虚拟现实与增强现实在上肢假肢控制中的比较

Ying Sun, Christopher L. Hunt, Wally Niu, Ziwei Li, G. Cyrino, R. Cavalcante, E. Lamounier, A. Soares, N. Thakor
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引用次数: 1

摘要

近年来,虚拟现实(VR)和增强现实(AR)技术已被证明是提高假肢康复训练系统安全性、便利性和有效性的有前途的途径。尽管它们越来越受欢迎,但当应用于复杂的运动任务时,这些范式相对于其他范式有什么优势尚不清楚。在这项研究中,我们的目标是确定哪种模式,AR或VR,更适合于完成有效使用上肢假肢所需的灵巧运动控制任务。我们评估了一群身体健全的(N=5)受试者。他们每个人分别在类似的AR和VR环境中执行50个三维物体操作任务,每个受试者进行100次试验。在每次试验中,受试者操作虚拟上肢假体,通过肌电模式识别(MPR)算法执行到达-抓住-重新定位操作。我们报告,当比较VR和AR在到达和重新定位阶段的任务表现时,所有受试者的Fitts吞吐量平均提高(+20.94%和+21.26%)。此外,我们观察到在运动的到达和重新定位阶段,总体任务完成率(+3.60%)和平均路径效率(+9.59%和+6.73%)有所增加。更重要的是,我们报告了在到达和重新定位阶段的平均任务完成时间与基于AR的试验相比有统计学意义上的显著减少(p<0.05)。基于这些功能结果,我们得出结论,作为一种范式,VR促进了更有效的运动,从而提高了任务完成率和路径效率。另一方面,与VR相比,AR允许受试者在更短的时间内完成运动任务。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
A Comparison between Virtual Reality and Augmented Reality on Upper-limb Prosthesis Control
In recent years, virtual reality (VR) and augmented reality (AR) technologies have been shown to be promising avenues for improving the security, convenience, and efficacy of rehabilitative prosthesis training systems. Despite their rise in popularity, it is still unclear what advantages these paradigms have over one another when applied to complex motor tasks. In this study, we aim to determine which paradigm, AR or VR, is better suited for the completion of dexterous motor control tasks needed for effective upper-limb prosthesis use. We evaluate a population of able-bodied (N=5) subjects. Each of them performed 50 3-dimensional object manipulation tasks in analogous AR and VR environments respectively, with 100 trials for each subject. During each trial, subjects operate a virtual upper-limb prosthesis to perform reach-grasp-relocation manipulations via a myoelectric pattern recognition (MPR) algorithm. We report an average improvement in Fitts’ throughput (+20.94% and +21.26%) from all subjects when comparing VR to AR task performance in the reach and relocation phase. Additionally, we observe an increase in overall task completion rate (+3.60%) and mean path efficiency (+9.59% and +6.73%) during the reach and relocation phases of motion. What's more, we report a statistically significant decrease in mean task completion time during both reach and relocation phases when comparing AR to VR-based trials (p<0.05). Based on these functional results, we conclude that as a paradigm, VR promotes more efficient motion, resulting in higher task completion rates and path efficiency. On the other hand, AR allows subjects to perform motor tasks with shorter time consumed compared with VR.
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