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    虚拟现实 (VR) 在设计上肢假肢方面表现有前途,尽管性能因控制模式而异. 模式识别控制在VR中保持了一致的性能,表明它适合这个平台.

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    科学领域:

    • 康复工程 康复工程
    • 人与计算机的交互
    • 假肢设计 假肢设计

    背景情况:

    • 虚拟现实 (VR) 为开发和评估上肢假肢提供了一个潜在的平台.
    • 将VR与物理设备 (PD) 进行比较对于了解VR在假肢设计中的局限性和好处至关重要.

    研究的目的:

    • 研究VR作为早期上肢假肢设计和评估的平台.
    • 在VR和PD设置中比较不同假肢控制模式 (直接控制,模式识别,持续控制) 的性能,认知工作量和可用性.

    主要方法:

    • 在VR和PD环境中测试了三种控制模式 (DC,PR,CC).
    • 在每个模式和设置中测量了任务性能,认知工作量和可用性.
    • 分析的重点是VR和PD评估之间的差异和一致性.

    主要成果:

    • 任务性能在VR中通常低于DC和CC模式的PD,这是由于触觉反和空间需求减少.
    • PR模式在VR和PD中表现出一致的性能,显示了对VR感官限制的弹性.
    • 认知工作量有所不同:由于视觉辅助,DC在VR中的工作量较低,而PR和CC由于模拟控制需求在VR中的工作量较高.
    • 在所有设置和控制模式中,可用性是一致的,为早期评估验证了VR.

    结论:

    • 虚拟现实是一种可靠且潜在的成本效益高的平台,用于早期假肢评估和算法改进.
    • 模式识别控制非常适合基于VR的假肢开发.
    • 需要像触觉反这样的改进来提高VR在先进假肢设计和开发中的适用性.