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Virtually walking : factors influencing walking and perception of walking in treadmill-mediated virtual reality to support rehabilitation

机译:虚拟行走:影响步行的因素和在跑步机介导的虚拟现实中行走的感知,以支持康复

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摘要

Psychomotor slowing, and in particular slow walking, is a common correlate of illness or injury, and often persists long after the precipitating condition has improved. Since slow walking has implications for long term physical and social wellbeing, it is important to find ways to address this issue. However, whilst it is well established that exercise programmes are good approaches to increase movement speed, adherence to therapy remains poor. The main reasons for this appear to be pain and lack of interest and enjoyment in the exercise. Virtual Rehabilitation combines physical therapy with Virtual Reality (VR). This is a rapidly growing area of health care, which seems to offer a potential solution to these issues, by offering the benefits of increased patient engagement and decreased perception of pain. However, the question of how to encourage patients to increase their walking speed whilst interacting with VR has remained unanswered. Moreover, to maximise the benefits of this type of therapy, there needs to be a greater understanding of how different factors in treadmill-mediated VR can facilitate (or hinder) optimal walking. Therefore this thesis investigated the factors influencing walking and perception of walking in treadmill-mediated VR, using a series of empirical investigations to determine the effect of a variety of factors in VR, which can then be applied in a clinical setting. A review of the literature identified that high contrast stereoscopic virtual environments, calibrated to real-world dimensions, with a wide field of view and peripheral visual cues, are likely to facilitate accurate self-motion perception. Empirical studies demonstrated that decreasing the visual gain (ratio of optic flow to walk speed) in VR can lead to a sustained increase in walk speed. However, these lower rates of visual gain are likely to be perceived as unrealistic, and may decrease immersion. Further investigation demonstrated that there is a range of visual gain which is perceived as acceptably normal, although even the lower bound of this acceptable gain is still higher than the optimum gain for facilitating faster movements. Thus there is a trade-off between visual gain for realistic perception, and visual gain for improved walking speeds. Therefore other components that can improve walking speed need to be identified, particularly for those applications where reduction of the visual gain is undesirable. Further empirical studies demonstrated that fast audio cues (125% of baseline cadence), in the form of a footstep sound, can increase the walk speed without disrupting the natural walk ratio. This effect was demonstrated in healthy populations, and also shown to be evident in a group of patients with chronic musculoskeletal pain. It was noted that in all the studies comparing a pain and non-pain group, the pain group walked more slowly across all conditions. Additional empirical studies demonstrated that the use of self-paced treadmills for interfacing with VR was found to be associated with somewhat lower baseline walk speeds than normal overground walking, although the self-paced treadmills preserved the normal walk ratio. This slowing of walking and preservation of walk ratio was seen in both healthy participants and also in participants with chronic musculoskeletal pain. Therefore, whilst self-paced treadmills can support natural walking, additional factors need to be considered if treadmill-mediated VR is to be used to facilitate the increase in walking speeds desirable for rehabilitation. Thus designing VR for rehabilitation is likely to involve consideration of a number of factors, and making individualised design decision based on specific therapeutic goals.
机译:精神运动减慢,尤其是慢速行走,是疾病或受伤的常见原因,并且通常在病情恶化后很长时间就持续存在。由于慢走对长期的身体和社会福祉有影响,因此找到解决这个问题的方法很重要。然而,尽管已经公认锻炼计划是提高运动速度的好方法,但对治疗的依从性仍然很差。造成这种情况的主要原因似乎是疼痛,对锻炼缺乏兴趣和乐趣。虚拟康复将物理疗法与虚拟现实(VR)相结合。这是一个快速增长的医疗保健领域,通过提供增加患者参与度和减少疼痛感的好处,似乎为这些问题提供了潜在的解决方案。但是,如何鼓励患者在与VR互动时提高步行速度的问题仍未得到解答。而且,为了使这种疗法的益处最大化,需要对跑步机介导的VR中的不同因素如何促进(或阻碍)最佳步行产生更大的了解。因此,本文通过一系列实证研究来确定影响跑步机介导的VR中行走和行走感觉的因素,以确定各种因素对VR的影响,然后将其应用于临床。对文献的回顾表明,针对现实世界的尺寸进行了校准的高对比度立体虚拟环境,具有宽广的视野和外围视觉提示,很可能有助于准确的自我运动感知。经验研究表明,VR中视觉增益的降低(光流与行走速度的比率)可以导致行走速度的持续增加。但是,这些较低的视觉增益速率可能会被认为是不现实的,并且可能会降低沉浸感。进一步的研究表明,尽管可以接受的增益的下限甚至仍高于为了促进更快运动的最佳增益,但仍存在一定范围的视觉增益,该视觉增益被认为是可以接受的正常水平。因此,在用于真实感知的视觉增益与用于提高步行速度的视觉增益之间需要权衡。因此,需要确定可以改善步行速度的其他组件,尤其是对于那些不希望减少视觉增益的应用。进一步的经验研究表明,以脚步声形式出现的快速音频提示(基线节奏的125%)可以提高步行速度,而不会破坏自然的步行比率。这种作用在健康人群中得到了证明,并且在一组慢性肌肉骨骼疼痛患者中也很明显。值得注意的是,在所有比较疼痛和非疼痛组的研究中,疼痛组在所有情况下的行走速度均较慢。额外的经验研究表明,使用自定速跑步机与VR进行交互,其基线行走速度比正常的地面行走速度要低一些,尽管自定速跑步机可以保持正常的行走率。在健康参与者以及患有慢性肌肉骨骼疼痛的参与者中都可以看到这种步行减慢和步行率保持。因此,尽管自定进度的跑步机可以支持自然步行,但是如果要使用跑步机介导的VR来促进康复所需的步行速度增加,则需要考虑其他因素。因此,设计用于康复的VR可能会涉及许多因素的考虑,并基于特定的治疗目标做出个性化的设计决策。

著录项

  • 作者

    Powell Wendy;

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  • 年度 2011
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  • 原文格式 PDF
  • 正文语种 English
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