比尔-EVR:基于奖励-错误的康复-学习的具身虚拟现实框架。

Bill-EVR: An Embodied Virtual Reality Framework for Reward-and-Error-Based Motor Rehab-Learning.

出版信息

IEEE Int Conf Rehabil Robot. 2023 Sep;2023:1-6. doi: 10.1109/ICORR58425.2023.10304742.

Abstract

VR rehabilitation is an established field by now, however, it often refers to computer screen-based interactive rehabilitation activities. In recent years, there was an increased use of VR-headsets, which can provide an immersive virtual environment for real-world tasks, but they are lacking any physical interaction with the task objects and any proprioceptive feedback. Here, we focus on Embodied Virtual Reality (EVR), an emerging field where not only the visual input via VR-headset but also the haptic feedback is physically correct. This happens because subjects interact with physical objects that are veridically aligned in Virtual Reality. This technology lets us manipulate motor performance and motor learning through visual feedback perturbations. Bill-EVR is a framework that allows interventions in the performance of real-world tasks, such as playing pool billiard, engaging end-users in motivating life-like situations to trigger motor (re)learning - subjects see in VR and handle the real-world cue stick, the pool table and shoot physical balls. Specifically, we developed our platform to isolate and evaluate different mechanisms of motor learning to investigate its two main components, error-based and reward-based motor adaptation. This understanding can provide insights for improvements in neurorehabilitation: indeed, reward-based mechanisms are putatively impaired by degradation of the dopaminergic system, such as in Parkinson's disease, while error-based mechanisms are essential for recovering from stroke-induced movement errors. Due to its fully customisable features, our EVR framework can be used to facilitate the improvement of several conditions, providing a valid extension of VR-based implementations and constituting a motor learning tool that can be completely tailored to the individual needs of patients.

摘要

虚拟现实康复治疗如今已经相当成熟,但它通常指的是基于计算机屏幕的互动康复活动。近年来,虚拟现实头盔的使用日渐增多,它可以为现实任务提供沉浸式的虚拟环境,但它缺乏与任务对象的任何物理交互和本体感觉反馈。在这里,我们关注的是实体化虚拟现实(EVR),这是一个新兴领域,不仅虚拟现实头盔的视觉输入,还有本体感觉反馈都是真实的。这是因为研究对象与虚拟现实中真实对齐的物理对象进行交互。这项技术让我们可以通过视觉反馈的干扰来操纵运动表现和运动学习。Bill-EVR 是一个框架,允许对现实世界任务的表现进行干预,例如打台球,可以让终端用户在逼真的情况下参与进来,从而触发运动(再)学习——研究对象在虚拟现实中看到并操作真实世界的球杆、台球桌和物理球。具体来说,我们开发了这个平台来分离和评估运动学习的不同机制,以研究其两个主要组成部分,基于错误的和基于奖励的运动适应。这种理解可以为神经康复提供改进的思路:实际上,基于奖励的机制可能因多巴胺能系统的退化而受损,例如在帕金森病中,而基于错误的机制对于从中风引起的运动错误中恢复至关重要。由于其完全可定制的特点,我们的 EVR 框架可以用于促进多种情况的改善,为基于虚拟现实的实施提供有效的扩展,并构成一种可以完全根据患者个体需求定制的运动学习工具。

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