The combination of robotics and virtualreality seems promising for the rehabilitation of the upper limb by promoting intensive training on specific deficits with motor control and multimodal feedback in engaging game...
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(纸本)9781467363563
The combination of robotics and virtualreality seems promising for the rehabilitation of the upper limb by promoting intensive training on specific deficits with motor control and multimodal feedback in engaging game-like scenarios. In this paper we present the integration of a robotic system and virtualreality applications for the orthopedic rehabilitation of the arm, in terms of strengthening training and motion recovery. The system simulates the upper limb of the patient and their actions, and allows exhaustive exercising and motor control, giving visuomotor and haptic feedback and trajectory positioning guidance. The system allows assign specific tasks to perform within the virtual environments and aids to evaluate the mobility condition of the patient, to personalize the difficulty level of the therapy and provides kineseologic measures of the patient evolution. We present the results of a preliminary clinical assessment we are carried out on three patients in order to assess the usability and acceptance of the system.
With interest in virtualreality (VR) technologies, techniques, and devices growing at a quick pace, many researchers in areas such as psychology or cognitive neuroscience want to use VR. The software and VR systems a...
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With interest in virtualreality (VR) technologies, techniques, and devices growing at a quick pace, many researchers in areas such as psychology or cognitive neuroscience want to use VR. The software and VR systems available today do not support the skill sets or experimental requirements of this group of users. We describe a number of concerns and requirements that researchers express and focus on the extent to which today's VR systems support non-VR experts. The work then concludes with a number of suggestions and potential development avenues that should be undertaken to ensure that VR systems are usable by a large range of researchers, regardless of their programming skills or technical backgrounds.
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