Standing Balance Improvement Using Vibrotactile Feedback in Virtual Reality

M. Mahmud, Michael Stewart, Alberto Cordova, J. Quarles
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引用次数: 4

Abstract

Virtual Reality (VR) users often encounter postural instability, i.e., balance issues, which can be a significant impediment to universal usability and accessibility, particularly for those with balance impairments. Prior research has validated imbalance issues, but little effort has been made to mitigate them. We recruited 39 participants (with balance impairments: 18, without balance impairments: 21) to examine the effect of various vibrotactile feedback techniques on balance in virtual reality, specifically spatial vibrotactile, static vibrotactile, rhythmic vibrotactile, and vibrotactile feedback mapped to the center of pressure (CoP). Participants completed standing visual exploration and standing reach and grasp tasks. According to within-subject results, each vibrotactile feedback enhanced balance in VR significantly (p <.001) for those with and without balance impairments. Spatial and CoP vibrotactile feedback enhanced balance significantly more (p <.001) than other vibrotactile feedback. This study presents strategies that might be used in future virtual environments to enhance standing balance and bring VR closer to universal usage.
在虚拟现实中使用振动触觉反馈改善站立平衡
虚拟现实(VR)用户经常遇到姿势不稳定,即平衡问题,这可能是普遍可用性和可访问性的重大障碍,特别是对于那些有平衡障碍的人。先前的研究已经证实了不平衡问题,但很少有努力来减轻它们。我们招募了39名参与者(有平衡障碍的18人,没有平衡障碍的21人)来研究各种振动触觉反馈技术对虚拟现实中平衡的影响,特别是空间振动触觉、静态振动触觉、节奏振动触觉和映射到压力中心(CoP)的振动触觉反馈。参与者完成了站立视觉探索和站立伸手抓握任务。根据受试者内部结果,无论有无平衡障碍,每个振动触觉反馈都显著增强了VR中的平衡(p < 0.001)。空间和CoP振动触觉反馈比其他振动触觉反馈更能增强平衡(p < 0.001)。本研究提出了可能在未来虚拟环境中使用的策略,以增强站立平衡,使VR更接近普遍使用。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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