模拟青光眼损伤与静姿姿势威胁的关系。

IF 4.4 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS
Virtual Reality Pub Date : 2025-01-01 Epub Date: 2025-01-31 DOI:10.1007/s10055-024-01082-0
Lisa K Lavalle, Nora Pourhashemi, Taylor W Cleworth
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引用次数: 0

摘要

青光眼引起的周边视野缺损已被证明会导致平衡障碍和对跌倒的恐惧。目前,还没有研究青光眼患者害怕跌倒和安静姿势之间的关系。因此,本研究旨在研究暴露于模拟青光眼损伤的健康个体中,虚拟高度诱导的姿势威胁对平衡控制的影响。参与者站在一个测力板上测量运动反应,同时佩戴虚拟现实(VR)头戴式显示器(HMD),该显示器也跟踪头部位置。表面肌电图(EMG)也用于测量踝关节稳定肌的肌肉活动。试验进行了60次,两次在地面水平,两次在距离地面7米的地方,每次都让参与者暴露在正常视力和vr模拟的青光眼损伤中。收集皮肤电活动,并在每次试验后完成问卷调查,以评估姿势威胁的心理方面。总体而言,当视力正常的参与者经历高度引起的恐惧时,他们对直立姿势的控制更严格(与平衡相关的运动幅度减少,频率增加);然而,在模拟青光眼条件下没有观察到这一点。因此,青光眼患者的平衡缺陷可能是由对跌倒的恐惧介导的,从而导致了意想不到的体位策略。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
The relationship between a simulated glaucoma impairment and postural threat on quiet stance.

Peripheral visual field deficits developed through glaucoma have been shown to contribute to balance deficits and a fear of falling. Currently, there is no work that examines the relationship between fear of falling and quiet stance among glaucoma patients. Therefore, this study aimed to examine the impact of a virtual height-induced postural threat on balance control among healthy individuals exposed to a simulated glaucoma impairment. Participants stood on a force plate to measure kinetic responses while wearing a virtual reality (VR) head-mounted display (HMD) which also tracked head position. Surface electromyography (EMG) was also used to measure muscle activity from ankle stabilizing muscles. Trials were 60 s, with two at ground level and two at 7 virtual meters above ground, each exposing participants to normal vision and a VR-simulated glaucoma impairment. Electrodermal activity was collected, and questionnaires were completed following each trial to evaluate psychological aspects of the postural threat. Overall, while experiencing height-induced fear with normal vision, participants developed a tighter control of upright stance (decreased amplitude and increased frequency of balance-related movement); however, this was not observed for the simulated glaucoma conditions. Therefore, balance deficits among glaucoma patients may be mediated by fear of falling contributing to an unexpected postural strategy.

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来源期刊
Virtual Reality
Virtual Reality COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS-COMPUTER SCIENCE, SOFTWARE ENGINEERING
CiteScore
8.30
自引率
14.30%
发文量
95
审稿时长
>12 weeks
期刊介绍: The journal, established in 1995, publishes original research in Virtual Reality, Augmented and Mixed Reality that shapes and informs the community. The multidisciplinary nature of the field means that submissions are welcomed on a wide range of topics including, but not limited to: Original research studies of Virtual Reality, Augmented Reality, Mixed Reality and real-time visualization applications Development and evaluation of systems, tools, techniques and software that advance the field, including: Display technologies, including Head Mounted Displays, simulators and immersive displays Haptic technologies, including novel devices, interaction and rendering Interaction management, including gesture control, eye gaze, biosensors and wearables Tracking technologies VR/AR/MR in medicine, including training, surgical simulation, rehabilitation, and tissue/organ modelling. Impactful and original applications and studies of VR/AR/MR’s utility in areas such as manufacturing, business, telecommunications, arts, education, design, entertainment and defence Research demonstrating new techniques and approaches to designing, building and evaluating virtual and augmented reality systems Original research studies assessing the social, ethical, data or legal aspects of VR/AR/MR.
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