虚拟Buzzwire:评估一款用于中风康复的虚拟现实游戏原型

Chris G. Christou, Despina Michael-Grigoriou, Dimitris Sokratous
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引用次数: 5

摘要

我们制作了一个虚拟现实版本的Buzzwire儿童玩具,作为一个项目的一部分,该项目旨在为中风后灵巧性受损的人开发评估和康复上肢运动技能的工具。在两项初步研究中,佩戴头戴设备的参与者使用带有精确追踪功能的手持魔杖穿越虚拟“电线”。在第一项研究中,我们比较了健全参与者在使用和不使用双目视觉的情况下的表现,以建立与之前使用实体游戏版本的实验的联系。此外,我们表明我们的扩展测量也可以辨别受试者的优势手和非优势手之间的差异。在第二项研究中,我们评估了该系统在小样本卒中后偏瘫患者中的可用性。这项技术得到了积极的接受,没有疲劳或恶心,测量结果突出了偏瘫和未受影响的手之间的差异。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Virtual Buzzwire: Assessment of a Prototype VR Game for Stroke Rehabilitation
We created a VR version of the Buzzwire children's toy as part of a project to develop tools for assessment and rehabilitation of upper-body motor skills for people with dexterity impairment after stroke. In two pilot studies, participants wearing a HMD used a hand-held wand with precision tracking to traverse virtual ‘wires'. In the first study, we compared able-bodied participant's performance with and without binocular viewing to establish a connection with previous experiments using physical versions of the game. Furthermore, we show that our extended measures were could also discern differences between subjects' dominant versus non-dominant hand. In a second study, we assessed the usability of the system on a small sample of subjects with post-stroke hemiparesis. There was positive acceptance of the technology with no fatigue or nausea and measurements highlighted the differences between the hemiparetic and unaffected hand.
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