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ReHabgame: A non-immersive virtual reality rehabilitation system with applications in neuroscience

机译:ReHabgame:非沉浸式虚拟现实康复系统及其在神经科学中的应用

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摘要

This paper proposes the use of a non-immersive virtual reality rehabilitation system “ReHabgame” developed using Microsoft Kinect™ and the Thalmic™ Labs Myo gesture control armband. The ReHabgame was developed based on two third-person video games that provide a feasible possibility of assessing postural control and functional reach tests. It accurately quantifies specific postural control mechanisms including timed standing balance, functional reach tests using real-time anatomical landmark orientation, joint velocity, and acceleration while end trajectories were calculated using an inverse kinematics algorithm. The game was designed to help patients with neurological impairment to be subjected to physiotherapy activity and practice postures of daily activities. The subjective experience of the ReHabgame was studied through the development of an Engagement Questionnaire (EQ) for qualitative, quantitative and Rasch model.The Monte-Carlo Tree Search (MCTS) and Random object (ROG) generator algorithms were used to adapt the physical and gameplay intensity in the ReHabgame based on the Motor Assessment Scale (MAS) and Hierarchical Scoring System (HSS). Rasch analysis was conducted to assess the psychometric characteristics of the ReHabgame and to identify if these are any misfitting items in the game.Rasch rating scale model (RSM) was used to assess the engagement of players in the ReHabgame and evaluate the effectiveness and attractiveness of the game. The results showed that the scales assessing the rehabilitation process met Rasch expectations of reliability, and unidimensionality. Infit and outfit mean squares values are in the range of (0.68–1.52) for all considered 16 items. The Root Mean Square Residual (RMSR) and the person separation reliability were acceptable. The item/person map showed that the persons and items were clustered symmetrically.
机译:本文建议使用由Microsoft Kinect™和Thalmic™Labs Myo手势控制臂带开发的非沉浸式虚拟现实康复系统“ ReHabgame”。 ReHabgame是基于两个第三人称视频游戏开发的,这些游戏提供了评估姿势控制和功能可达性测试的可行可能性。它可以精确量化特定的姿势控制机制,包括定时站立平衡,使用实时解剖界标定向,关节速度和加速度进行功能到达测试,同时使用反向运动学算法计算最终轨迹。该游戏旨在帮助患有神经功能障碍的患者进行理疗活动并练习日常活动姿势。通过开发定性,定量和Rasch模型的参与调查表(ReQ),研究了ReHabgame的主观经验。蒙特卡洛树搜索(MCTS)和随机对象(ROG)生成器算法用于调整物理模型和模型。 ReHabgame中的游戏玩法强度基于运动评估量表(MAS)和分级评分系统(HSS)。进行了Rasch分析以评估ReHabgame的心理特征并确定游戏中是否存在不合适的物品.Rasch评分量表模型(RSM)用于评估玩家参与ReHabgame的参与度并评估ReHabgame的有效性和吸引力游戏。结果表明,评估康复过程的量表满足了Rasch对可靠性和一维性的期望。对于所有考虑的16个项目,Infit和服装均方值在(0.68–1.52)范围内。均方根残差(RMSR)和人员分离可靠性是可以接受的。项目/人员图显示人员和项目对称聚集。

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