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Visual Feedback and Guided Balance Training in an Immersive Virtual Reality Environment for Lower Extremity
Sydney Segear1, Vuthea Chheang2, Lauren Baron1
1Department of Computer and Information Sciences, University of Delaware, Newark, DE, USA.
Virtual reality balance training enhances rehabilitation by offering real-time feedback. A positive-reinforcement coaching style and first-person viewpoint improved participant performance and stability in lower extremity balance exercises.
Area of Science:
- Rehabilitation Medicine
- Human-Computer Interaction
- Virtual Reality
Background:
- Balance training is crucial for physical rehabilitation, improving mobility and cognitive function.
- Conventional methods lack motivation, real-time feedback, and personalization.
- Virtual reality (VR) offers potential solutions to these limitations.
Purpose of the Study:
- To present an immersive VR environment for lower extremity balance rehabilitation.
- To evaluate the impact of different coaching styles (positive-reinforcement vs. autonomous-supportive) and avatar viewpoints (first-person vs. third-person) on user performance and experience.
Main Methods:
- Development of an immersive VR balance training environment with a virtual coach and trainee avatar.
- Implementation of two coaching styles and two avatar viewpoints.
- User study with 16 healthy participants to assess performance and subjective experience.
Main Results:
- Participants performed better with the positive-reinforcement coaching style.
- Third-person viewpoint showed more stability with positive-reinforcement.
- First-person viewpoint yielded stronger performance in the autonomous-supportive style.
Conclusions:
- The proposed VR balance training provides an interactive and engaging rehabilitation tool.
- Positive-reinforcement coaching and specific viewpoints can enhance balance training outcomes.
- VR offers promising avenues for future lower extremity rehabilitation research.
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