虚拟脚的实施方式与目标步进任务中的运动性能相关:一项初步研究

IF 3.2 Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING
Alex van den Berg, B. D. Vries, Zoë Breedveld, Annelouk van Mierlo, Marnix Tijhuis, L. Marchal-Crespo
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引用次数: 0

摘要

沉浸式虚拟现实(IVR)因其增加患者动力和参与度的潜力而在神经康复领域广受欢迎。IVR界面的一个关键但相对未探索的方面是患者在虚拟世界中的表现,例如用化身。与化身相比,更高水平的化身已被证明可以增强上肢训练期间的运动表现,并有可能用于增强神经康复。然而,化身化身与步态表现之间的关系仍未得到探索。在这项工作中,我们展示了一项针对12名健康年轻参与者的试点研究的结果,该研究评估了在16个虚拟目标的轨迹上行走时,不同的虚拟下肢表示对足部放置准确性的影响。我们比较了三个级别的虚拟表示:i)全身化身,ii)只有脚,以及iii)没有表示。使用标准VR跟踪器来计算全身跟踪,以使化身与参与者的运动同步。脚部放置精度测量为脚部质心与选定虚拟目标中心之间的距离。此外,我们通过问卷调查评估了每个虚拟表示的实施水平。我们的研究结果表明,与没有虚拟表示相比,脚的放置精度随着某种形式的虚拟表示(全身或脚)而提高。然而,脚部和全身表示在准确性上没有显示出显著差异。重要的是,我们发现脚的表现水平与放置的脚和目标之间的距离之间存在负相关。然而,对于全身表现没有发现这种相关性。我们的研究结果强调了在执行需要准确放置脚部的任务时,体现脚部虚拟表示的重要性。然而,显示全身化身似乎并不能进一步提高准确性。此外,我们的结果表明,虚拟脚的实施水平可能会调节该步进任务中的运动性能。这项工作推动了未来对实施虚拟表示对运动控制的影响的研究,以用于IVR步态康复。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Embodiment of virtual feet correlates with motor performance in a target-stepping task: a pilot study
Immersive Virtual Reality (IVR) has gained popularity in neurorehabilitation for its potential to increase patients’ motivation and engagement. A crucial yet relatively unexplored aspect of IVR interfaces is the patients’ representation in the virtual world, such as with an avatar. A higher level of embodiment over avatars has been shown to enhance motor performance during upper limb training and has the potential to be employed to enhance neurorehabilitation. However, the relationship between avatar embodiment and gait performance remains unexplored. In this work, we present the results of a pilot study with 12 healthy young participants that evaluates the effect of different virtual lower limb representations on foot placement accuracy while stepping over a trail of 16 virtual targets. We compared three levels of virtual representation: i) a full-body avatar, ii) only feet, and iii) no representation. Full-body tracking is computed using standard VR trackers to synchronize the avatar with the participants’ motions. Foot placement accuracy is measured as the distance between the foot’s center of mass and the center of the selected virtual target. Additionally, we evaluated the level of embodiment over each virtual representation through a questionnaire. Our findings indicate that foot placement accuracy increases with some form of virtual representation, either full-body or foot, compared to having no virtual representation. However, the foot and full-body representations do not show significant differences in accuracy. Importantly, we found a negative correlation between the level of embodiment of the foot representation and the distance between the placed foot and the target. However, no such correlation was found for the full-body representation. Our results highlight the importance of embodying a virtual representation of the foot when performing a task that requires accurate foot placement. However, showing a full-body avatar does not appear to further enhance accuracy. Moreover, our results suggest that the level of embodiment of the virtual feet might modulate motor performance in this stepping task. This work motivates future research on the effect of embodiment over virtual representations on motor control to be exploited for IVR gait rehabilitation.
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来源期刊
CiteScore
5.80
自引率
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审稿时长
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