How reaching kinematics differ between a low-cost 2D virtual environment and the real world

M. Demers, M. Levin
{"title":"How reaching kinematics differ between a low-cost 2D virtual environment and the real world","authors":"M. Demers, M. Levin","doi":"10.1109/ICVR46560.2019.8994758","DOIUrl":null,"url":null,"abstract":"Virtual reality interventions are increasingly used in rehabilitation to target sensorimotor impairments in various populations. To verify that the movements practiced in virtual reality applications are similar to the movements to be retrained when performing everyday activities, it is important to understand if movements performed in a virtual and a physical environment (real-life) are similar. The aim of this study is to estimate the extent to which unilateral reach to grasp movements performed in a 2D low-cost virtual environment are kinematically similar to movements performed in a comparable physical environment in healthy individuals. Using a cross-sectional design, 12 right-handed, healthy participants performed reaching to grasp movements with the dominant arm in a low cost 2D virtual and a comparable physical environment. Each movement was repeated 20 times in each environment. Arm and trunk kinematics were recorded using the Optotrak motion analysis system (13 markers; 120 Hz) and 3D kinematics were reconstructed. Temporal and spatial characteristics of the endpoint trajectory and arm and trunk movement patterns were compared between environments using ANOVAs. In the virtual environment, movements were slower, more segmented and the endpoint trajectory was straighter. Ranges of motion of arm and trunk movements did not differ between environments. When using 2D virtual environments for upper limb rehabilitation, differences in movement performance between virtual and physical environments should be taken into account.","PeriodicalId":179905,"journal":{"name":"2019 International Conference on Virtual Rehabilitation (ICVR)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2019-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"2019 International Conference on Virtual Rehabilitation (ICVR)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/ICVR46560.2019.8994758","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0

Abstract

Virtual reality interventions are increasingly used in rehabilitation to target sensorimotor impairments in various populations. To verify that the movements practiced in virtual reality applications are similar to the movements to be retrained when performing everyday activities, it is important to understand if movements performed in a virtual and a physical environment (real-life) are similar. The aim of this study is to estimate the extent to which unilateral reach to grasp movements performed in a 2D low-cost virtual environment are kinematically similar to movements performed in a comparable physical environment in healthy individuals. Using a cross-sectional design, 12 right-handed, healthy participants performed reaching to grasp movements with the dominant arm in a low cost 2D virtual and a comparable physical environment. Each movement was repeated 20 times in each environment. Arm and trunk kinematics were recorded using the Optotrak motion analysis system (13 markers; 120 Hz) and 3D kinematics were reconstructed. Temporal and spatial characteristics of the endpoint trajectory and arm and trunk movement patterns were compared between environments using ANOVAs. In the virtual environment, movements were slower, more segmented and the endpoint trajectory was straighter. Ranges of motion of arm and trunk movements did not differ between environments. When using 2D virtual environments for upper limb rehabilitation, differences in movement performance between virtual and physical environments should be taken into account.
在低成本的2D虚拟环境和现实世界中,到达运动学有何不同
虚拟现实干预越来越多地用于康复,以针对不同人群的感觉运动障碍。为了验证在虚拟现实应用中练习的动作与执行日常活动时要重新训练的动作相似,了解在虚拟环境和物理环境(现实生活)中执行的动作是否相似是很重要的。本研究的目的是估计在2D低成本虚拟环境中进行的单侧抓握运动在运动学上与健康个体在可比物理环境中进行的运动相似的程度。采用横截面设计,12名健康的右撇子参与者在低成本的2D虚拟环境和类似的物理环境中用主臂进行伸手抓握动作。每个动作在每个环境中重复20次。使用Optotrak运动分析系统记录手臂和躯干的运动学(13个标记;120 Hz)和三维运动学重建。采用方差分析比较不同环境下终点运动轨迹、手臂和躯干运动模式的时空特征。在虚拟环境中,运动速度更慢,更分段,终点轨迹更直。手臂和躯干的运动范围在不同的环境中没有差异。在使用二维虚拟环境进行上肢康复时,应考虑虚拟环境和物理环境在运动表现上的差异。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 求助全文
来源期刊
自引率
0.00%
发文量
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信