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2011 International Conference on Virtual Rehabilitation最新文献

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Spatial orientation decline in elderly population 老年人口空间取向下降
Pub Date : 2011-06-27 DOI: 10.1109/ICVR.2011.5971848
F. Morganti, G. Riva
Wayfinding ability has a high adaptive value, allowing humans to efficiently explore an environment in order to have a goal-oriented activity. The ability to orient in space starts declining with age and it constitute one of the main signs of cognitive impairment in neurological patients. Spatial orientation decline constitutes however an high limitation for elderly population and it has a great impact on subject the day-life autonomy and on her/his relatives and caregivers. Despite this, the neuropsychological approach on spatial cognition does not allow researchers and clinicians to have an accurate assessment of patient's everyday wayfinding ability. This could be critical in a borderline situation, such as in an age-related cognitive decline, in which spatial stimuli can be correctly individuated even if wayfinding is compromised. The main aim of this contribution is to introduce preliminary data about a spatial evaluation procedure - the VR Maze test - on healthy elderly and Alzheimer's population. This will support the identification of specific treatments able to prevent the cognitive decline in elderly and the rehabilitation of spatial orientation in neurological patients.
寻路能力具有很高的适应价值,使人类能够有效地探索环境,从而进行目标导向的活动。随着年龄的增长,在空间中定位的能力开始下降,这是神经系统患者认知障碍的主要标志之一。然而,空间取向下降对老年人口构成了很大的限制,它对老年人的日常生活自主性及其亲属和照顾者产生了很大的影响。尽管如此,空间认知的神经心理学方法并不能让研究人员和临床医生对患者的日常寻路能力进行准确的评估。这在边缘情况下可能是至关重要的,比如在与年龄相关的认知衰退中,即使寻路能力受损,空间刺激也可以正确地个性化。本贡献的主要目的是介绍空间评估程序的初步数据-虚拟现实迷宫测试-对健康老年人和阿尔茨海默氏症人群。这将有助于确定能够预防老年人认知能力下降和神经系统患者空间定向康复的特定治疗方法。
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引用次数: 4
Understanding psychophysiological response to a Virtual Reality-based social communication system for children with ASD 了解ASD儿童对基于虚拟现实的社交系统的心理生理反应
Pub Date : 2011-06-27 DOI: 10.1109/ICVR.2011.5971841
U. Lahiri, K. Welch, Z. Warren, N. Sarkar
Deficits in social communication skills are thought to be one of the core deficits in children with autism spectrum disorders. Specifically, these children are characterized by communicative impairments, particularly regarding expression of affective states. However, they often experience states of emotional or cognitive stress measured as Autonomic Nervous System activation without proper external expression placing limits on traditional conversational and observational methodologies. In recent years, several assistive technologies, particularly Virtual Reality (VR), have been investigated to promote social interactions in this population. Here we present the development of a VR-based social communication system that is made affect-sensitive by using a physiology based approach.
社会沟通技能的缺陷被认为是自闭症谱系障碍儿童的核心缺陷之一。具体来说,这些儿童的特点是交流障碍,特别是在情感状态的表达方面。然而,他们经常经历情绪或认知压力状态,以自主神经系统激活来衡量,没有适当的外部表达,这限制了传统的对话和观察方法。近年来,一些辅助技术,特别是虚拟现实(VR),已经被研究用于促进这一人群的社会互动。在这里,我们提出了一个基于vr的社会沟通系统的发展,该系统通过使用基于生理学的方法来实现影响敏感。
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引用次数: 12
Comparison of powered wheelchair driving performance in a real and in a simulated environment 动力轮椅在真实和模拟环境中的驾驶性能比较
Pub Date : 2011-06-27 DOI: 10.1109/ICVR.2011.5971807
P. Archambault, Jodie Ng Fuk Chong, G. Sorrento, F. Routhier, P. Boissy
Powered wheelchairs (PW) are instrumental in promoting participation in meaningful life activities for individuals with impaired mobility. Because of their weight and speed, training is required. It is however often difficult to provide training in the clinic, due to lack of space or concerns for safety. The McGill Immersive Wheelchair simulator has been developed to provide a robust platform for the assessment and training of PW driving skills. In this study, we compared PW driving performance, as measured by the number of joystick movements and task completion time, in real and simulated environments. We found that driving performance in the simulator was similar for simpler tasks such as forward turns. Driving performance was significantly different for the more difficult tasks and for those requiring backward driving, such as a lateral maneuver. Overall, users experienced a strong sense of presence in the simulator and felt that it adequately reflected reality. Further developments are planned to optimize the simulator and joystick control in order to provide an effective evaluation and training tool.
电动轮椅(PW)有助于促进行动不便的个人参与有意义的生活活动。由于它们的重量和速度,需要训练。然而,由于缺乏空间或对安全的考虑,在诊所提供培训往往很困难。麦吉尔沉浸式轮椅模拟器的开发为PW驾驶技能的评估和培训提供了一个强大的平台。在这项研究中,我们比较了PW在真实和模拟环境中的驾驶表现,通过操纵杆运动次数和任务完成时间来衡量。我们发现模拟器中的驾驶性能与前转弯等简单任务相似。驾驶表现在更困难的任务和需要倒车的任务(如横向机动)上有显著差异。总体而言,用户在模拟器中体验到强烈的存在感,并认为它充分反映了现实。进一步的发展计划优化模拟器和操纵杆控制,以提供一个有效的评估和培训工具。
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引用次数: 15
The effect of differing optic flow on steering behaviours during goal-oriented locomotion 不同光流对目标定向运动中转向行为的影响
Pub Date : 2011-06-27 DOI: 10.1109/ICVR.2011.5971849
Andrei Garcia Popov, A. Lamontagne
The ability of healthy young individuals to accurately steer toward a virtual target while experiencing different foci of expansion (FOE) and target positions was examined with the use of a virtual reality task. Ten participants steered toward the virtual target with the use of mouse displacements while sitting or while changing their body orientation during over-ground walking. Net virtual errors showed that participants were able to accurately align themselves with the target despite having confounding visual information regarding FOE location and heading direction. Participants performed better in the mouse-driven task than the walking task. This may be attributed to the nature of the tasks that employ different degrees of freedom. Altogether, results support the use of this virtual reality-based paradigm to further investigate the contribution of altered visual self-motion processing and gait-related impairments on steering abilities in stroke and in the elderly.
使用虚拟现实任务检测了健康年轻人在经历不同扩张焦点(FOE)和目标位置时准确转向虚拟目标的能力。10名参与者在坐着或在地上行走时改变身体方向时使用鼠标位移来操纵虚拟目标。净虚拟误差表明,尽管有关于敌人位置和方向的混淆视觉信息,参与者仍能准确地将自己与目标对齐。参与者在鼠标驱动任务中的表现要优于步行任务。这可能归因于采用不同自由度的任务的性质。总之,结果支持使用这种基于虚拟现实的范式来进一步研究视觉自我运动处理改变和步态相关损伤对中风和老年人转向能力的贡献。
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引用次数: 3
Development of an interactive artifact for cognitive rehabilitation based on augmented reality 基于增强现实的认知康复交互式人工制品的开发
Pub Date : 2011-06-27 DOI: 10.1109/ICVR.2011.5971837
C. Kirner, T. Kirner
Cognitive rehabilitation, which uses software applications (multimedia), advanced physical devices (PDAs, cellular phones, etc.) or virtual reality applications, presents limitations of several types related to: workspace, realistic representation, intuitive interaction, dexterity demand, availability, devices dependency, user-friendly interface, customization, multi-sensory input/output, complexity, etc. Recently, the technological evolution has allowed the development of artifacts based on augmented reality that overcome most of the weaknesses of the applications implemented with the previous technology. In this way, this paper presents and discusses the development of an interactive artifact based on augmented reality, which makes possible intuitive tangible interactions, multi-sensory feedback, customization, simplicity and the implementation of cognitive exercises. Ten users evaluated cognitive applications running over the interactive artifact under the point-of-view of augmented reality, giving their impressions. Finally, we discuss the potential of the interactive artifact, pointing out directions to improve its structure and utilization by cognitive disabled people.
认知康复使用软件应用(多媒体)、先进的物理设备(pda、手机等)或虚拟现实应用,在工作空间、逼真的表现、直观的交互、灵巧性需求、可用性、设备依赖性、用户友好界面、自定义、多感官输入/输出、复杂性等方面存在局限性。最近,技术的发展已经允许基于增强现实的工件的开发,它克服了用以前的技术实现的应用程序的大多数弱点。通过这种方式,本文提出并讨论了基于增强现实的交互式工件的开发,它使直观的有形交互、多感官反馈、定制、简单和认知练习的实施成为可能。10名用户在增强现实的视角下评估了运行在交互式工件上的认知应用程序,给出了他们的印象。最后,我们讨论了交互工件的潜力,指出了改进其结构和认知障碍人士使用的方向。
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引用次数: 25
Cycling rate is modulated by optic flow in a virtual bicycle environment 在虚拟自行车环境中,利用光流调制自行车的循环速率
Pub Date : 2011-06-27 DOI: 10.1109/ICVR.2011.5971823
V. Gade, I. Maidan, R. Gallagher, C. Torres, Jessica Deutsch
Manipulation of optic flow using virtual environments (VE) is known to modulate walking speed. We developed a virtual reality augmented cycling system and sought to determine if manipulation of optic flow modified cycling rate. We tested three groups of healthy subjects (n = 5∶5∶3) as they cycled in a virtual park environment while we modified the gain for optic flow (gain at equal, and higher than comfortable cycling speed) using three protocols: 1) bike un-coupled with the VE and perceived gain, 2) bike coupled with VE and perceived gain and 3) bike coupled with VE and constant gain. We found that cycling speed increases were greatest when the bike was coupled with the VE and the gain was constant (F=5.207, p=0.028). Cycling rate increased with optic flow, which differs from the inverse relationship of optic flow and walking. To our knowledge this is the first study to provide preliminary evidence on cycling rate responses to optic flow.
利用虚拟环境(VE)操纵光流可以调节步行速度。我们开发了一个虚拟现实增强循环系统,并试图确定操纵光流是否会改变循环速率。我们对三组健康受试者(n = 5∶5∶3)在虚拟公园环境中骑行进行测试,同时我们修改了光流增益(等于且高于舒适骑行速度的增益),采用三种方案:1)自行车不耦合VE和感知增益,2)自行车耦合VE和感知增益,3)自行车耦合VE和恒定增益。我们发现,当自行车与VE耦合且增益不变时,骑行速度增加最大(F=5.207, p=0.028)。循环速率随光流的增加而增加,但不同于光流与行走的反比关系。据我们所知,这是第一个提供光流循环速率响应的初步证据的研究。
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引用次数: 1
A virtual reality system for robot-assisted gait training based on game design principles 基于游戏设计原理的机器人辅助步态训练虚拟现实系统
Pub Date : 2011-06-27 DOI: 10.1109/ICVR.2011.5971827
Ulrich Gotz, K. Brutsch, René Bauer, Florian Faller, R. Spoerri, A. Meyer-Heim, R. Riener, A. Koenig
With regard to applied game design, the collaboration between game designers, engineers, neuropsychologists and medical doctors has shown that it is important to create interfaces in which the learning process is made enjoyable. Achieving this depends on understanding the limitations of the patients, the hard- and software to hand, and the complexity of therapy from the various disciplinary understandings. The balance between what is ‘fun’ and what are serious needs must not be lost, at the same time, a finely calibrated equilibrium is necessary for developing successful therapeutic tools. Virtual reality games as tools for extended therapy are likely of limited application where the immersive experience cannot be adequately achieved or assessed.
就应用游戏设计而言,游戏设计师、工程师、神经心理学家和医生之间的合作表明,创造让学习过程变得有趣的界面非常重要。实现这一目标取决于了解患者的局限性,手头的硬件和软件,以及来自各种学科理解的治疗复杂性。“乐趣”和严肃需求之间的平衡不能失去,同时,精细校准的平衡对于开发成功的治疗工具是必要的。在沉浸式体验无法充分实现或评估的情况下,虚拟现实游戏作为扩展治疗工具的应用可能会受到限制。
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引用次数: 10
A reliable low-cost platform for neglect virtual rehabilitation 一个可靠的低成本忽视虚拟康复平台
Pub Date : 2011-06-27 DOI: 10.1109/ICVR.2011.5971814
N. Alberto Borghese, A. Sedda, R. Mainetti, M. Ronchetti, F. Pasotti, G. Bottini
Neglect syndrome is characterized by a selective impairment of spatial exploration sensible to cognitive rehabilitation. We show here how an effective rehabilitation system for neglect can be obtained using a web-cam, a PC and a TV display or a video projector. The patient is guided to explore the space, included the neglected hemispace, by a specifically designed game that requires the patient to reach targets with an increasing level of difficulty. Rewards display and audio output feed-back make the game even more attractive. We also report significant improvement on spatial exploration and everyday activities in one patient with chronic neglect, after a single intensive treatment with the described system. Besides improving the patients reported a positive attitude towards the system throughout the entire rehabilitation period.
忽视综合征的特征是空间探索的选择性损害,这对认知康复是敏感的。我们在这里展示了如何使用网络摄像头、个人电脑和电视显示器或视频投影仪来获得一个有效的忽视康复系统。通过一个特别设计的游戏引导患者探索空间,包括被忽视的半球,该游戏要求患者以越来越高的难度达到目标。奖励显示和音频输出反馈使游戏更具吸引力。我们还报告了一名慢性忽视患者在空间探索和日常活动方面的显着改善,经过单次强化治疗。除了改善外,患者在整个康复期间对该系统的态度都很积极。
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引用次数: 3
Treadmill training with Virtual Reality to decrease risk of falls in idiopathic fallers: A pilot Study 虚拟现实跑步机训练降低特发性跌倒者跌倒的风险:一项试点研究
Pub Date : 2011-06-27 DOI: 10.1109/ICVR.2011.5971846
A. Mirelman, N. Raphaely Beer, M. Dorffman, M. Brozgul, J. Hausdorff
Falls in the elderly are a major health problem affecting a third of the elderly over the age of 65. Numerous fall prevention interventions have been suggested but to date, the content of the optimal exercise program as well as its optimal duration and intensity have not yet been established. The Aim of this pilot study was to investigate whether Virtual Reality can be applied to address the multifaceted deficits associated with fall risk in the elderly. Five elderly women (67.1 ± 6.5 years) with a history of falls received 18 sessions (3 per week x 6 weeks) of progressive intensive treadmill training with virtual obstacles (TT + VR) consisting of obstacle navigation. Post-training, gait speed significantly improved during usual walking, dual tasking and while negotiating over-ground obstacles. Dual task cost and over-ground obstacle clearance also improved. TT + VR may be feasible for gait training of elderly fallers and may improve physical performance, gait during complex challenging conditions. Effects of training on fall frequency are still to be determined.
老年人跌倒是影响三分之一65岁以上老年人的主要健康问题。许多预防跌倒的干预措施已被提出,但迄今为止,最佳运动计划的内容及其最佳持续时间和强度尚未确定。本初步研究的目的是调查虚拟现实是否可以应用于解决与老年人跌倒风险相关的多方面缺陷。5名有跌倒史的老年妇女(67.1±6.5岁)接受了18次(每周3次x 6周)的虚拟障碍(TT + VR)渐进式强化跑步机训练,包括障碍导航。训练后,在日常行走、双重任务处理和跨越地面障碍时,步态速度显著提高。双任务成本和地面障碍清除也得到改善。TT + VR对于老年跌倒者的步态训练可能是可行的,并且可以改善复杂挑战性条件下的身体表现和步态。训练对跌倒频率的影响仍有待确定。
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引用次数: 9
Head stabilization shows multisensory dependence on spatiotemporal characteristics of visual and inertial passive stimulation 头部稳定表现出对视觉和惯性被动刺激时空特征的多感官依赖
Pub Date : 2011-06-27 DOI: 10.1109/ICVR.2011.5971869
W. Wright, M. Agah, K. Darvish, E. Keshner
Sensorimotor coordination relies on fine calibration of the interaction among visual, vestibular, and somatosensory input. Our goal was to investigate how the spatiotemporal properties of passive inertial motion and visual input affect head stabilization. Healthy young adults (n=12) wore a head-mounted display during A/P sinusoidal horizontal translations of the whole body. Visual conditions (VIS) displayed forward (EO), sideways (SW), or backward (BW) visual motion relative to the head, plus an eyes-closed conditions (EC) which were combined with 4 inertial conditions to comprise 16 conditions in total. In SW either near or far DEPTH of field with 180° phase shift was displayed. Subjects were secured in a seat with head free to move. Frequency and amplitude of sinusoidal input included overlapping max acceleration (amax) or max velocity (vmax). Amplitude and phase of angular velocity was collected with a 3-axis gyro. A main effect of inertial condition on amplitude for all axes of head motion (p<.0000) and a shift (p<.0000) from phase lead to lag of head pitch with increasing freq (121°, 127°, 83°, −32°) were found. A main effect of VIS on head pitch (p<0.01) was due to the absence of vision (EC). An interaction effect between inertial and VIS conditions on head yaw occurred with SW (p<0.05). In SW, a significant interaction of depth of field and inertia on amplitude (p<0.001) and phase (p<0.05) of head yaw occurred, especially during high vmax conditions. Thus, visual flow can organize lateral cervical responses despite being discordant with inertial input.
感觉运动协调依赖于视觉、前庭和体感输入之间相互作用的精细校准。我们的目标是研究被动惯性运动和视觉输入的时空特性如何影响头部稳定。健康的年轻人(n=12)在整个身体的a /P正弦水平平移期间佩戴头戴式显示器。视觉状态(VIS)显示了相对于头部的向前(EO)、侧向(SW)或向后(BW)视觉运动,加上闭眼状态(EC),这些状态与4种惯性状态相结合,总共包含16种状态。在SW中,可以显示近距离或远距离的180°相移的景深。受试者被固定在座位上,头部可以自由活动。频率和振幅正弦输入包括重叠的最大加速度(amax)或最大速度(vmax)。用三轴陀螺仪采集角速度的幅值和相位。研究发现,惯性条件对头部运动各轴幅值的主要影响(p<.0000),以及随着频率的增加(121°,127°,83°,- 32°),头部俯仰从相位导到滞后的偏移(p<.0000)。VIS对头距的主要影响(p<0.01)是由于视觉缺失(EC)。惯性和VIS条件对头偏航的相互作用与SW发生(p<0.05)。在SW中,景深和惯性对头部偏航的振幅(p<0.001)和相位(p<0.05)发生了显著的相互作用,特别是在高vmax条件下。因此,视觉流可以组织侧颈反应,尽管与惯性输入不一致。
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引用次数: 2
期刊
2011 International Conference on Virtual Rehabilitation
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