• 文献检索
  • 文档翻译
  • 深度研究
  • 学术资讯
  • Suppr Zotero 插件Zotero 插件
  • 邀请有礼
  • 套餐&价格
  • 历史记录
应用&插件
Suppr Zotero 插件Zotero 插件浏览器插件Mac 客户端Windows 客户端微信小程序
定价
高级版会员购买积分包购买API积分包
服务
文献检索文档翻译深度研究API 文档MCP 服务
关于我们
关于 Suppr公司介绍联系我们用户协议隐私条款
关注我们

Suppr 超能文献

核心技术专利:CN118964589B侵权必究
粤ICP备2023148730 号-1Suppr @ 2026

文献检索

告别复杂PubMed语法,用中文像聊天一样搜索,搜遍4000万医学文献。AI智能推荐,让科研检索更轻松。

立即免费搜索

文件翻译

保留排版,准确专业,支持PDF/Word/PPT等文件格式,支持 12+语言互译。

免费翻译文档

深度研究

AI帮你快速写综述,25分钟生成高质量综述,智能提取关键信息,辅助科研写作。

立即免费体验

以用户为中心的虚拟环境设计用于虚拟康复。

User-centered virtual environment design for virtual rehabilitation.

机构信息

School of Health Professions, University of Alabama-Birmingham, Birmingham, AL, USA.

出版信息

J Neuroeng Rehabil. 2010 Feb 19;7:11. doi: 10.1186/1743-0003-7-11.

DOI:10.1186/1743-0003-7-11
PMID:20170519
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC2837672/
Abstract

BACKGROUND

As physical and cognitive rehabilitation protocols utilizing virtual environments transition from single applications to comprehensive rehabilitation programs there is a need for a new design cycle methodology. Current human-computer interaction designs focus on usability without benchmarking technology within a user-in-the-loop design cycle. The field of virtual rehabilitation is unique in that determining the efficacy of this genre of computer-aided therapies requires prior knowledge of technology issues that may confound patient outcome measures. Benchmarking the technology (e.g., displays or data gloves) using healthy controls may provide a means of characterizing the "normal" performance range of the virtual rehabilitation system. This standard not only allows therapists to select appropriate technology for use with their patient populations, it also allows them to account for technology limitations when assessing treatment efficacy.

METHODS

An overview of the proposed user-centered design cycle is given. Comparisons of two optical see-through head-worn displays provide an example of benchmarking techniques. Benchmarks were obtained using a novel vision test capable of measuring a user's stereoacuity while wearing different types of head-worn displays. Results from healthy participants who performed both virtual and real-world versions of the stereoacuity test are discussed with respect to virtual rehabilitation design.

RESULTS

The user-centered design cycle argues for benchmarking to precede virtual environment construction, especially for therapeutic applications. Results from real-world testing illustrate the general limitations in stereoacuity attained when viewing content using a head-worn display. Further, the stereoacuity vision benchmark test highlights differences in user performance when utilizing a similar style of head-worn display. These results support the need for including benchmarks as a means of better understanding user outcomes, especially for patient populations.

CONCLUSIONS

The stereoacuity testing confirms that without benchmarking in the design cycle poor user performance could be misconstrued as resulting from the participant's injury state. Thus, a user-centered design cycle that includes benchmarking for the different sensory modalities is recommended for accurate interpretation of the efficacy of the virtual environment based rehabilitation programs.

摘要

背景

随着利用虚拟环境进行的物理和认知康复方案从单一应用过渡到综合康复方案,需要一种新的设计周期方法。当前的人机交互设计侧重于可用性,而在用户参与的设计周期中没有对技术进行基准测试。虚拟康复领域的独特之处在于,要确定此类计算机辅助疗法的疗效,就需要先了解可能影响患者结果测量的技术问题。使用健康对照者对技术(例如,显示器或数据手套)进行基准测试,可以提供一种方法来描述虚拟康复系统的“正常”性能范围。该标准不仅允许治疗师为其患者群体选择合适的技术,还允许他们在评估治疗效果时考虑技术限制。

方法

给出了拟议的以用户为中心的设计周期概述。对两种光学透视头戴式显示器的比较提供了基准测试技术的示例。使用一种新型的视觉测试来获取基准,该测试能够在佩戴不同类型的头戴式显示器时测量用户的立体视锐度。讨论了在虚拟康复设计方面,佩戴不同类型的头戴式显示器的健康参与者执行虚拟和真实版本的立体视锐度测试的结果。

结果

以用户为中心的设计周期认为,基准测试应先于虚拟环境的构建,尤其是对于治疗应用。来自真实世界测试的结果说明了在使用头戴式显示器查看内容时获得的立体视锐度的一般局限性。此外,立体视锐度视觉基准测试突出了在使用类似风格的头戴式显示器时用户性能的差异。这些结果支持将基准测试作为更好地理解用户结果的一种手段的需求,尤其是对于患者群体。

结论

立体视锐度测试证实,如果在设计周期中没有进行基准测试,那么用户表现不佳可能会被误解为是参与者的受伤状态所致。因此,建议采用以用户为中心的设计周期,其中包括对不同感觉模式的基准测试,以便准确解释基于虚拟环境的康复方案的疗效。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/a0b2/2837672/18f6bd29b217/1743-0003-7-11-8.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/a0b2/2837672/171bb039a18e/1743-0003-7-11-1.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/a0b2/2837672/45c57658963e/1743-0003-7-11-2.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/a0b2/2837672/04bdcf92a95e/1743-0003-7-11-3.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/a0b2/2837672/1d0926277c4f/1743-0003-7-11-4.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/a0b2/2837672/5ea6db5152b4/1743-0003-7-11-5.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/a0b2/2837672/368b53c99efb/1743-0003-7-11-6.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/a0b2/2837672/58adef6a4830/1743-0003-7-11-7.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/a0b2/2837672/18f6bd29b217/1743-0003-7-11-8.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/a0b2/2837672/171bb039a18e/1743-0003-7-11-1.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/a0b2/2837672/45c57658963e/1743-0003-7-11-2.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/a0b2/2837672/04bdcf92a95e/1743-0003-7-11-3.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/a0b2/2837672/1d0926277c4f/1743-0003-7-11-4.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/a0b2/2837672/5ea6db5152b4/1743-0003-7-11-5.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/a0b2/2837672/368b53c99efb/1743-0003-7-11-6.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/a0b2/2837672/58adef6a4830/1743-0003-7-11-7.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/a0b2/2837672/18f6bd29b217/1743-0003-7-11-8.jpg

相似文献

1
User-centered virtual environment design for virtual rehabilitation.以用户为中心的虚拟环境设计用于虚拟康复。
J Neuroeng Rehabil. 2010 Feb 19;7:11. doi: 10.1186/1743-0003-7-11.
2
Controlling motion sickness and spatial disorientation and enhancing vestibular rehabilitation with a user-worn see-through display.使用可穿戴式透视显示器控制晕车和空间定向障碍,并增强前庭康复。
Laryngoscope. 2011 Jan;121 Suppl 2(0 2):S17-35. doi: 10.1002/lary.21373.
3
Development of a data management tool for investigating multivariate space and free will experiences in virtual reality.用于研究虚拟现实中多元空间和自由意志体验的数据管理工具的开发。
Appl Psychophysiol Biofeedback. 2005 Sep;30(3):319-31. doi: 10.1007/s10484-005-6386-y.
4
Reaction time for processing visual stimulus in a computer-assisted rehabilitation environment.在计算机辅助康复环境中处理视觉刺激的反应时间。
Disabil Rehabil Assist Technol. 2017 Oct;12(7):725-729. doi: 10.1080/17483107.2016.1253118. Epub 2016 Dec 7.
5
Assessing usability of eHealth technology: A comparison of usability benchmarking instruments.评估电子健康技术的可用性:可用性基准测试工具比较。
Int J Med Inform. 2019 Aug;128:24-31. doi: 10.1016/j.ijmedinf.2019.05.001. Epub 2019 May 5.
6
Virtual Coaching for Rehabilitation: The Participatory Design Experience of the vCare Project.虚拟康复辅导:vCare 项目的参与式设计经验。
Front Public Health. 2021 Dec 2;9:748307. doi: 10.3389/fpubh.2021.748307. eCollection 2021.
7
Performance and comfort on near-eye computer displays.近眼式计算机显示器的性能与舒适度。
Optom Vis Sci. 2002 May;79(5):306-12. doi: 10.1097/00006324-200205000-00010.
8
Head-mounted displays for clinical virtual reality applications: pitfalls in understanding user behavior while using technology.用于临床虚拟现实应用的头戴式显示器:使用技术时理解用户行为的陷阱。
Cyberpsychol Behav. 2006 Oct;9(5):591-602. doi: 10.1089/cpb.2006.9.591.
9
Performance-driven facial animation: basic research on human judgments of emotional state in facial avatars.基于表现的面部动画:关于人类对面部虚拟形象情绪状态判断的基础研究。
Cyberpsychol Behav. 2001 Aug;4(4):471-87. doi: 10.1089/109493101750527033.
10
Comparison of grasping movements made by healthy subjects in a 3-dimensional immersive virtual versus physical environment.健康受试者在三维沉浸式虚拟环境与物理环境中进行抓握动作的比较。
Acta Psychol (Amst). 2011 Sep;138(1):126-34. doi: 10.1016/j.actpsy.2011.05.015.

引用本文的文献

1
Human-centered design of a novel soft exosuit for post-stroke gait rehabilitation.一种用于中风后步态康复的新型柔软外骨骼套装的以人为本设计。
J Neuroeng Rehabil. 2024 Apr 24;21(1):62. doi: 10.1186/s12984-024-01356-3.
2
Design of Virtual Reality Exergames for Upper Limb Stroke Rehabilitation Following Iterative Design Methods: Usability Study.基于迭代设计方法的上肢中风康复虚拟现实运动游戏设计:可用性研究
JMIR Serious Games. 2024 Jan 11;12:e48900. doi: 10.2196/48900.
3
Method for the Development of Accessible Mobile Serious Games for Children with Autism Spectrum Disorder.

本文引用的文献

1
Multifocal planes head-mounted displays.多焦平面头戴式显示器。
Appl Opt. 2000 Jul 1;39(19):3209-15. doi: 10.1364/ao.39.003209.
2
Human Experience Modeler: context-driven cognitive retraining to facilitate transfer of learning.人类体验建模师:情境驱动的认知再训练以促进学习迁移。
Cyberpsychol Behav. 2006 Apr;9(2):183-7. doi: 10.1089/cpb.2006.9.183.
3
A virtual reality scenario for all seasons: the virtual classroom.适用于所有季节的虚拟现实场景:虚拟教室。
为自闭症谱系障碍儿童开发可访问的移动严肃游戏的方法。
Int J Environ Res Public Health. 2022 Mar 24;19(7):3844. doi: 10.3390/ijerph19073844.
4
Applying User-Centered Design Methods to the Development of an mHealth Application for Use in the Hospital Setting by Patients and Care Partners.运用以用户为中心的设计方法开发一款移动医疗应用程序,供医院环境中的患者和护理伙伴使用。
Appl Clin Inform. 2018 Apr;9(2):302-312. doi: 10.1055/s-0038-1645888. Epub 2018 May 9.
5
Effects of neurofeedback and computer-assisted cognitive rehabilitation on relative brain wave ratios and activities of daily living of stroke patients: a randomized control trial.神经反馈和计算机辅助认知康复对中风患者相对脑电波比率及日常生活活动的影响:一项随机对照试验。
J Phys Ther Sci. 2016 Jul;28(7):2154-8. doi: 10.1589/jpts.28.2154. Epub 2016 Jul 29.
6
Workstations for people with disabilities: an example of a virtual reality approach.面向残疾人的工作站:虚拟现实方法的一个实例。
Int J Occup Saf Ergon. 2016 Sep;22(3):367-73. doi: 10.1080/10803548.2015.1131069. Epub 2016 Apr 21.
7
Perspectives on Active Video Gaming as a New Frontier in Accessible Physical Activity for Youth With Physical Disabilities.关于主动式电子游戏作为身体残疾青少年可及体育活动新领域的观点
Phys Ther. 2016 Apr;96(4):521-32. doi: 10.2522/ptj.20140258. Epub 2015 Aug 27.
8
Effects of computer assisted cognitive rehabilitation on brain wave, memory and attention of stroke patients: a randomized control trial.计算机辅助认知康复对脑卒中患者脑电波、记忆和注意力的影响:一项随机对照试验
J Phys Ther Sci. 2015 Apr;27(4):1029-32. doi: 10.1589/jpts.27.1029. Epub 2015 Apr 30.
CNS Spectr. 2006 Jan;11(1):35-44. doi: 10.1017/s1092852900024196.
4
Virtual reality in brain damage rehabilitation: review.虚拟现实在脑损伤康复中的应用:综述
Cyberpsychol Behav. 2005 Jun;8(3):241-62; discussion 263-71. doi: 10.1089/cpb.2005.8.241.
5
Video capture virtual reality as a flexible and effective rehabilitation tool.视频捕捉虚拟现实作为一种灵活且有效的康复工具。
J Neuroeng Rehabil. 2004 Dec 20;1(1):12. doi: 10.1186/1743-0003-1-12.
6
Applications of virtual environments in medicine.虚拟环境在医学中的应用。
Methods Inf Med. 2003;42(5):524-34.
7
Stereoacuity at distance and near.远近距离立体视锐度。
Optom Vis Sci. 2002 Dec;79(12):771-8. doi: 10.1097/00006324-200212000-00009.
8
Effectiveness of virtual reality-based pain control with multiple treatments.基于虚拟现实的多种治疗方式用于疼痛控制的有效性
Clin J Pain. 2001 Sep;17(3):229-35. doi: 10.1097/00002508-200109000-00007.
9
Training in virtual environments: transfer to real world tasks and equivalence to real task training.虚拟环境中的训练:向现实世界任务的迁移以及与现实任务训练的等效性。
Ergonomics. 2000 Apr;43(4):494-511. doi: 10.1080/001401300184378.
10
The use of virtual reality exposure in the treatment of anxiety disorders.虚拟现实暴露疗法在焦虑症治疗中的应用。
Behav Modif. 1999 Oct;23(4):507-25. doi: 10.1177/0145445599234001.