Gerber Stephan M, Muri Rene M, Mosimann Urs P, Nef Tobias, Urwyler Prabitha
Annu Int Conf IEEE Eng Med Biol Soc. 2018 Jul;2018:1-4. doi: 10.1109/EMBC.2018.8513003.
After severe injury or neurodegenerative disorders patients often experience long-term functional deficits, resulting in a reduction o performance in activities of daily living (ADL). Given their direct relevance to everyday functioning and quality of life, neurorehabilitative programs using simulated ADL's have seen increased interest recently. One of the core elements in simulated ADL's is the interface between the user and the virtual environment, which has a high impact on the therapeutic outcome. The aim of this study was to nalyze the feasibility of a simple virtual ADL (tea preparation task) using two different input devices. The tea preparation task setup consisted of a computer rendering the virtual environment, a head-mounted display (HMD) to visually present the ADL, and two input devices (mouse and handheld controller) to guide virtual hands in the virtual environment. A total of 24 healthyyoung adults performed the tea preparation task after which workload, usability, immersion and presence was rated. The handheld controller was rated significantly lower workload and higher usability than the mouse input device. Also, the sense of being there (immersion) and spatial presence ratings for the task and setup were close to the maximum score of 5. Thus, the handheld controller outperformed the mouse, suggesting that user interaction in the virtual environment with the handheld controller is similar to the real world and intuitive to use. Overall, the simulated ADL implemented with VR technology is feasible for diagnostic and rehabilitative purposes in patients experiencing long-term functional deficits.
在遭受严重损伤或患有神经退行性疾病后,患者常常会经历长期的功能缺陷,导致日常生活活动(ADL)表现下降。鉴于其与日常功能和生活质量直接相关,使用模拟ADL的神经康复计划最近受到了越来越多的关注。模拟ADL的核心要素之一是用户与虚拟环境之间的界面,这对治疗效果有很大影响。本研究的目的是分析使用两种不同输入设备进行简单虚拟ADL(泡茶任务)的可行性。泡茶任务设置包括一台渲染虚拟环境的计算机、一个用于视觉呈现ADL的头戴式显示器(HMD)以及两个用于在虚拟环境中引导虚拟手的输入设备(鼠标和手持控制器)。共有24名健康的年轻人执行了泡茶任务,之后对工作量、可用性、沉浸感和临场感进行了评分。与鼠标输入设备相比,手持控制器的工作量评分显著更低,可用性评分更高。此外,该任务和设置的身临其境感(沉浸感)和空间临场感评分接近满分5分。因此,手持控制器的表现优于鼠标,这表明在虚拟环境中使用手持控制器进行用户交互类似于现实世界,且易于使用。总体而言,采用虚拟现实技术实现的模拟ADL对于有长期功能缺陷的患者进行诊断和康复治疗是可行的。