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沉浸式虚拟现实学习外骨类虚拟行走:一个可行性研究

Antonio Rodríguez-Fernández1,2, Alex van den Berg3, Salvatore Luca Cucinella4,5

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虚拟现实 (VR) 训练对外骨步行任务需要量身定制的视角和视觉反单个子任务,以获得最佳的运动学习. 这种方法增强了对有感觉运动障碍的人的康复.

关键词:
增强的反增强了反.在头部安装的显示器.沉浸式虚拟现实沉浸式虚拟现实下肢的下肢是什么意思运动学习是指运动学习.一个人的视角,一个人的观点.脊髓损伤导致的脊髓损伤虚拟现实虚拟现实就是虚拟现实.视觉反 视觉反是一种视觉反.步行 走路 走路可穿戴的外骨架可以穿戴.

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科学领域:

  • 康复机器人 康复机器人
  • 运动学习是指运动学习.
  • 虚拟现实 (VR) 应用程序

背景情况:

  • 虚拟现实 (VR) 和沉浸式虚拟现实 (IVR) 对于运动 (再) 学习是有效的,低成本的头戴显示器 (HMD) 使它们成为可行的康复工具.
  • 为复杂的运动任务设计有效的IVR环境,例如用下肢外骨架启动步行,仍然是一个挑战.
  • 复杂的步行任务包括重量转移,干部稳定和步骤启动等子任务,需要特定的训练策略.

研究的目的:

  • 调查VR中的最佳设计元素,以增强复杂的虚拟步行任务的运动学习.
  • 为了确定不同虚拟现实 (VR) 视角和视觉反的有效性,用于训练外骨架辅助行走.

主要方法:

  • 开发了一个模拟虚拟行走的HMD-IVR系统,用于控制可穿戴的下肢外骨架.
  • 对40名健康参与者进行了一项实验,比较第一人称 (1PP) 与第三人称 (3PP) 的视角以及并发的视觉反.
  • 评估行走表现 (步骤,干倾斜,步伐长度),实施方式,可用性,网络疾病和感知的工作量.

主要成果:

  • 所有参与者都成功地学习了虚拟步行任务.
  • 没有一个单独的视角和反的组合普遍改善了所有子任务的学习;最佳的培训是特定于子任务的.
  • 报告了高水平的化身体现和低的网络疾病,但认知负载仍然很高,影响了可用性.

结论:

  • 分任务的顺序训练,使用定制的视角和视觉反的组合,最大限度地提高了复杂的步行任务的运动学习.
  • 这些发现为开发先进的IVR系统提供了关键的见解,以帮助有感觉运动障碍的人学会用外骨行走.
  • 优化VR设计元素是提高基于外骨的康复疗法的关键.