A comparison of balance between real and virtual environments: differences, role of visual cues and full-body avatars, a quasi-experimental clinical study

IF 4.4 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS
Patrice Piette, Emilie Leblong, Romain Cavagna, Albert Murienne, Bastien Fraudet, Philippe Gallien
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Abstract

Virtual rehabilitation using Virtual Reality (VR) technology is a promising novel approach to rehabilitation. However, postural responses in VR differ significantly from real life. The introduction of an avatar or visual cues in VR could help rectify this difference. An initial session was used to assess static and dynamic balance performances between VR and real life to set the reference values. A second session involved three VR conditions applied in a randomised order: i.e. full-body avatar, enhanced visual cues, or a combination of both conditions. Performances of the centre of pressure (COP) were recorded on a force plate. Seventy (70) people took part in the first session and 74 in the second. During the first session, a significant difference was observed in left static, right static and right dynamic COP distance (respectively SMD = − 0.40 [− 0.73, − 0.06], p = 0.02, − 0.33 [− 0.67, 0.00], p = 0.05, SMD = − 0.61 [− 0.95, − 0.27], p < 0.001) and a non-significant difference in the left dynamic, SMD = − 0.22 [− 0.56, 0.11], p = 0.19). During the second session it was observed that this difference was corrected mainly by reinforced visual information and to a lesser extent by the presence of a full-body avatar. Balance disruption triggered by the use of virtual reality can be offset by vertical visual information and/or by the presence of a full-body avatar. Further research is required on the effects of a full-body avatar.

Abstract Image

真实环境与虚拟环境的平衡比较:差异、视觉线索和全身化身的作用,一项准实验性临床研究
利用虚拟现实(VR)技术进行虚拟康复是一种前景广阔的新型康复方法。然而,VR 中的姿势反应与现实生活中的姿势反应有很大不同。在 VR 中引入化身或视觉线索有助于纠正这种差异。最初的训练用于评估 VR 和现实生活中的静态和动态平衡表现,以设定参考值。第二个环节包括随机顺序应用的三种 VR 条件:即全身化身、增强视觉提示或两种条件的组合。压力中心(COP)的表现被记录在测力板上。第一阶段有 70 人参加,第二阶段有 74 人参加。在第一次训练中,观察到左侧静态、右侧静态和右侧动态 COP 距离有显著差异(分别为 SMD = - 0.40 [- 0.73, - 0.06],P = 0.02,- 0.33 [- 0.67, 0.00],p = 0.05,SMD = - 0.61 [- 0.95, - 0.27],p <0.001),左动态差异不显著,SMD = - 0.22 [- 0.56, 0.11],p = 0.19)。在第二轮训练中,观察到这种差异主要通过强化视觉信息得到纠正,其次是全身虚拟化身的存在。使用虚拟现实技术引起的平衡失调可以通过垂直视觉信息和/或全身化身的存在来抵消。关于全身化身的效果还需要进一步研究。
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来源期刊
Virtual Reality
Virtual Reality COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS-COMPUTER SCIENCE, SOFTWARE ENGINEERING
CiteScore
8.30
自引率
14.30%
发文量
95
审稿时长
>12 weeks
期刊介绍: The journal, established in 1995, publishes original research in Virtual Reality, Augmented and Mixed Reality that shapes and informs the community. The multidisciplinary nature of the field means that submissions are welcomed on a wide range of topics including, but not limited to: Original research studies of Virtual Reality, Augmented Reality, Mixed Reality and real-time visualization applications Development and evaluation of systems, tools, techniques and software that advance the field, including: Display technologies, including Head Mounted Displays, simulators and immersive displays Haptic technologies, including novel devices, interaction and rendering Interaction management, including gesture control, eye gaze, biosensors and wearables Tracking technologies VR/AR/MR in medicine, including training, surgical simulation, rehabilitation, and tissue/organ modelling. Impactful and original applications and studies of VR/AR/MR’s utility in areas such as manufacturing, business, telecommunications, arts, education, design, entertainment and defence Research demonstrating new techniques and approaches to designing, building and evaluating virtual and augmented reality systems Original research studies assessing the social, ethical, data or legal aspects of VR/AR/MR.
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