IEEE Trans Neural Syst Rehabil Eng. 2022;30:2322-2331. doi: 10.1109/TNSRE.2022.3198243. Epub 2022 Aug 22.
In an augmented reality environment, the range of possible real-time visual feedback is extensive. This study aimed to compare the impact of six scenarios in augmented reality combining four visual feedback characteristics on achieving a target walking speed. The six scenarios have been developed for Microsoft Hololens augmented reality headset. The four feedback characteristics that we have varied were: Color; Spatial anchoring; Speed of the feedback, and Persistence. Each characteristic could have different values (for example, the color could be unicolor, bicolor, or gradient). Participants had to walk for two consecutive walking trials for each scenario: at their maximal speed and an intermediate speed. Mean speed, percentage of time spent above or around target speed, and time to reach target speed were compared between scenarios using mixed linear models. A total of 25 children with disabilities have been included. The feasibility and user experience were excellent. Mean speed during scenario 6, which displayed feedback with gradient color, attached to the world, with a speed relative to the player equal to his speed, and that disappeared over time, was significantly higher than other scenarios and control (p =0.003). Participants spent 80.98% of time above target speed during scenario 6. This scenario mixed the best combination of feedback characteristics to exceed the target walking speed (p=0.0058). Scenarios 5 and 6, which shared the same feedback characteristics for spatial anchoring (world-locked) and feedback speed (equal to the player speed), decreased the time to reach the target speed (p=0.019). Delivering multi-modal feedback has been recognized as more effective for improving motor performance. Therefore, our results showed that not all visual feedback had the same impact on performance. Further studies are required to test the weight of each feedback characteristic and their possible interactions inside each scenario. This study was registered in the ClinicalTrials.gov database (NCT04460833).
在增强现实环境中,实时视觉反馈的范围非常广泛。本研究旨在比较增强现实中结合四种视觉反馈特征的六种情景对达到目标行走速度的影响。这六种情景是为微软 Hololens 增强现实耳机开发的。我们改变的四个反馈特征是:颜色;空间锚定;反馈速度和持久性。每个特征都可以有不同的值(例如,颜色可以是单色、双色或渐变)。参与者必须为每个情景连续进行两次步行试验:一次是最大速度,一次是中间速度。使用混合线性模型比较情景之间的平均速度、超过或接近目标速度的时间百分比以及达到目标速度的时间。共有 25 名残疾儿童参与了研究。该研究具有很好的可行性和用户体验。显示渐变颜色、与世界相连接、速度与玩家速度相等且随时间消失的反馈的情景 6 的平均速度明显高于其他情景和对照组(p=0.003)。参与者在情景 6 中 80.98%的时间超过目标速度。这个情景混合了最佳的反馈特征组合,以超过目标行走速度(p=0.0058)。具有相同空间锚定(与世界锁定)和反馈速度(等于玩家速度)的情景 5 和 6 减少了达到目标速度的时间(p=0.019)。多模态反馈已被证明对改善运动表现更有效。因此,我们的结果表明,并非所有视觉反馈对表现都有相同的影响。需要进一步的研究来测试每个反馈特征的权重及其在每个情景中的可能相互作用。本研究已在 ClinicalTrials.gov 数据库中注册(NCT04460833)。