用于上肢康复的3D化身动画

Sergio Moya, S. Grau, D. Tost, Ricard Campeny, M. Ruiz
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引用次数: 20

摘要

介绍了一种用于上肢神经康复的三维虚拟环境(VE)。患者移动一只手臂,试图模拟具体的日常动作,比如抓瓶子、开门或把书放在书架上。他们穿着一件特殊的衣服,里面集成了四个惯性传感器,可以提供病人肩膀、肘部和手腕方向的实时信息。虚拟现实是一个完整的场景,整合了所有需要的对象来完成病人模拟的动作。在VE中,患者由3D化身代表,使用惯性传感器提供的数据,实时再现他们的手臂运动。由于只监控手臂运动,而不监控手、躯干和颈部,因此系统必须将真实运动与烘焙动画结合起来,以显示3D化身的真实行为。此外,它必须考虑到3D角色和虚拟物体之间的碰撞。最后,它必须检测到患者何时准备模拟与物体的交互,以便虚拟地实现它。我们将描述为提供这些功能而设计的策略。
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Animation of 3D Avatars for Rehabilitation of the Upper Limbs
The paper presents a 3D Virtual Environment (VE) for neurorehabilitation of the upper limb. Patients move one of their arms trying to simulate concrete daily actions, such as grasping a bottle, opening a door or putting a book on a shelve. They wear a special garment that integrates four inertial sensors providing in real time information on the orientation of the patient's shoulder, elbow and wrist. The VE is a complete scenario integrating all the objects needed to perform virtually the actions simulated by the patients. In the VE, patients are represented by 3D avatars that, using the data provided by the inertial sensors, reproduce in real time their arm movements. Since only the arm movement is monitorized, but neither the hand nor the trunk and the neck, the system must combine real movements with baked animations in order to show a realistic behavior of the 3D avatar. Moreover, it must take into account collisions between the 3D avatar and the virtual objects. Finally, it must detect when the patient is about to simulate an interaction with an object in order to realize it virtually. We describe the strategies that we have designed to provide these functionalities.
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