Determining the Accuracy of Oculus Touch Controllers for Motor Rehabilitation Applications Using Quantifiable Upper Limb Kinematics: Validation Study

Leia C. Shum, Bulmaro A. Valdés, H. V. D. Van der Loos
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引用次数: 20

Abstract

Background: As commercial motion tracking technology becomes more readily available, it is necessary to evaluate the accuracy of these systems before using them for biomechanical and motor rehabilitation applications. Objective: This study aimed to evaluate the relative position accuracy of the Oculus Touch controllers in a 2.4 x 2.4 m play-space. Methods: Static data samples (n=180) were acquired from the Oculus Touch controllers at step sizes ranging from 5 to 500 mm along 16 different points on the play-space floor with graph paper in the x (width), y (height), and z (depth) directions. The data were compared with reference values using measurements from digital calipers, accurate to 0.01 mm; physical blocks, for which heights were confirmed with digital calipers; and for larger step sizes (300 and 500 mm), a ruler with hatch marks to millimeter units. Results: It was found that the maximum position accuracy error of the system was 3.5 ± 2.5 mm at the largest step size of 500 mm along the z-axis. When normalized to step size, the largest error found was 12.7 ± 9.9% at the smallest step size in the y-axis at 6.23 mm. When the step size was <10 mm in any direction, the relative position accuracy increased considerably to above 2% (approximately 2 mm at maximum). An average noise value of 0.036 mm was determined. A comparison of these values to cited visual, goniometric, and proprioceptive resolutions concludes that this system is viable for tracking upper-limb movements for biomechanical and rehabilitation applications. The accuracy of the system was also compared with accuracy values from previous studies using other commercially available devices and a multicamera, marker-based professional motion tracking system. Conclusions: The study found that the linear position accuracy of the Oculus Touch controllers was within an agreeable range for measuring human kinematics in rehabilitative upper-limb exercise protocols. Further testing is required to ascertain acceptable repeatability in multiple sessions and rotational accuracy. (JMIR Biomed Eng 2019;4(1):e12291) doi: 10.2196/12291
使用可量化的上肢运动学来确定Oculus触摸控制器用于运动康复应用的准确性:验证研究
背景:随着商业运动跟踪技术变得越来越容易获得,在将这些系统用于生物力学和运动康复应用之前,有必要评估这些系统的准确性。目的:本研究旨在评估Oculus Touch控制器在2.4 x 2.4 m游戏空间中的相对位置准确性。方法:从Oculus Touch控制器获取静态数据样本(n=180),沿着游戏空间地板上16个不同的点,沿x(宽度),y(高度)和z(深度)方向,步长从5到500 mm不等。使用数字卡尺测量数据与参考值进行比较,精确到0.01 mm;物理块,高度由数字卡尺确定;对于更大的步长(300和500毫米),一个带舱口标记的直尺以毫米为单位。结果:在沿z轴的最大步长为500 mm时,系统的最大位置精度误差为3.5±2.5 mm。当归一化到步长时,y轴上的最小步长为6.23 mm,误差最大为12.7±9.9%。当任意方向的步长<10 mm时,相对位置精度显著提高至2%以上(最大约为2 mm)。平均噪声值为0.036 mm。将这些值与所引用的视觉、几何和本体感觉分辨率进行比较,得出结论,该系统可用于跟踪上肢运动,用于生物力学和康复应用。该系统的精度还与先前使用其他商用设备和基于标记的多摄像头专业运动跟踪系统进行的研究的精度值进行了比较。结论:研究发现,Oculus Touch控制器的线性位置精度在康复上肢运动方案中测量人体运动学的合适范围内。进一步的测试需要确定可接受的重复在多个会话和旋转精度。[j] .生物医学工程学报,2019;4(1):e12291) doi: 10.2196/12291
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