TouchMark:用于虚拟现实中上肢康复的部分触觉反馈设计

Jingjing Zhang;Mengjie Huang;Yonglin Chen;Kai-Lun Liao;Jiajia Shi;Hai-Ning Liang;Rui Yang
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摘要

虚拟现实(VR)技术的应用,尤其是在医疗康复领域的应用,已经扩展到包括触觉提示和视觉刺激。对于上肢偏瘫患者来说,带有触觉刺激的有形手柄可以提高他们进行日常活动的能力。传统的 VR 控制器不适合患者在 VR 中进行康复治疗,因此有必要设计集成跟踪装置的专用有形手柄。此外,将触觉刺激与相应的虚拟视觉效果相匹配,可以加强用户在 VR 中的体现(即拥有和控制虚拟体),这对患者使用虚拟手进行训练至关重要。已有研究表明,触觉刺激可以增强虚拟现实中的体现,而来自有形手柄的部分触觉刺激对体现的影响仍有待明确。本研究包括三项实验,旨在研究有形手柄的部分触觉反馈如何影响用户的体现,我们提出了一个名为 TouchMark 的部分触觉刺激设计概念,可以帮助用户快速连接物理世界和虚拟世界。为了评估用户在非虚拟现实环境中抓握有形手柄时的触觉和舒适感,我们在研究 1 中操纵了带有三种局部触觉因素的各种手柄。在研究 2 中,我们使用三种形式的 TouchMark 探索了部分反馈对健康用户在 VR 中使用各种有形手柄的体现的影响,而研究 3 则侧重于对患者的类似调查。这些手柄用于完成虚拟食物准备任务。这项研究通过问卷调查和访谈对有形手柄的触感和舒适度以及用户的体现进行了评估。结果表明,与无刺激相比,带有触觉线和环形的 TouchMark 能显著增强用户的体感,尤其是对病人而言。低成本和创新的 TouchMark 方法可以帮助用户,尤其是那些虚拟现实经验有限的用户,实现体现并增强他们的虚拟互动体验。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
TouchMark: Partial Tactile Feedback Design for Upper Limb Rehabilitation in Virtual Reality
The use of Virtual Reality (VR) technology, especially in medical rehabilitation, has expanded to include tactile cues along with visual stimuli. For patients with upper limb hemiplegia, tangible handles with haptic stimuli could improve their ability to perform daily activities. Traditional VR controllers are unsuitable for patient rehabilitation in VR, necessitating the design of specialized tangible handles with integrated tracking devices. Besides, matching tactile stimulation with corresponding virtual visuals could strengthen users' embodiment (i.e., owning and controlling virtual bodies) in VR, which is crucial for patients' training with virtual hands. Haptic stimuli have been shown to amplify the embodiment in VR, whereas the effect of partial tactile stimulation from tangible handles on embodiment remains to be clarified. This research, including three experiments, aims to investigate how partial tactile feedback of tangible handles impacts users' embodiment, and we proposed a design concept called TouchMark for partial tactile stimuli that could help users quickly connect the physical and virtual worlds. To evaluate users' tactile and comfort perceptions when grasping tangible handles in a non-VR setting, various handles with three partial tactile factors were manipulated in Study 1. In Study 2, we explored the effects of partial feedback using three forms of TouchMark on the embodiment of healthy users in VR, with various tangible handles, while Study 3 focused on similar investigations with patients. These handles were utilized to complete virtual food preparation tasks. The tactile and comfort perceptions of tangible handles and users' embodiment were evaluated in this research using questionnaires and interviews. The results indicate that TouchMark with haptic line and ring forms over no stimulation would significantly enhance users' embodiment, especially for patients. The low-cost and innovative TouchMark approach may assist users, particularly those with limited VR experience, in achieving the embodiment and enhancing their virtual interactive experience.
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