Harrison A, Derwent G, Enticknap A, Rose F D, Attree E A
Department of Clinical Psychology, Astley Ainslie Hospital, 133 Grange Loan, Edinburgh, UK.
Disabil Rehabil. 2002;24(11-12):599-606. doi: 10.1080/09638280110111360.
The current paper provides quantitative and qualitative data concerning the application of two virtual environments to the assessment and training of inexperienced powered wheelchair users, both in terms of the ability to control the chair accurately without hitting objects in the environment (manoeuvrability) and in terms of being able to find ones way around a complex environment without becoming lost (route-finding).
Six novice powered wheelchair users participated in the project, completing either the manoeuvrability or route finding components of the study. Performance measures were taken in real life pre and post training and throughout virtual reality sessions. Participants also completed a questionnaire regarding the aesthetics of the virtual environments and aspects of the powered wheelchair simulation.
The participants rated the aesthetics of the virtual environments positively and engaged well with the virtual system. However, they found the manoeuvrability tasks considerably more difficult in virtual reality (VR) than in real life. Some difficulties with controlling the simulated wheelchair were apparent. Some improvements on virtual and real life manoeuvrability tasks and route finding were noted following conventional and virtual training.
The study indicated that the two virtual environments represent a potentially useful means of assessing and training novice powered wheelchair users. The virtual environments however must become less challenging if they are to represent a motivating and effective means of improving performance. Further development of the way in which wheelchair movement is controlled and simulated represents a key element in this multi stage project.
本文提供了关于两种虚拟环境在评估和训练无经验的电动轮椅使用者方面的定量和定性数据,涉及准确控制轮椅而不撞到环境中的物体的能力(可操作性)以及在复杂环境中不迷路找到出路的能力(路径寻找)。
六名电动轮椅新手参与了该项目,完成了研究中的可操作性或路径寻找部分。在现实生活中的训练前后以及整个虚拟现实环节中都进行了性能测量。参与者还完成了一份关于虚拟环境美学和电动轮椅模拟方面的问卷。
参与者对虚拟环境的美学给予了积极评价,并与虚拟系统有良好互动。然而,他们发现虚拟现实(VR)中的可操作性任务比现实生活中困难得多。控制模拟轮椅存在一些明显困难。在传统训练和虚拟训练之后,虚拟和现实生活中的可操作性任务以及路径寻找都有一些改进。
该研究表明,这两种虚拟环境是评估和训练电动轮椅新手的一种潜在有用手段。然而,如果虚拟环境要成为提高性能的一种激励性和有效手段,就必须降低挑战性。轮椅运动控制和模拟方式的进一步发展是这个多阶段项目的关键要素。