Lingchao Xie;Chung-Hwi Yi;Oh-Yun Kwon;Woochol Joseph Choi;Ji-Hyuk Park;Sanghyun Cho
{"title":"虚拟现实训练计划对提高步行者避险技能的影响:随机对照试验","authors":"Lingchao Xie;Chung-Hwi Yi;Oh-Yun Kwon;Woochol Joseph Choi;Ji-Hyuk Park;Sanghyun Cho","doi":"10.1109/TNSRE.2024.3444461","DOIUrl":null,"url":null,"abstract":"This study aimed to evaluate the effectiveness of our newly developed virtual reality head-mounted display (VR-HMD) “walker avoidance” game in reducing step-aside reaction time (SART) and enhancing agility in collision avoidance. Fifteen young adults in experimental group (EG) engaged in the “walker avoidance” game, while another 15 young adults in the control group (CG) played the “first touch” tutorial. The results showed the EG had significant decreases (p < 0.01) in both SART-standing and SART-walking when compared with pre-intervention measurements. Compared with the CG, the EG SART-standing exhibited significant decreases in both the first (p = 0.001) and second (p < 0.001) measurements post-intervention; the EG SART-walking demonstrated significant decreases in all (p < 0.05) measurements, except for pre-intervention measurement. One-dimensional statistical parametric mapping (spm1d) also demonstrated significant differences in most of the electromyography and forefoot/hindfoot ground reaction force results because the step-aside movement became quicker in the EG following training. After pushing the leg-heel contact, the EG participants made a toe-off sooner than the CG participants. Following two sessions of our newly developed “walker avoidance” game, conducted 1 week apart, the EG exhibited less collisions with virtual pedestrians and reduced reaction times to unpredictable directional change measurements compared with the CG. This study demonstrated the effectiveness of this targeted VR training program in improving motor function, which introduced a novel approach to rehabilitation as a digital therapy. It offers innovative perspectives and an approach for clinical rehabilitation, while also providing new ideas for the VR content development industry.","PeriodicalId":13419,"journal":{"name":"IEEE Transactions on Neural Systems and Rehabilitation Engineering","volume":"32 ","pages":"3018-3025"},"PeriodicalIF":4.8000,"publicationDate":"2024-08-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=10637447","citationCount":"0","resultStr":"{\"title\":\"The Effects of a VR Training Program for Walker Avoidance Skill Improvement: A Randomized Controlled Trial\",\"authors\":\"Lingchao Xie;Chung-Hwi Yi;Oh-Yun Kwon;Woochol Joseph Choi;Ji-Hyuk Park;Sanghyun Cho\",\"doi\":\"10.1109/TNSRE.2024.3444461\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"This study aimed to evaluate the effectiveness of our newly developed virtual reality head-mounted display (VR-HMD) “walker avoidance” game in reducing step-aside reaction time (SART) and enhancing agility in collision avoidance. Fifteen young adults in experimental group (EG) engaged in the “walker avoidance” game, while another 15 young adults in the control group (CG) played the “first touch” tutorial. The results showed the EG had significant decreases (p < 0.01) in both SART-standing and SART-walking when compared with pre-intervention measurements. Compared with the CG, the EG SART-standing exhibited significant decreases in both the first (p = 0.001) and second (p < 0.001) measurements post-intervention; the EG SART-walking demonstrated significant decreases in all (p < 0.05) measurements, except for pre-intervention measurement. One-dimensional statistical parametric mapping (spm1d) also demonstrated significant differences in most of the electromyography and forefoot/hindfoot ground reaction force results because the step-aside movement became quicker in the EG following training. After pushing the leg-heel contact, the EG participants made a toe-off sooner than the CG participants. Following two sessions of our newly developed “walker avoidance” game, conducted 1 week apart, the EG exhibited less collisions with virtual pedestrians and reduced reaction times to unpredictable directional change measurements compared with the CG. This study demonstrated the effectiveness of this targeted VR training program in improving motor function, which introduced a novel approach to rehabilitation as a digital therapy. 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The Effects of a VR Training Program for Walker Avoidance Skill Improvement: A Randomized Controlled Trial
This study aimed to evaluate the effectiveness of our newly developed virtual reality head-mounted display (VR-HMD) “walker avoidance” game in reducing step-aside reaction time (SART) and enhancing agility in collision avoidance. Fifteen young adults in experimental group (EG) engaged in the “walker avoidance” game, while another 15 young adults in the control group (CG) played the “first touch” tutorial. The results showed the EG had significant decreases (p < 0.01) in both SART-standing and SART-walking when compared with pre-intervention measurements. Compared with the CG, the EG SART-standing exhibited significant decreases in both the first (p = 0.001) and second (p < 0.001) measurements post-intervention; the EG SART-walking demonstrated significant decreases in all (p < 0.05) measurements, except for pre-intervention measurement. One-dimensional statistical parametric mapping (spm1d) also demonstrated significant differences in most of the electromyography and forefoot/hindfoot ground reaction force results because the step-aside movement became quicker in the EG following training. After pushing the leg-heel contact, the EG participants made a toe-off sooner than the CG participants. Following two sessions of our newly developed “walker avoidance” game, conducted 1 week apart, the EG exhibited less collisions with virtual pedestrians and reduced reaction times to unpredictable directional change measurements compared with the CG. This study demonstrated the effectiveness of this targeted VR training program in improving motor function, which introduced a novel approach to rehabilitation as a digital therapy. It offers innovative perspectives and an approach for clinical rehabilitation, while also providing new ideas for the VR content development industry.
期刊介绍:
Rehabilitative and neural aspects of biomedical engineering, including functional electrical stimulation, acoustic dynamics, human performance measurement and analysis, nerve stimulation, electromyography, motor control and stimulation; and hardware and software applications for rehabilitation engineering and assistive devices.