The Effects of a VR Training Program for Walker Avoidance Skill Improvement: A Randomized Controlled Trial

IF 4.8 2区 医学 Q2 ENGINEERING, BIOMEDICAL
Lingchao Xie;Chung-Hwi Yi;Oh-Yun Kwon;Woochol Joseph Choi;Ji-Hyuk Park;Sanghyun Cho
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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.
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
本研究旨在评估我们新开发的虚拟现实头戴式显示器(VR-HMD)"躲避步行者 "游戏在减少步侧反应时间(SART)和提高躲避碰撞灵活性方面的效果。实验组(EG)的 15 名青壮年参与了 "躲避步行者 "游戏,而对照组(CG)的另外 15 名青壮年则玩了 "第一次接触 "教程。结果表明,实验组(EG)的碰撞规避能力明显下降(p
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来源期刊
CiteScore
8.60
自引率
8.20%
发文量
479
审稿时长
6-12 weeks
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.
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