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Immersive virtual reality simulations for investigating physical activity and human interactions with technology in younger, older, and patient populations.

机译:沉浸式虚拟现实仿真,用于研究年轻人,老年人和患者群体中的体育活动和人类与技术的互动。

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摘要

This thesis investigates how immersive virtual reality (VR) simulations can utilize exertions, movements, and physical activities for human performance evaluation or physical training.;Two initial studies were conducted in this thesis with the purpose to understand human performance in VR. Generally speaking, there were human performance differences and similarities in VR and the physical environment. Human inaccuracy (i.e. error) when locating virtual targets was 1.64 times greater (p<.001) than locating physical targets, and participants spent 1.49 times more time (p=.01) to locate virtual targets than physical targets. When participants were asked to exert forces against virtual objects using virtual exertions (i.e. mapping of human-generated forceful actions, postures, and movements that are generally used to manipulate physical objects, against projections of objects in the hands as an interface into the virtual environment), muscle activity was generally greater than when exerting forces against physical objects of the same weight. Some similarities between VR and physical environment were also observed. Biceps muscle activity was positively related to the weight of both virtual and physical objects (p<.001), which suggested that human muscle activities may respond to the weight of virtual objects similar to how they would with the weight of physical objects.;Two additional studies demonstrated the use of VR for practical applications. One study examined driver functional range of motion during a blind spot checking task. Using virtual targets in VR as visual stimuli, drivers indicated when they were detected in the driver blind spot. The results indicated that functional range of motion was 15.6 degrees greater (p<.001) than conventional neck range of motion. The other study investigated how patients perform neck exercises directed by visual stimuli in VR. It was observed that patients performed neck rotation exercises approximately 2 degrees greater than what they initially indicated their neck rotation capacity to be (p=.005).;In conclusion, virtual reality was demonstrated as a flexible environment where visual stimuli can be programmed for various evoking physical actions and sensations. Research including, but not limited to human-VR interactions, human performance and behavior, and physical training and exercise can be conducted in VR.
机译:本文研究了沉浸式虚拟现实(VR)模拟如何利用运动,动作和身体活动进行人体绩效评估或体育锻炼。本论文进行了两项初步研究,旨在了解VR中的人类绩效。一般而言,VR和物理环境存在人类性能上的差异和相似之处。定位虚拟目标时的人为误差(即错误)是定位物理目标的1.64倍(p <.001),并且与虚拟物理目标相比,参与者花费的时间是虚拟目标的1.49倍(p = .01)。当要求参与者使用虚拟功法(即,通常用于操纵物理对象的人类产生的有力动作,姿势和动作的映射)相对于作为虚拟环境接口的手中的对象的投影而对参与者施加力时),肌肉活动通常要比对相同重量的物体施加力大。虚拟现实与物理环境之间也存在一些相似之处。二头肌的肌肉活动与虚拟物体和物理物体的重量均呈正相关(p <.001),这表明人的肌肉活动可能对虚拟物体的重量产生响应,类似于它们对物理物体的重量响应。其他研究证明了将VR用于实际应用。一项研究检查了驾驶员在盲点检查任务期间的运动功能范围。使用VR中的虚拟目标作为视觉刺激,当驾驶员在驾驶员盲区中被检测到时,驾驶员会指出。结果表明,运动功能范围比常规颈部运动范围大15.6度(p <.001)。另一项研究调查了患者在VR中如何进行视觉刺激指导的颈部运动。据观察,患者进行了颈部旋转运动,比最初指示的颈部旋转能力高出大约2度(p = .005)。总而言之,虚拟现实被证明是可以对视觉刺激进行编程的灵活环境各种令人振奋的身体动作和感觉。可以在VR中进行包括但不限于人与VR交互,人的行为和行为以及体育锻炼和锻炼的研究。

著录项

  • 作者

    Chen, Karen Boru.;

  • 作者单位

    The University of Wisconsin - Madison.;

  • 授予单位 The University of Wisconsin - Madison.;
  • 学科 Biomedical engineering.
  • 学位 Ph.D.
  • 年度 2015
  • 页码 179 p.
  • 总页数 179
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类
  • 关键词

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