使用智能可穿戴传感器的上肢康复虚拟治疗游戏
Virtual Therapy Exergame for Upper Extremity Rehabilitation Using Smart Wearable Sensors
摘要:
虚拟现实(VR)已被用于多种应用,并已显示出巨大的潜力,康复,特别是家庭治疗。然而,这些系统仅依赖于来自VR手部控制器的信息,无法完全捕捉关节的个体运动。在本文中,我们提出了一个创造性的VR治疗exergame上肢康复使用多维达到的任务,同时捕捉手的运动从VR控制器和肘关节运动从一个灵活的碳纳米管套管。我们对非临床参与者(n = 12,7 F)进行了初步研究。在一项2x2受试者内研究(方向(垂直,水平)x配置(平面,弯曲))中,我们评估了exergame在不同研究条件下的有效性和乐趣。结果表明,在两种取向之间的任务完成时间有统计上的显着差异。然而,没有显着差异,发现在虚拟exergame的方向和配置的错误的数量。这可以导致定制治疗,同时保持相同的强度水平。也就是说,如果患者下肢活动受限并且需要坐着,则他们可以互换地使用取向。从碳纳米管套管产生的电阻变化的结果显示,在垂直方向上的平坦配置比其他条件诱导更多的肘部拉伸。最后,我们报告了在不同的研究条件下,基于可用性和用户体验的问卷调查的主观测量。总之,建议的VR exergame有潜力作为一个多模式的感觉工具,个性化的上肢家庭为基础的治疗和远程康复。
英文摘要:
Virtual Reality (VR) has been utilized for several applications and has shown great potential for rehabilitation, especially for home therapy. However, these systems solely rely on information from VR hand controllers, which do not fully capture the individual movement of the joints. In this paper, we propose a creative VR therapy exergame for upper extremity rehabilitation using multi-dimensional reaching tasks while simultaneously capturing hand movement from the VR controllers and elbow joint movement from a flexible carbon nanotube sleeve. We conducted a preliminary study with non-clinical participants (n = 12, 7 F). In a 2x2 within-subjects study (orientation (vertical, horizontal) x configuration (flat, curved)), we evaluated the effectiveness and enjoyment of the exergame in different study conditions. The results show that there was a statistically significant difference in terms of task completion time between the two orientations. However, no significant differences were found in the number of mistakes in both orientation and configuration of the virtual exergame. This can lead to customizing therapy while maintaining the same level of intensity. That is, if a patient has restricted lower limb mobility and requires to be seated, they can use the orientations interchangeably. The results of resistance change generated from the carbon nanotube sleeve revealed that the flat configuration in the vertical orientation induced more elbow stretches than the other conditions. Finally, we reported the subjective measures based on questionnaires for usability and user experience in different study conditions. In conclusion, the proposed VR exergame has the potential as a multimodal sensory tool for personalized upper extremity home-based therapy and telerehabilitation.
机构、总结、中文摘要均由AI分析而来,可能存在错误,请以论文正文为准。