难以评估老年人和神经系统患者的空间导航缺陷。另一方面,实验范例往往过于复杂,无法在认知障碍人群中实施,或者需要冗长的说明,阻碍了在日常临床实践中的应用。我们介绍了被动导航范式的不同发展阶段,灵感来自患者的日常困难,从现实世界的刺激到优化的VR适应。健康老年人的相关数据显示出良好的心理测量特性以及与认知测量(如工作记忆和心理旋转)的关联,支持了评估的构念效度。未来的研究将探讨这种模式在轻度认知障碍(MCI)患者中的可行性。
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引用次数: 0
Observation of an expert model induces a coarticulated drawing movement pattern in a single session 对专家模型的观察在单个会话中诱导了一个相互关联的绘图运动模式
Pub Date : 2019-07-01 DOI: 10.1109/ICVR46560.2019.8994533
M. Korman, J. Friedman
We tested how observation of a skilled pattern of planar movements can assist in the learning of a new motor skill, which otherwise requires rigorous long-term practice to achieve fast and smooth performance. Sixty participants performed a sequence of planar hand movements on pre-test, acquisition, post-test and 24h post-training blocks, under 1 of 4 conditions: an observation group (OG), a slowed observation group (SOG), a random motion control group (RMCG) and a double physical training control group (DPTCG). The OG and SOG observed a co-aligned expert model’s right hand performing the study task intermittently throughout acquisition, RMCG observed random dots movement instead of a model. Participants in the DPTCG received extra physical practice trials instead of the visually observed trials. Kinematic analysis revealed that only in conditions with observation of an expert model there was an instant robust improvement in motor planning of the task. This step-wise improvement was not only persistent in post-training retests but was also apparently implicit and subject to further incremental improvements in movement strategy over the period of 24 hours. We suggest that observation of hand movements of an expert model coaligned with self-produced movements during training can significantly condense the time-course of ecologically relevant drawing / writing skill mastery. Current findings may contribute to optimization of motor training and rehabilitation in virtual or simulated environments.
我们测试了观察熟练的平面运动模式如何帮助学习新的运动技能,否则需要严格的长期练习才能实现快速流畅的表现。60名被试在观察组(OG)、慢速观察组(SOG)、随机运动控制组(RMCG)和双重体能训练对照组(DPTCG)四种条件中的一种下,在测试前、习得、测试后和训练后24小时进行了一系列平面手部运动。在整个学习过程中,OG组和SOG组观察到一个共同对齐的专家模型的右手间歇性地执行学习任务,RMCG组观察到随机的点运动而不是模型。DPTCG的参与者接受额外的身体练习试验,而不是视觉观察试验。运动学分析表明,只有在观察专家模型的条件下,任务的运动规划才会有即时的稳健改进。这种渐进式的改善不仅在训练后的重新测试中持续存在,而且在24小时内运动策略的进一步增量改进中也明显是隐性的。我们认为,在训练过程中观察专家模型的手部动作与自我产生的动作相结合,可以显著缩短与生态相关的绘画/写作技能掌握的时间过程。目前的研究结果可能有助于在虚拟或模拟环境中优化运动训练和康复。
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引用次数: 0
Experience with head-mounted virtual reality (HMD-VR) predicts transfer of HMD-VR motor skills 头戴式虚拟现实(HMD-VR)的体验可以预测HMD-VR运动技能的转移
Pub Date : 2019-07-01 DOI: 10.1109/ICVR46560.2019.8994345
J. M. Juliano, David Saldana, Allie Schmiesing, S. Liew
Immersive, head-mounted virtual reality (HMD-VR) has the potential to be a useful tool for motor rehabilitation. However, when developing tools for rehabilitation, it is essential to design interventions that will be most effective for generalizing to the real world. Therefore, it is important to understand what factors facilitate transfer from HMD-VR to non-HMD-VR environments. Here we used a well-established test of skilled motor learning, the Sequential Visual Isometric Pinch Task (SVIPT), to train healthy individuals in an HMD-VR environment. We examined whether learned motor skills transferred to a more conventional (non-HMD-VR) environment and what factors facilitated transfer. Our results suggest that on average, learned motor skills from this task transfer from an immersive virtual environment to a conventional environment; however, some individuals did not transfer the learned motor skills. We then examined individual differences between those that did show transfer and those that did not. We found that individuals who had previous exposure to HMD-VR were more likely to transfer their learned motor skills than those who did not. Individual differences in previous exposure to HMD-VR environments prior to training may serve as a predictor to whether learned motor skills will transfer out of HMD-VR.
沉浸式头戴式虚拟现实(HMD-VR)有可能成为运动康复的有用工具。然而,在开发康复工具时,设计最有效的干预措施以推广到现实世界是至关重要的。因此,了解哪些因素有助于从HMD-VR环境向非HMD-VR环境的转移是很重要的。在这里,我们使用了一种成熟的熟练运动学习测试,连续视觉等距捏捏任务(SVIPT),在HMD-VR环境中训练健康个体。我们研究了习得的运动技能是否转移到更传统的(非hmd - vr)环境中,以及哪些因素促进了转移。我们的研究结果表明,平均而言,从这个任务中学到的运动技能从沉浸式虚拟环境转移到传统环境;然而,有些人并没有转移所学的运动技能。然后,我们检查了那些表现出转移的人和没有表现出转移的人之间的个体差异。我们发现,以前接触过HMD-VR的人比没有接触过HMD-VR的人更有可能转移他们学到的运动技能。训练前暴露于HMD-VR环境的个体差异可能预示着习得的运动技能是否会转移出HMD-VR。
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引用次数: 4
Influence of virtual environment complexity on motor learning in typically developing children and children with cerebral palsy 虚拟环境复杂性对正常发育儿童和脑瘫儿童运动学习的影响
Pub Date : 2019-07-01 DOI: 10.1109/ICVR46560.2019.8994487
D. Levac, Morgan M. Taylor, Brennan R. Payne, N. Ward
Motion-controlled video games in virtual environments (VEs) are physical therapy interventions for motor skill learning in children with neuromotor conditions, such as cerebral palsy. Many VEs feature complex audiovisuals designed to motivate and engage children in repetitive use; however, the value of these enhancements remains unclear. The purpose of this study was to examine the effect of a simple versus a complex VE on motor learning of a novel balance task in typically developing (TD) children and children with cerebral palsy (CP). In addition, we explored the relationship between children’s motivation, engagement and their motor learning outcomes in each VE. Twenty-seven TD children and 6 children with hemiplegic or diplegic CP participated. Participants were randomized to practice the same novel postural control task in either a simple or a complex flat-screen display VE. Motor learning was measured by an error metric per trial. Following 40 acquisition trials, children completed motivation (Intrinsic Motivation Inventory) and engagement (User Engagement Scale) measures. They returned 2–7 days later for retention and transfer tests. Children with CP had significantly greater performance errors as compared to TD children at all sessions; however, there was no difference in performance between simple and complex VE conditions at any session, nor were there any differences in engagement or motivation between conditions or groups. Lower self-reported motivation was associated with greater performance error at retention and transfer in all participants. Study results provide no evidence for an effect of VE audiovisual complexity on children’s motor learning or affective state.
虚拟环境中的运动控制视频游戏(VEs)是对患有神经运动疾病(如脑瘫)的儿童运动技能学习的物理治疗干预。许多虚拟游戏具有复杂的视听效果,旨在激励和吸引儿童重复使用;然而,这些增强的价值仍然不清楚。本研究的目的是研究简单VE与复杂VE对典型发育(TD)儿童和脑瘫(CP)儿童的新型平衡任务运动学习的影响。此外,我们还探讨了儿童动机、参与和运动学习结果之间的关系。27名残疾儿童和6名偏瘫或双瘫CP儿童参与了研究。参与者被随机分配在简单或复杂的平面屏幕上进行相同的姿势控制任务。运动学习通过每次试验的误差度量来测量。在40次获取实验之后,孩子们完成了动机(内在动机量表)和粘性(用户粘性量表)测量。2-7天后返回进行滞留和转移试验。在所有会议中,CP儿童的表现错误明显高于TD儿童;然而,在任何会话中,简单和复杂VE条件之间的表现没有差异,条件或组之间的参与或动机也没有任何差异。在所有参与者中,较低的自我报告动机与较高的保留和转移绩效错误相关。研究结果没有证据表明VE视听复杂性对儿童运动学习或情感状态的影响。
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引用次数: 2
期刊
2019 International Conference on Virtual Rehabilitation (ICVR)
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