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Development of a novel virtual reality gait intervention

机译:开发新的虚拟现实步态干预

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Introduction Improving gait speed and kinematics can be a time consuming and tiresome process. We hypothesize that incorporating virtual reality videogame play into variable improvement goals will improve levels of enjoyment and motivation and lead to improved gait performance. Purpose To develop a feasible, engaging, VR gait intervention for improving gait variables.Methods Completing this investigation involved four steps: 1) identify gait variables that could be manipulated to improve gait speed and kinematics using the Microsoft Kinect and free software, 2) identify free internet videogames that could successfully manipulate the chosen gait variables, 3) experimentally evaluate the ability of the videogames and software to manipulate the gait variables, and 4) evaluate the enjoyment and motivation from a small sample of persons without disability. Results The Kinect sensor was able to detect stride length, cadence, and joint angles. FAAST software was able to identify predetermined gait variable thresholds and use the thresholds to play free online videogames. Videogames that involved continuous pressing of a keyboard key were found to be most appropriate for manipulating the gait variables. Five participants without disability evaluated the effectiveness for modifying the gait variables and enjoyment and motivation during play. Participants were able to modify gait variables to permit successful videogame play. Motivation and enjoyment were high. Summary A clinically feasible and engaging virtual intervention for improving gait speed and kinematics has been developed and initially tested. It may provide an engaging avenue for achieving thousands of repetitions necessary for neural plastic changes and improved gait.
机译:简介提高步态速度和运动学可能是耗时和疲倦的过程。我们假设将虚拟现实视频游戏结合到可变的改进目标将提高享受和动机的水平,并导致改进的步态性能。目的要开发可行,接合的VR步态干预,用于改进步态变量。完成这项调查的方法涉及四个步骤:1)确定可以使用Microsoft Kinect和自由软件来改善步态速度和运动学的步态变量,2)识别可以成功操纵所选步态变量的免费Internet视频游戏,3)通过实验评估视频游戏和软件操纵步态变量的能力,4)评估从没有残疾人的小样本中的享受和动力。结果kinect传感器能够检测步幅长度,节奏和关节角度。 FAAST软件能够识别预定的步态可变阈值并使用阈值来播放免费在线视频游戏。发现涉及连续按下键盘键的视频名称是最适合操纵步态变量的。没有残疾的五位参与者评估了在游戏过程中修改步态变量和享受和动机的有效性。参与者能够修改步态变量来允许成功的视频游戏播放。动力和享受很高。发明内容已经开发出并最初测试了改善步态速度和运动学的临床可行和接触的虚拟干预。它可以提供用于实现神经塑性变化和改进步态所必需的数千次重复的有效途径。

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