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Characterization of Upper Extremity Kinematics Using Virtual Reality Movement Tasks and Wearable IMU Technology.
Barclay, Skyler A; Klausing, Lanna N; Hill, Tessa M; Kinney, Allison L; Reissman, Timothy; Reissman, Megan E.
Afiliação
  • Barclay SA; EMPOWER Laboratory, University of Dayton, Dayton, OH 45469, USA.
  • Klausing LN; EMPOWER Laboratory, University of Dayton, Dayton, OH 45469, USA.
  • Hill TM; EMPOWER Laboratory, University of Dayton, Dayton, OH 45469, USA.
  • Kinney AL; EMPOWER Laboratory, University of Dayton, Dayton, OH 45469, USA.
  • Reissman T; EMPOWER Laboratory, University of Dayton, Dayton, OH 45469, USA.
  • Reissman ME; EMPOWER Laboratory, University of Dayton, Dayton, OH 45469, USA.
Sensors (Basel) ; 24(1)2023 Dec 30.
Article em En | MEDLINE | ID: mdl-38203094
ABSTRACT
Task-specific training has been shown to be an effective neuromotor rehabilitation intervention, however, this repetitive approach is not always very engaging. Virtual reality (VR) systems are becoming increasingly popular in therapy due to their ability to encourage movement through customizable and immersive environments. Additionally, VR can allow for a standardization of tasks that is often lacking in upper extremity research. Here, 16 healthy participants performed upper extremity movement tasks synced to music, using a commercially available VR game known as Beat Saber. VR tasks were customized to characterize participants' joint angles with respect to each task's specified cardinal direction (inward, outward, upward, or downward) and relative task location (medial, lateral, high, and/or low). Movement levels were designed using three common therapeutic approaches (1) one arm moving only (unilateral), (2) two arms moving in mirrored directions about the participant's midline (mirrored), or (3) two arms moving in opposing directions about the participant's midline (opposing). Movement was quantified using an XSens System, a wearable inertial measurement unit (IMU) technology. Results reveal a highly engaging and effective approach to quantifying movement strategies. Inward and outward (horizontal) tasks resulted in decreased wrist extension. Upward and downward (vertical) tasks resulted in increased shoulder flexion, wrist radial deviation, wrist ulnar deviation, and elbow flexion. Lastly, compared to opposing, mirrored, and unilateral movement levels often exaggerated joint angles. Virtual reality games, like Beat Saber, offer a repeatable and customizable upper extremity intervention that has the potential to increase motivation in therapeutic applications.
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Texto completo: 1 Base de dados: MEDLINE Assunto principal: Dispositivos Eletrônicos Vestíveis / Realidade Virtual Limite: Humans Idioma: En Ano de publicação: 2023 Tipo de documento: Article

Texto completo: 1 Base de dados: MEDLINE Assunto principal: Dispositivos Eletrônicos Vestíveis / Realidade Virtual Limite: Humans Idioma: En Ano de publicação: 2023 Tipo de documento: Article