Performance evaluation of 3D reaching tasks using a low-cost haptic device and virtual reality

E. Scalona, D. Hayes, E. Palermo, Z. Prete, S. Rossi
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引用次数: 3

Abstract

In this paper we propose a new protocol based on Virtual Reality and a low-cost haptic device for evaluating motion performance during perturbed 3D reaching tasks. The protocol presented herein was designed to assess how different force amplitudes and different reaching directions influence motor performance of healthy subjects. We developed a novel gaming scenario using Unity 3D and the Novint Falcon, a low-cost haptic joystick. The protocol consisted of six 3D point-to-point reaching tasks, which were performed by means of the Falcon while six different force fields were applied. Five subjects were enrolled in the study. During each task, subjects were asked to reach 80 targets. The trajectories of the end-effector, during each task, were recorded to calculate the following kinematic indices: duration of movement, length ratio, lateral deviation, aiming angle, speed metric and normalized jerk. The coefficient of variation was calculated to study the intra-subject variability to establish which indices better assessed the accuracy and the smoothness of the trajectories. Subsequently, two-way repeated measurement ANOVA tests were performed for all indices in order to ascertain effects of the 6 levels of force and the 8 directions of the reaching task. Length ratio and speed metric have proven the highest intra-subject repeatability as accuracy and smoothness indices, respectively. Statistical analysis demonstrated that all the accuracy indices are not sensitive to amplitude variation of the applied force field, nor to different target directions. Conversely, the smoothness indices showed statistical differences in both forces and directions. In particular, the speed metric is sensitive to the applied force, and the normalized jerk depends on the target directions.
使用低成本触觉设备和虚拟现实的3D触摸任务性能评估
本文提出了一种基于虚拟现实的新协议和一种低成本的触觉设备,用于评估摄动3D到达任务中的运动性能。本文提出的方案旨在评估不同的力振幅和不同的到达方向如何影响健康受试者的运动表现。我们使用Unity 3D和Novint Falcon(一种低成本的触觉操纵杆)开发了一个新颖的游戏场景。该协议包括六个3D点对点到达任务,这些任务由猎鹰在六个不同的力场下执行。五名受试者参加了这项研究。在每项任务中,受试者被要求达到80个目标。记录末端执行器在每次任务期间的运动轨迹,以计算以下运动学指标:运动持续时间、长度比、横向偏差、瞄准角、速度度量和归一化抽搐。计算变异系数来研究受试者内部的变异,以确定哪些指标能更好地评估轨迹的准确性和平滑性。随后,对所有指标进行双向重复测量方差分析,以确定6个力水平和8个到达任务方向的影响。长度比和速度度量分别作为准确性和平滑性指标被证明具有最高的受试者内重复性。统计分析表明,各精度指标对外加力场振幅变化不敏感,对目标方向变化也不敏感。相反,平滑度指数在力和方向上都显示出统计学差异。特别是,速度度量对施加的力很敏感,而归一化的抖动取决于目标方向。
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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