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A comparison of upper limb movement profiles when reaching to virtual and real targets using the Oculus Rift: implications for virtual-reality enhanced stroke rehabilitation

机译:使用Oculus Rift达到虚拟和真实目标时上肢运动分布的比较:对虚拟现实增强的笔画康复的影响

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Recent innovations in the field of virtual reality, such as the Oculus Rift head mounted display, provide an unparalleled level of immersion in the virtual world at a cost which is rapidly approaching mainstream availability. Utilising virtual reality has been shown to improve many facets of the rehabilitation process, including patient motivation and participation. These systems, however, do not enable the user to receive feedback when interacting with virtual objects, which may influence the movement profile of a patient. Therefore, to investigate how a virtual environment influences movements during stance, participants were required to reach to a real and a virtual target. Their movements were quantified using a motion capture suit, and the virtual target was generated using the Oculus Rift. The motions to both targets were compared using a number of measures calculated to characterize the velocity profiles.
机译:最近在虚拟现实领域的创新,如Oculus Rift头戴式显示器,以迅速接近主流可用性的成本提供了无与伦比的虚拟世界水平。 利用虚拟现实已被证明可以改善康复过程的许多方面,包括患者的动机和参与。 然而,这些系统在与虚拟对象交互时,用户不能使用户能够接收反馈,这可能影响患者的移动轮廓。 因此,要调查虚拟环境如何影响姿态期间运动,参与者需要达到真实和虚拟目标。 它们的运动使用运动捕捉西装量化,使用Oculus裂缝产生虚拟目标。 使用计算速度分布的次数进行比较两种目标的动作。

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