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2011 International Conference on Virtual Rehabilitation最新文献

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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
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
Perceptual and navigational strategies for obstacle circumvention in a virtual environment 虚拟环境中障碍物规避的感知和导航策略
Pub Date : 2011-06-27 DOI: 10.1109/ICVR.2011.5971820
A. Darekar, Gayatri Aravind, A. Lamontagne, J. Fung
The ability to accurately judge distance and time to collision is an important perceptual determinant in shaping obstacle circumvention strategies for functional locomotion. In addition, deficits in planning and execution, as well as biomechanical constraints imposed by age or neurological insult may lead to avoidance failure in this population. We have designed a closed system in sitting displaying self motion through a virtual environment to evaluate perceptual and navigational strategies for obstacle circumvention. In a pilot study involving six healthy young subjects and one older participant, all subjects perceived collision with a moving obstacle to have occurred almost a meter before the actual collision would have taken place. The older participant consistently under-estimated the distance of collision to a larger extent as compared to the young subjects. In the navigation task using a joystick, the older individual initiated medio-lateral deviations later than the younger individuals. The clearance distance was also observed to be smaller for the older participant thus increasing the risk of collision. Deficits in depth perception as well as motor planning may contribute to increased errors. However, rehabilitation interventions that use VR can be utilized to improve perceptual and planning abilities, such that efficacious avoidance strategies can be facilitated. Moreover, further testing of locomotion in environments may help devise novel interventions for promoting ambulation.
准确判断碰撞距离和碰撞时间的能力是形成功能性运动避障策略的重要感知决定因素。此外,计划和执行的缺陷,以及年龄或神经损伤造成的生物力学限制可能导致该人群的回避失败。我们设计了一个封闭的坐式系统,通过虚拟环境显示自我运动,以评估障碍物规避的感知和导航策略。在一项涉及六名健康的年轻受试者和一名年长受试者的初步研究中,所有受试者都认为与移动障碍物的碰撞发生在实际碰撞发生前近一米。与年轻受试者相比,年龄较大的受试者对碰撞距离的低估程度更大。在使用操纵杆的导航任务中,老年人比年轻人更晚产生中侧向偏差。老年人的间隙距离也较小,从而增加了碰撞的风险。深度知觉和运动规划的缺陷可能导致错误增加。然而,使用VR的康复干预可以用来提高感知和规划能力,从而促进有效的回避策略。此外,对环境中运动的进一步测试可能有助于设计新的干预措施来促进行走。
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引用次数: 4
Improving dexterity in children with cerebral palsy 提高脑瘫患儿的灵巧性
Pub Date : 2011-06-27 DOI: 10.1109/ICVR.2011.5971872
H. V. van Hedel, Karin Wick, A. Meyer-Heim, K. Eng
We investigated the effectives of a glove-based virtual reality system (YouGrabber) on arm and hand function in 17 children and juveniles with cerebral palsy (CP). The intervention group (n=10) received 12 sessions of training, while the control group (n=7) performed computer games. Analyzed were grip strength and lateral-grip strength, the box-and-block test (BBT) and the nine-hole-peg test (9HPT) of the more affected hand. The BBT tended to improve more in the intervention compared to the control group (P = 0.07). Effect sizes of most measures were considerably larger in the intervention group. Our preliminary data suggest that children and juveniles with CP might profit from a 3 week training with the YouGrabber system to improve hand and arm function.
我们研究了基于手套的虚拟现实系统(YouGrabber)对17名脑瘫儿童和青少年的手臂和手部功能的影响。干预组(n=10)接受12次训练,对照组(n=7)进行电脑游戏。分析受影响较重的手的握力和横向握力,盒块测试(BBT)和九孔钉测试(9HPT)。与对照组相比,干预组的BBT倾向于改善更多(P = 0.07)。在干预组中,大多数测量的效应量都要大得多。我们的初步数据表明,患有CP的儿童和青少年可能会从3周的YouGrabber系统训练中受益,以改善手和手臂的功能。
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引用次数: 7
Mirror feedback in virtual reality elicits ipsilesional motor cortex activation in chronic stroke patients 虚拟现实中的镜像反馈诱发慢性脑卒中患者同侧运动皮层激活
Pub Date : 2011-06-27 DOI: 10.1109/ICVR.2011.5971862
E. Tunik, S. Saleh, Hamid F. Bagce, A. Merians, S. Adamovich
We studied if mirror-visual feedback, presented in virtual reality (VR), could bolster the activity of the lesioned motor cortex in chronic stroke patients. 5 stroke subjects performed a simple finger movement using the non-paretic hand. During fMRI scanning, an MRI-compatible VR-motion capture interface was used to record their hand movement and actuate in real-time virtual hand models, which were presented in 1st person perspective as virtual feedback. Virtual hands' motion was manipulated by either actuating the hand model corresponding to the moving (unaffected) hand (veridical feedback) or the opposite (mirrored) virtual hand. Two additional types of feedback, in which the virtual hands were replaced with moving non-anthropomorphic shapes, served as control conditions. Subjects maintained consistent movement kinematics across conditions. In each of the 5 stroke subjects, mirrored feedback led to significant activation of the ipsilesional sensorimotor cortex, despite the affected hand remaining motionless during the task. An additional control experiment and conjunction analysis confirmed that the part of the motor cortex that was activated by mirrored feedback overlapped with the area of motor cortex involved in movement production of the affected hand. Our data suggest that mirrored visual feedback may be a feasible modality that can be used to recruit select brain regions in stroke patients as a means of facilitating neural reorganization and recovery.
我们研究了在虚拟现实(VR)中呈现的镜像视觉反馈是否可以增强慢性中风患者受损运动皮层的活动。5名中风受试者使用非麻痹的手进行简单的手指运动。在fMRI扫描过程中,使用一个与mri兼容的vr运动捕捉接口来记录他们的手部运动,并在实时虚拟手部模型中进行驱动,该模型以第一人称视角作为虚拟反馈呈现。虚拟手的运动是通过驱动与移动(未受影响)的手(垂直反馈)或相反(镜像)的虚拟手相对应的手模型来操纵的。另外两种类型的反馈作为控制条件,其中虚拟手被移动的非拟人化形状所取代。受试者在不同条件下保持一致的运动运动学。在5名中风受试者中,镜像反馈导致同侧感觉运动皮层的显著激活,尽管受影响的手在任务中保持静止。另一项对照实验和联合分析证实,被镜像反馈激活的运动皮层部分与受影响的手的运动产生区域重叠。我们的数据表明,镜像视觉反馈可能是一种可行的模式,可以用来招募中风患者的特定大脑区域,作为促进神经重组和恢复的一种手段。
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引用次数: 10
Development of a virtual reality leg-cycling training system for stroke patients 脑卒中患者虚拟现实腿部循环训练系统的开发
Pub Date : 2011-06-27 DOI: 10.1109/ICVR.2011.5971833
H. Lo, Y. Hsueh, C. Yeh, Sin-Lin Chen
People with neurological damage may develop physical impairments such as hemiplegia, and interlimb coordination deficits are common among stroke patients. Leg-cycling exercise is an alternative and symmetrical bilateral leg movement. However, stroke patients are generally reluctant to attend leg-cycling trainings. Virtual reality (VR) is a new and promising computer-based technology to promote leg-cycling training among stroke patients. A new force-detect leg-cycling training system which combined with a virtual community environment has been developed by our research team. Two healthy subjects were recruited to attend the preliminary case study. The results showed that the two healthy users could successfully operate the VR leg-cycling training system and control the direction of the virtual car in the virtual environment. In the next stage, patients with interlimb coordination deficits should be recruited in the training courses so as to verify the rehabilitative effect of the VR leg-cycling system.
有神经损伤的人可能会出现身体损伤,如偏瘫,肢体间协调缺陷在中风患者中很常见。蹬腿运动是一种可选择的、对称的双侧腿部运动。然而,中风患者通常不愿意参加腿部循环训练。虚拟现实(VR)是一种新的、有前途的基于计算机的技术,可以促进中风患者的腿部循环训练。我们的研究团队开发了一种结合虚拟社区环境的力探测腿循环训练系统。招募两名健康受试者参加初步病例研究。结果表明,两名健康用户能够在虚拟环境中成功操作VR骑腿训练系统并控制虚拟车的方向。下一阶段将招募有肢间协调缺陷的患者参加训练课程,验证VR腿循环系统的康复效果。
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引用次数: 2
ImAble system for upper limb stroke rehabilitation ImAble上肢中风康复系统
Pub Date : 2011-06-27 DOI: 10.1109/ICVR.2011.5971835
K. Jordan, M. Sampson, J. Hijmans, Marcus King, L. Hale
ImAble is an integrated upper limb (UL) exercise system comprising three devices (Able-B, Able-M and Able-X) targeting UL rehabilitation using computer games and virtual reality (VR). The system can be tailored to different levels of ability and strength, depending on the presentation of the stroke. Results from pilot testing and case studies indicate a therapeutic benefit for both movement outcome and patient motivation.
ImAble是一个综合上肢(UL)运动系统,由三个设备(Able-B, Able-M和Able-X)组成,旨在利用电脑游戏和虚拟现实(VR)进行UL康复。该系统可以根据不同的能力和力量水平进行定制,这取决于击球的表现。试点试验和案例研究的结果表明,运动结果和患者动机的治疗益处。
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引用次数: 16
Optic flow in a virtual environment can impact on locomotor steering post stroke 虚拟环境中的光流会影响运动机器人转向后行程
Pub Date : 2011-06-27 DOI: 10.1109/ICVR.2011.5971812
J. Berard, J. Fung, A. Lamontagne
Persons with a chronic stroke often manifest mobility deficits that may in part be related to altered visuomotor control. Specifically, the ability to use optic flow, which reflects self-motion, may be compromised after a stroke. We evaluated the locomotor behavior of 6 subjects with chronic stroke as they walked overground while viewing a virtual room displayed in a head-mounted display. The subjects were asked to walk straight in the virtual environment (VE). At 1.5m of forward walking, the room was slowly rotated up to 40° towards the paretic or non-paretic side, or remained centered (0°). In order to maintain a straight trajectory or a small net heading error in the VE, subjects could rotate their head, with or without modifying their walking trajectory. The responses of subjects were varied in terms of strategies and accuracy, leading to a wide range of net heading errors, in the VE. While there was no precise biomarker of excellent performance, the two individuals with the poorest performance had a history of visuospatial neglect. walking, steering, vision, stroke, hemiparetic, gait, visual motion, neglect
慢性中风患者经常表现出活动能力不足,这可能部分与视觉运动控制改变有关。具体来说,在中风后,使用反映自我运动的光流的能力可能会受到损害。我们评估了6名慢性中风患者在观看头戴式显示器显示的虚拟房间时在地上行走的运动行为。受试者被要求在虚拟环境(VE)中笔直行走。在向前行走1.5m时,房间缓慢地向父母或非父母的一侧旋转40°,或保持中心(0°)。为了在VE中保持直线轨迹或较小的净航向误差,受试者可以旋转头部,或不改变其行走轨迹。受试者在策略和准确性方面的反应各不相同,导致在VE中出现很大范围的净头球误差。虽然没有精确的生物标记表明表现优秀,但表现最差的两个人都有视觉空间忽视的历史。行走,驾驶,视力,中风,偏瘫,步态,视觉运动,忽视
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引用次数: 1
10 years experience in the application of the Reinforced Feedback in Virtual Environment (RFVE) for neurorehabilitation: Preliminary results from a retrospective analysis in stroke patients 虚拟环境中强化反馈(RFVE)在神经康复中的应用10年经验:来自脑卒中患者回顾性分析的初步结果
Pub Date : 2011-06-27 DOI: 10.1109/ICVR.2011.5971863
Turolla Andrea, Agostini Michela, Zucconi Carla, Kiper Pawel, V. Andrea, Tonin Paolo, M. Dam, Piron Lamberto, Ventura Laura, Dalmartello Michela
Many applications of virtual reality appeared in different fields of the rehabilitation medicine. Nevertheless poor evidences of their effectiveness still exist. The aim of this original paper was to present the results of a retrospective analysis of 10 years of a non-immersive VR system application, for the treatment of the motor upper limb impairment in stroke patients. We observed a significant improvement in the motor outcomes, compared to standard rehabilitation, nevertheless a translation of the same effect on harder outcome such as independence wasn't observed.
虚拟现实技术在康复医学的各个领域都有广泛的应用。然而,其有效性的证据仍然不足。这篇原始论文的目的是回顾性分析10年来非沉浸式VR系统应用的结果,用于治疗中风患者的运动上肢损伤。与标准康复相比,我们观察到运动结果的显著改善,然而,在独立性等较困难的结果上没有观察到相同的效果。
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引用次数: 1
The effects of manipulation of visual feedback in virtual reality on cortical activity: A pilot study 虚拟现实中视觉反馈操作对大脑皮层活动的影响:一项初步研究
Pub Date : 2011-06-27 DOI: 10.1109/ICVR.2011.5971815
Johannes Brand, O. Geisseler, L. Holper, M. Hepp-Reymond, M. Morari, D. Kiper, K. Eng
It is known that systematic visual distortions using virtual reality technologies, prisms or mirrors, may have therapeutic effects for patients suffering from stroke or body image identity disorders. However, there are few studies which directly investigate neural activity changes during visual feedback manipulation. In the present study we created an experimental setup for investigating the effects of systematic virtual reality-mediated visual feedback manipulation of finger movements on cortical activity. We performed tests with two healthy female subjects who performed a line-tracking task under four conditions manipulating visual feedback of their own hand. To investigate hemodynamic responses in motor areas during the line tracking task we used functional near-infrared spectroscopy (fNIRS). We predicted that viewing larger or smaller virtual movements of fingers, compared to the real movements, would affect activity in motor areas and thus the hemodynamic response. Our preliminary results showed changes in the hemodynamic responses between stimulation period and baseline. There were indications of possible differences between conditions, and also of adaptation effects within conditions. However these effects were not significant in our preliminary data and we therefore need to collect additional data to draw further conclusions.
众所周知,使用虚拟现实技术,棱镜或镜子进行系统的视觉扭曲,可能对患有中风或身体形象识别障碍的患者具有治疗效果。然而,直接研究视觉反馈操作过程中神经活动变化的研究很少。在本研究中,我们创建了一个实验装置来研究系统虚拟现实介导的手指运动视觉反馈操作对皮层活动的影响。我们对两名健康的女性受试者进行了测试,她们在四种条件下操纵自己的手的视觉反馈来执行线跟踪任务。为了研究线跟踪任务中运动区域的血流动力学反应,我们使用了功能近红外光谱(fNIRS)。我们预测,与真实运动相比,观察手指或大或小的虚拟运动将影响运动区域的活动,从而影响血液动力学反应。我们的初步结果显示了血流动力学反应在刺激期和基线之间的变化。有迹象表明不同条件之间可能存在差异,也有迹象表明不同条件下的适应效应存在差异。然而,这些影响在我们的初步数据中并不显著,因此我们需要收集更多的数据来得出进一步的结论。
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引用次数: 2
期刊
2011 International Conference on Virtual Rehabilitation
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