Makssoud Hassan El, Richards Carol L, Comeau François
CIHR Multidisciplinary Team in Locomotor Rehabilitation, Laval University, Canada.
Annu Int Conf IEEE Eng Med Biol Soc. 2009;2009:2384-7. doi: 10.1109/IEMBS.2009.5334973.
Virtual reality (VR) technology offers the opportunity to expose patients to complex physical environments without physical danger and thus provides a wide range of opportunities for locomotor training or the study of human postural and walking behavior. A VR-based locomotor training system has been developed for gait rehabilitation post-stroke. A clinical study has shown that persons after stroke are able to adapt and benefit from this novel system wherein they walk into virtual environments (VEs) on a self-paced treadmill mounted on a platform with 6 degrees of freedom. This platform is programmed to mimic changes in the terrain encountered in the VEs. While engaging in these VEs, excessive trunk movements and speed alterations have been observed, especially during the pitch perturbations accompanying uphill or downhill terrain changes. An in-depth study of the subject's behavior in relation to the platform movements revealed that the platform rotational axes need to be modified, as previously shown by Barton et al, and in addition did not consider the subject's position on the treadmill. The aim of this study was to determine an optimal solution to simulate walking in real life when engaging in VEs.
虚拟现实(VR)技术为让患者置身于复杂物理环境而不面临身体危险提供了契机,从而为运动训练或人类姿势与行走行为研究提供了广泛机会。一种基于VR的运动训练系统已被开发用于中风后的步态康复。一项临床研究表明,中风后的患者能够适应并从这个新颖的系统中受益,在该系统中,他们在安装于具有6个自由度平台上的自定步速跑步机上走进虚拟环境(VE)。这个平台经过编程以模拟在虚拟环境中遇到的地形变化。在参与这些虚拟环境时,已观察到过度的躯干运动和速度改变,特别是在上坡或下坡地形变化伴随的俯仰扰动期间。对受试者与平台运动相关行为的深入研究表明,如Barton等人之前所示,平台旋转轴需要修改,此外还未考虑受试者在跑步机上的位置。本研究的目的是确定在参与虚拟环境时模拟现实生活中行走的最佳解决方案。