混合现实运动对共济失调患者康复的影响

Michela Franzo', Simona Pascucci, M. Serrao, F. Marinozzi, F. Bini
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引用次数: 3

摘要

背景:一种康复装置的目的是在认知困难的情况下,刺激小脑区域产生非自动任务,当情境对被试来说是新的。一项新兴技术,克服了这些缺点,是混合现实。该研究的目的是评估在混合现实中实现exergame的共济失调患者康复原型的可能更新。材料和方法:在上一届大会上展示的基于微软Kinect设备和带有加速度计/陀螺仪传感器的Arduino板的原型版本,与在混合现实环境中使用HoloLens™2复制的相同游戏进行了比较。游戏包括一个指向和到达的练习,以提高上肢的控制在日常生活中的行动。两名受试者在两种不同的系统上进行相同的练习,以调查系统之间的差异。结果与结论:通过分析受试者在基于kinect的原型和HoloLens应用中表现的3D轨迹和运动学量的差异,建立了两种系统之间的评价。尽管工作区域有限,但HoloLens的高采样率允许跟踪许多意想不到的患者动作。混合现实在特定康复中的应用允许考虑治疗师的要求和患者始终与他周围的现实世界联系的需求,而不是在没有真实参考的完全虚拟空间中。
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Exergaming in mixed reality for the rehabilitation of ataxic patients
Background: The purpose of a rehabilitation device is to generate tasks among cognitive difficulty stimulating the area of the cerebellum with no-automatics tasks when the situation is new to subject. An emerging technology, which overcomes these shortcomings, is the Mixed Reality. The aim of the study is to evaluate a possible updating of the prototype for rehabilitation of ataxic patients implementing exergame in Mixed Reality. Material and Methods: The version of the prototype based on Microsoft Kinect device and Arduino board with accelerometer/gyroscope sensor, presented in the previous congress, is compared with a reproduction of the same exergame in Mixed Reality environment with the HoloLens™ 2. The exergame consists in a pointing and reaching exercise to improve the control of upper limb during daily-life actions. Two subject performed the same exercise on the two different systems to investigate the differences between the systems. Results and Conclusion: The evaluation between the two systems was set up by analysing the differences between the subject's performances with the Kinect-based prototype and the HoloLens application: 3D trajectories and kinematics quantities. Despite of the restricted area of work, the high sample rate of HoloLens permits to follow much-unexpected patient's movements. The application of Mixed Reality for specific rehabilitation allows considering the requests of the therapists and the need of the patient to be always connected with the real world around him instead that in a total virtual space without real reference.
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