Physical Therapy Department, The Stanley Steyer School of Health Profession, Faculty of Medicine, Tel Aviv University, Ramat Aviv 69978, Israel.
IEEE Trans Neural Syst Rehabil Eng. 2012 Nov;20(6):778-87. doi: 10.1109/TNSRE.2012.2206117. Epub 2012 Aug 14.
Virtual reality environments are increasingly being used for upper limb rehabilitation in poststroke patients. Our goal was to determine if arm reaching movements made in a 2-D video-capture virtual reality environment are similar to those made in a comparable physical environment. We compared arm and trunk kinematics for reaches made with the right, dominant arm to three targets (14 trials per target) in both environments by 16 adults with right poststroke hemiparesis and by eight healthy age-matched controls. Movement kinematics were recorded with a three-camera optoelectronic system at 100 samples/s. Reaching movements made by both control and stroke subjects were affected by viewing the targets in the video-capture 2-D virtual environment. Movements were slower, shorter, less straight, less accurate and involved smaller ranges of shoulder and elbow joint excursions for target reaches in the virtual environment compared to the physical environment in all subjects. Thus, there was a decrease in the overall movement quality for movements made in the 2-D virtual environment. This suggests that 2-D video-capture virtual reality environments should be used with caution when the goal of the rehabilitation program is to improve the quality of movement patterns of the upper limb.
虚拟现实环境正越来越多地用于脑卒中患者的上肢康复。我们的目的是确定在二维视频捕捉虚拟现实环境中进行的手臂伸展运动是否与在可比的物理环境中进行的运动相似。我们比较了 16 名右侧脑卒中偏瘫的成年人和 8 名年龄匹配的健康对照组在这两种环境中用右手优势臂进行的三次目标(每个目标 14 次试验)的手臂和躯干运动学。运动学使用三摄像机光电系统以 100 个样本/秒记录。观看视频捕捉二维虚拟环境中的目标会影响控制组和脑卒中组患者的运动。与物理环境相比,在所有受试者中,虚拟环境中的目标到达运动速度较慢、较短、不直、不准确,并且肩部和肘部关节的运动范围较小。因此,二维虚拟环境中的整体运动质量下降。这表明,当康复计划的目标是改善上肢运动模式的质量时,应谨慎使用二维视频捕捉虚拟现实环境。