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首页> 外文期刊>Journal of NeuroEngineering Rehabilitation >Reaching in reality and virtual reality: a comparison of movement kinematics in healthy subjects and in adults with hemiparesis
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Reaching in reality and virtual reality: a comparison of movement kinematics in healthy subjects and in adults with hemiparesis

机译:到达现实和虚拟现实:健康受试者和偏瘫成年人运动运动学的比较

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Background Virtual reality (VR) is an innovative tool for sensorimotor rehabilitation increasingly being employed in clinical and community settings. Despite the growing interest in VR, few studies have determined the validity of movements made in VR environments with respect to real physical environments. The goal of this study was to compare movements done in physical and virtual environments in adults with motor deficits to those in healthy individuals. Methods The participants were 8 healthy adults and 7 adults with mild left hemiparesis due to stroke. Kinematics of functional arm movements involving reaching, grasping and releasing made in physical and virtual environments were analyzed in two phases: 1) reaching and grasping the ball and 2) ball transport and release. The virtual environment included interaction with an object on a 2D computer screen and haptic force feedback from a virtual ball. Temporal and spatial parameters of reaching and grasping were determined for each phase. Results Individuals in both groups were able to reach, grasp, transport, place and release the virtual and real ball using similar movement strategies. In healthy subjects, reaching and grasping movements in both environments were similar but these subjects used less wrist extension and more elbow extension to place the ball on the virtual vertical surface. Participants with hemiparesis made slower movements in both environments compared to healthy subjects and during transport and placing of the ball, trajectories were more curved and interjoint coordination was altered. Despite these differences, patients with hemiparesis also tended to use less wrist extension during the whole movement and more elbow extension at the end of the placing phase. Conclusion Differences in movements made by healthy subjects in the two environments may be explained by the use of a 2D instead of a 3D virtual environment and the absence of haptic feedback from the VR target. Despite these differences, our findings suggest that both healthy subjects and individuals with motor deficits used similar movement strategies when grasping and placing a ball in the two reality conditions. This suggests that training of arm movements in VR environments may be a valid approach to the rehabilitation of patients with motor disorders.
机译:背景技术虚拟现实(VR)是一种用于感觉运动康复的创新工具,越来越多地在临床和社区环境中使用。尽管人们对VR的兴趣日益增长,但很少有研究确定VR环境中进行的动作相对于实际物理环境的有效性。这项研究的目的是比较运动缺陷成人和健康人在物理和虚拟环境中所做的运动。方法参与者为8名健康成人和7名中风引起的轻度左偏瘫患者。在物理和虚拟环境中进行的涉及手臂到达,抓握和释放的功能性手臂运动的运动学分析分为两个阶段:1)到达并抓握球; 2)球的运输和释放。虚拟环境包括与2D计算机屏幕上的对象的交互以及来自虚拟球的触觉力反馈。在每个阶段都确定了到达和把握的时间和空间参数。结果两组中的个人都可以使用类似的移动策略来达到,抓住,运输,放置和释放虚拟球和真实球。在健康的受试者中,两种环境下的伸手和抓握动作相似,但是这些受试者使用较少的腕部伸展和更多的肘部伸展将球放置在虚拟垂直表面上。与健康受试者相比,偏瘫患者在两种环境中的动作均较慢,并且在球的运输和放置过程中,轨迹更加弯曲,关节的协调性发生了变化。尽管存在这些差异,但偏瘫患者在整个运动过程中也倾向于使用较少的腕部伸展,而在放置阶段结束时使用更多的肘部伸展。结论可以通过使用2D而不是3D虚拟环境以及没有来自VR目标的触觉反馈来解释健康受试者在两种环境中做出的动作差异。尽管存在这些差异,但我们的研究结果表明,健康的受试者和运动不足的人在两种现实情况下抓握和放置球时都使用相似的运动策略。这表明在VR环境中训练手臂的运动可能是运动障碍患者康复的有效方法。

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