论文标题

在虚拟现实中使用颤振反馈的立场平衡改进

Standing Balance Improvement Using Vibrotactile Feedback in Virtual Reality

论文作者

Mahmud, M. Rasel, Stewart, Michael, Cordova, Alberto, Quarles, John

论文摘要

虚拟现实(VR)用户经常遇到姿势不稳定,即平衡问题,这可能是通用可用性和可访问性的重大障碍,尤其是对于那些平衡损伤的人。先前的研究已经验证了不平衡问题,但是减轻它们的努力很少。我们招募了39名参与者(有平衡障碍:18,没有平衡障碍:21),以检查虚拟现实中各种纤维骨架反馈技术对平衡的影响,特别是空间振动触觉,静态振动触觉,节奏性纤维纤维曲折和葡萄纤维actacti骨反馈映射到压力(COPCEP)。参与者完成了立式视觉探索,站立范围并掌握了任务。根据受试者内部的结果,对于患有和没有平衡障碍的人,每种颤振反馈都显着增强了VR的平衡(p <.001)。空间和COP颤振反馈的增强平衡比其他颤振反馈要大得多(p <.001)。这项研究提出了可能在未来的虚拟环境中使用的策略,以增强站立平衡并使VR更接近普遍使用。

Virtual Reality (VR) users often encounter postural instability, i.e., balance issues, which can be a significant impediment to universal usability and accessibility, particularly for those with balance impairments. Prior research has validated imbalance issues, but little effort has been made to mitigate them. We recruited 39 participants (with balance impairments: 18, without balance impairments: 21) to examine the effect of various vibrotactile feedback techniques on balance in virtual reality, specifically spatial vibrotactile, static vibrotactile, rhythmic vibrotactile, and vibrotactile feedback mapped to the center of pressure (CoP). Participants completed standing visual exploration and standing reach and grasp tasks. According to within-subject results, each vibrotactile feedback enhanced balance in VR significantly (p < .001) for those with and without balance impairments. Spatial and CoP vibrotactile feedback enhanced balance significantly more (p < .001) than other vibrotactile feedback. This study presents strategies that might be used in future virtual environments to enhance standing balance and bring VR closer to universal usage.

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