• DocumentCode
    2837726
  • Title

    Arm pointing movements in a three dimensional virtual environment: Effect of two different viewing media

  • Author

    Subramanian, Sandeep ; Beaudoin, Christian ; Levin, Mindy F.

  • Author_Institution
    Sch. of Phys. & Occupational Therapy, McGill Univ., Montreal, QC
  • fYear
    2008
  • fDate
    25-27 Aug. 2008
  • Firstpage
    181
  • Lastpage
    185
  • Abstract
    Virtual reality (VR) is being used increasingly in many fields of medicine, including rehabilitation. Both 2D and 3D virtual environments (VEs) can be viewed either through a head mounted display (HMD) or on a screen (computer monitor and rear projection system, SPS). However, the question of whether the medium through which the environment is viewed affects motor performance has not been addressed. The objective of our study was to determine whether movement patterns were different when movements were performed in a 3D fully immersive VE viewed via an HMD or SPS. Two groups of subjects were recruited (stroke, healthy). They performed pointing movements to targets placed in the ipsilateral, central and contralateral arm workspaces in a VE. The VE, designed to resemble the interior of an elevator, was viewed via an HMD or a SPS. Arm motor impairment and spasticity were evaluated in both groups of subjects. The kinematics of the pointing movements were recorded using an optical tracking system (Optotrak Certus, 100 Hz, 6 markers). Arm motor performance (speed, precision and trajectory straightness) and movement quality outcomes (elbow and shoulder ranges of motion and trunk forward displacement) were analyzed using 2 way ANOVAs. Preliminary results suggest that the control group had straighter movements and used more shoulder flexion as compared to the stroke group. When the VE was viewed via both media, there were no differences in terms of endpoint precision and speed, elbow and shoulder ranges of motion and trunk forward displacement in both groups. Both groups reported that they completely enjoyed performing the movements when viewing them via both media. All subjects in the control group and 80% of subjects in the stroke group reported that VE was engaging, that it felt real and that the movements performed were similar to those made in the physical world. The results of this study have implications for the design of rehabilitation applications using VR aimed at - - improving arm motor activity and function.
  • Keywords
    gait analysis; helmet mounted displays; medical computing; optical tracking; patient rehabilitation; virtual reality; arm motor activity; arm motor function; arm motor impairment; arm pointing movement; central arm workspace; contralateral arm workspace; head mounted display; ipsilateral arm workspace; motor performance; movement pattern; optical tracking system; pointing movement kinematics; rehabilitation application; virtual environment; virtual reality; Computer displays; Elbow; Elevators; Head; Recruitment; Shoulder; Three dimensional displays; Two dimensional displays; Virtual environment; Virtual reality;
  • fLanguage
    English
  • Publisher
    ieee
  • Conference_Titel
    Virtual Rehabilitation, 2008
  • Conference_Location
    Vancouver, BC
  • Print_ISBN
    978-1-4244-2700-0
  • Electronic_ISBN
    978-1-4244-2701-7
  • Type

    conf

  • DOI
    10.1109/ICVR.2008.4625157
  • Filename
    4625157