A Virtual reality-based System for Hand Rehabilitation and Its Impact on the Emotional and Physiological Responses of Users.

Amin Asgharzadeh Alvar, Ali Esteki, Iraj Abdollahi
{"title":"A Virtual reality-based System for Hand Rehabilitation and Its Impact on the Emotional and Physiological Responses of Users.","authors":"Amin Asgharzadeh Alvar, Ali Esteki, Iraj Abdollahi","doi":"10.32598/bcn.2021.3532.1","DOIUrl":null,"url":null,"abstract":"<p><strong>Introduction: </strong>Maintaining motivation is one of the most important characteristics of rehabilitation strategies for successful treatment. Understanding the underlying mechanism of mental state helps develop new therapeutic methods based on virtual reality (VR) and serious game technologies. The present study develops a cost-benefit game-based hand rehabilitation system and assesses the influence on the psychological state of subjects when they interact with a VR environment in different task difficulty levels.</p><p><strong>Methods: </strong>First, we introduced a low-cost smart hand rehabilitation system based on the Leap Motion Tracker. Subsequently, the experimental study was performed with 20 healthy participants. Their mental states were evoked using interaction with two separate games in four different difficulty levels. Three measures from the self-assessment manikin (SAM) self-reported test were described as a psychological response to this condition, and four features were extracted from the photoplethysmogram signal to quantify psychophysiological responses of the autonomic nervous system (ANS).</p><p><strong>Results: </strong>Comparison of the different difficulty levels revealed significant changes in arousal and dominance corresponding to the under-challenging and over-challenging conditions, respectively. The results of psychophysiological feature analysis showed significant differences only for the standard deviation of intervals between consecutive heartbeats.</p><p><strong>Conclusion: </strong>The developed system is a low-cost smart solution that can be useful for upper limb neurological rehabilitation. Regulating difficulty parameters of the implemented game can be used to influence the motivation of users through rehabilitation procedures. Photoplethysmogram is an appropriate psychophysiological indicator of mental states, but further studies are required.</p>","PeriodicalId":8728,"journal":{"name":"Basic and Clinical Neuroscience Journal","volume":"22 1","pages":"727-736"},"PeriodicalIF":0.0000,"publicationDate":"2025-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC13219823/pdf/","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Basic and Clinical Neuroscience Journal","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.32598/bcn.2021.3532.1","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

Introduction: Maintaining motivation is one of the most important characteristics of rehabilitation strategies for successful treatment. Understanding the underlying mechanism of mental state helps develop new therapeutic methods based on virtual reality (VR) and serious game technologies. The present study develops a cost-benefit game-based hand rehabilitation system and assesses the influence on the psychological state of subjects when they interact with a VR environment in different task difficulty levels.

Methods: First, we introduced a low-cost smart hand rehabilitation system based on the Leap Motion Tracker. Subsequently, the experimental study was performed with 20 healthy participants. Their mental states were evoked using interaction with two separate games in four different difficulty levels. Three measures from the self-assessment manikin (SAM) self-reported test were described as a psychological response to this condition, and four features were extracted from the photoplethysmogram signal to quantify psychophysiological responses of the autonomic nervous system (ANS).

Results: Comparison of the different difficulty levels revealed significant changes in arousal and dominance corresponding to the under-challenging and over-challenging conditions, respectively. The results of psychophysiological feature analysis showed significant differences only for the standard deviation of intervals between consecutive heartbeats.

Conclusion: The developed system is a low-cost smart solution that can be useful for upper limb neurological rehabilitation. Regulating difficulty parameters of the implemented game can be used to influence the motivation of users through rehabilitation procedures. Photoplethysmogram is an appropriate psychophysiological indicator of mental states, but further studies are required.

基于虚拟现实的手部康复系统及其对使用者情绪和生理反应的影响。
保持动机是成功治疗的康复策略最重要的特征之一。了解心理状态的潜在机制有助于开发基于虚拟现实(VR)和严肃游戏技术的新治疗方法。本研究开发了一种基于成本-收益游戏的手部康复系统,并评估了受试者在不同任务难度下与虚拟现实环境互动时对心理状态的影响。方法:首先,我们介绍了一种基于Leap Motion Tracker的低成本智能手部康复系统。随后,对20名健康参与者进行了实验研究。他们的心理状态是通过与四个不同难度等级的两个独立游戏的互动来唤起的。我们将自我评估模型(SAM)自我报告测试中的三个指标描述为对这种情况的心理反应,并从光容积图信号中提取四个特征来量化自主神经系统(ANS)的心理生理反应。结果:不同难度水平的比较显示,挑战不足和挑战过度条件下,唤醒和优势度分别发生显著变化。心理生理特征分析结果显示,只有连续心跳间隔的标准差存在显著差异。结论:该系统是一种低成本的智能解决方案,可用于上肢神经康复。调整游戏难度参数可以影响用户通过康复过程的动机。光容积脉搏图是一种适宜的心理生理指标,但仍需进一步研究。
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:604180095
Book学术官方微信
小红书