Modeling of Human Balance Process and the Application in Evaluation

Author(s):  
Jinzhuang Xiao ◽  
Hongrui Wang ◽  
Kun Liu ◽  
Xincai Yang
Keyword(s):  
Author(s):  
Daniel Gracia De Luna ◽  
Roel Tijernia ◽  
Alley Butler ◽  
Emmett Tomai ◽  
Douglas Timmer ◽  
...  

Abstract This paper reports on an experiment in human subject balance and coordination using a HTC Vive head mounted display to create a virtual environment. For the experiment, 30 male human subjects of college age and 30 female subjects of college age were asked to navigate along a clear path in a virtual world using a controller with their dominant hand and asked to balance a virtual ball on a virtual plate using the other controller in the non-dominant hand. The test subjects moved along a clearly marked path, with three surprise obstacles occurring: a large rock landing near the path, and explosion near the path, and a flock of birds coming across the path. Data included 6 degree of freedom trajectories for the head, and both hands, as well as data gathered by the computer system on ball location and velocity, plate location and velocity and ball status. Likert scale questionnaires were answered by the test subjects relative to video game experience, sense of presence, and ease of managing the ball movement. Statistics showed that the male students dropped the ball less frequently at p = 0.0254 and p = 0.0036. In contrast, female students were aware of their performance with correlation levels of 0.632 and 0.588.


2014 ◽  
Vol 24 (2) ◽  
pp. 022101 ◽  
Author(s):  
Piotr Kowalczyk ◽  
Salam Nema ◽  
Paul Glendinning ◽  
Ian Loram ◽  
Martin Brown

2006 ◽  
Vol 23 (3) ◽  
pp. 315-323 ◽  
Author(s):  
William H. Paloski ◽  
Scott J. Wood ◽  
Alan H. Feiveson ◽  
F. Owen Black ◽  
Emma Y. Hwang ◽  
...  

2004 ◽  
Vol 96 (6) ◽  
pp. 2301-2316 ◽  
Author(s):  
Richard C. Fitzpatrick ◽  
Brian L. Day

Galvanic vestibular stimulation (GVS) is a simple, safe, and specific way to elicit vestibular reflexes. Yet, despite a long history, it has only recently found popularity as a research tool and is rarely used clinically. The obstacle to advancing and exploiting GVS is that we cannot interpret the evoked responses with certainty because we do not understand how the stimulus acts as an input to the system. This paper examines the electrophysiology and anatomy of the vestibular organs and the effects of GVS on human balance control and develops a model that explains the observed balance responses. These responses are large and highly organized over all body segments and adapt to postural and balance requirements. To achieve this, neurons in the vestibular nuclei receive convergent signals from all vestibular receptors and somatosensory and cortical inputs. GVS sway responses are affected by other sources of information about balance but can appear as the sum of otolithic and semicircular canal responses. Electrophysiological studies showing similar activation of primary afferents from the otolith organs and canals and their convergence in the vestibular nuclei support this. On the basis of the morphology of the cristae and the alignment of the semicircular canals in the skull, rotational vectors calculated for every mode of GVS agree with the observed sway. However, vector summation of signals from all utricular afferents does not explain the observed sway. Thus we propose the hypothesis that the otolithic component of the balance response originates from only the pars medialis of the utricular macula.


2017 ◽  
Vol 226 (15) ◽  
pp. 3315-3324 ◽  
Author(s):  
Victoria A. Smith ◽  
Thurmon E. Lockhart ◽  
Mark L. Spano

Sensors ◽  
2019 ◽  
Vol 19 (12) ◽  
pp. 2738
Author(s):  
Haiyan Jin ◽  
Le Xie ◽  
Zhaolin Xiao ◽  
Ting Zhou

The normal and disordered people balance ability classification is a key premise for rehabilitation training. This paper proposes a multi-barycentric area model (MBAM), which can be applied for accurate video analysis based classification. First, we have invited fifty-three subjects to wear an HTC (High Tech Computer Corporation) VIVE (Very Immersive Virtual Experience) helmet and to walk ten meters while seeing a virtual environment. The subjects’ motion behaviors are collected as our balance ability classification dataset. Secondly, we use background differential algorithm and bilateral filtering as the preprocessing to alleviate the video noise and motion blur. Inspired by the balance principle of a tumbler, we introduce a MBAM model to describe the body balancing condition by computing the gravity center of a triangle area, which is surrounded by the upper, middle and lower parts of the human body. Finally, we can obtain the projection coordinates according to the center of gravity of the triangle, and get the roadmap of the subjects by connecting those projection coordinates. In the experiments, we adopt four kinds of metrics (the MBAM, the area variance, the roadmap and the walking speed) innumerical analysis to verify the effect of the proposed method. Experimental results show that the proposed method can obtain a more accurate classification for human balance ability. The proposed research may provide potential theoretical support for the clinical diagnosis and treatment for balance dysfunction patients.


2020 ◽  
Vol 10 (1) ◽  
Author(s):  
Daniel Lemus ◽  
Andrew Berry ◽  
Saher Jabeen ◽  
Chandrasekaran Jayaraman ◽  
Kristen Hohl ◽  
...  

Sign in / Sign up

Export Citation Format

Share Document