The Effect of Dual Play and Use of Dominant Hand on the Motility of the Center of Pressure While Playing a Timocco Virtual Reality (VR) Game

2015 ◽  
Vol 69 (Suppl. 1) ◽  
pp. 6911505118p1 ◽  
Author(s):  
Sarit Tresser ◽  
Sigal Portnoy ◽  
Tal Sofer ◽  
Ayelet Hersch
2021 ◽  
Vol 11 (4) ◽  
pp. 1510
Author(s):  
Charles Morizio ◽  
Maxime Billot ◽  
Jean-Christophe Daviet ◽  
Stéphane Baudry ◽  
Christophe Barbanchon ◽  
...  

People who survive a stroke are often left with long-term neurologic deficits that induce, among other impairments, balance disorders. While virtual reality (VR) is growing in popularity for postural control rehabilitation in post-stroke patients, studies on the effect of challenging virtual environments, simulating common daily situations on postural control in post-stroke patients, are scarce. This study is a first step to document the postural response of stroke patients to different challenging virtual environments. Five subacute stroke patients and fifteen age-matched healthy adults were included. All participants underwent posturographic tests in control conditions (open and closed eyes) and virtual environment without (one static condition) and with avatars (four dynamic conditions) using a head-mounted device for VR. In dynamic environments, we modulated the density of the virtual crowd (dense and light crowd) and the avoidance space with the avatars (near or far). Center of pressure velocity was collected by trial throughout randomized 30-s periods. Results showed that more challenging conditions (dynamic condition) induced greater postural disturbances in stroke patients than in healthy counterparts. Our study suggests that virtual reality environments should be adjusted in light of obtaining more or less challenging conditions.


1992 ◽  
Vol 36 (10) ◽  
pp. 765-769
Author(s):  
Lisa Fletcher ◽  
Hee-Seok Park ◽  
Bernard J Martin

The present work was aimed at defining the contribution of vibration-induced perturbation of hand proprioceptive/exteroceptive feedback on standing equilibrium. A vibrating handle, free in space or fixed to a stationary support, was held in the dominant hand while maintaining an erect posture on a force platform, eyes closed. Four arm positions were used. The results show that body sways increase significantly during hand vibration exposure when the handle is fixed. Significant shifts of the center of pressure COP are elicited in every situations. Furthermore, the shifts of the COP are clearly oriented in the direction of the handle when this latter is fixed. It is suggested that the proprioceptive information issued from the hand contributes to the elaboration of a spatial reference and to the control of posture as a function of the environmental context. These results indicate that hand vibration exposure can be considered as a risk factor which may contribute to fall accidents.


2021 ◽  
Vol 0 (0) ◽  
Author(s):  
Juliann Saquib ◽  
Haneen A. AlMohaimeed ◽  
Sally A. AlOlayan ◽  
Nora A. AlRebdi ◽  
Jana I. AlBulaihi ◽  
...  

Abstract Objectives Scientific evidence suggests that virtual reality (VR) could potentially help patients tolerate painful medical procedures and conditions. The aim of this study was to evaluate the efficacy of virtual reality on pain tolerance and threshold. Methods A within-subjects experimental study design was conducted on 53 female students at Qassim University in Saudi Arabia. Each participant completed three rounds of assessment: one baseline (no VR) and two VR immersion (passive and interactive) in random order sequence. During each round, participants submerged their non-dominant hand into an ice bath; pain threshold and tolerance were measured as outcomes and analyzed using repeated measures ANOVA. Results Participants had both higher pain threshold and tolerance during interactive and passive VR rounds in comparison to the non-VR baseline assessment (p<0.05). Participants had greater pain tolerance during the interactive VR condition compared to the passive VR condition (p<0.001). Conclusions VR experiences increase pain threshold and tolerance with minimal side effects, and the larger effects were demonstrated using interactive games. Interactive VR gaming should be considered and tested as a treatment for pain.


Author(s):  
Manoj Srinivasan ◽  
Syed T. Mubarrat ◽  
Quentin Humphrey ◽  
Thomas Chen ◽  
Kieran Binkley ◽  
...  

In this study, we developed a low-cost simulated testbed of a physically interactive virtual reality (VR) system and evaluated its efficacy as an occupational virtual trainer for human-robot collaborative (HRC) tasks. The VR system could be implemented in industrial training applications for sensorimotor skill acquisitions and identifying potential task-, robot-, and human-induced hazards in the industrial environments. One of the challenges in designing and implementing such simulation testbed is the effective integration of virtual and real objects and environment, including human movement biomechanics. Therefore, this study aimed to compare the movement kinematics (joint angles) and kinetics (center of pressure) of the human participants while performing pick-and-place lifting tasks with and without using a physically interactive VR testbed. Results showed marginal differences in human movement kinematics and kinetics between real and virtual environment tasks, suggesting the effective transfer of training benefits from VR to real-life situations.


2020 ◽  
Vol 33 ◽  
Author(s):  
João Paulo Paes ◽  
Alaércio Perotti Junior ◽  
Ana Maria Forti Barela ◽  
José Angelo Barela

Abstract Introduction: Considered the second leading cause of death worldwide, stroke leads to several consequences resulting from the injury in regions responsible for the processing of sensorimotor information, leading to deficits in the maintenance and performance of postural control. Objective: To relate the performance of postural control during upright stance and a virtual reality task in post-stroke individuals. Method: Nine post-stroke individuals, aged 30 to 76 years, characterized by the Berg balance scale, Fugl - Meyer scale and Mini Mental State Examination participated in this study. Postural performance was measured by the center of pressure under bipedal conditions, in anteroposterior and mediolateral directions and unipedal with the affected and unaffected sides, using a force platform. Virtual reality performance was measured by distance and time required to perform a task in the Nintendo Wii®. Results: Revealed significant correlations between distance and displacement time of the affected side (distance x disc_affected = 0.667 | p = 0.025; time x disc_affected = 0.683 | p = 0.021) and between variables time and mean amplitude of mediolateral oscillation (time x amo_ml = -0.733 | p = 0.012), time and mediolateral and anteroposterior mean velocity (time x vm_ml = -0.617 | p = 0.038; time x vm_ap = -0.833 | p = 0.003) and between time and area (time x area = -0.633 | p = 0.034). Conclusion: the performance of standing postural control in post-stroke individuals, represented by measures of weight discharge and variables of postural control, presented a significant relation with the variables of virtual reality.


2019 ◽  
Vol 9 (11) ◽  
pp. 113 ◽  
Author(s):  
Harish Chander ◽  
Sachini N. K. Kodithuwakku Arachchige ◽  
Christopher M. Hill ◽  
Alana J. Turner ◽  
Shuchisnigdha Deb ◽  
...  

Background: Virtual reality (VR) is becoming a widespread tool in rehabilitation, especially for postural stability. However, the impact of using VR in a “moving wall paradigm” (visual perturbation), specifically without and with anticipation of the perturbation, is unknown. Methods: Nineteen healthy subjects performed three trials of static balance testing on a force plate under three different conditions: baseline (no perturbation), unexpected VR perturbation, and expected VR perturbation. The statistical analysis consisted of a 1 × 3 repeated-measures ANOVA to test for differences in the center of pressure (COP) displacement, 95% ellipsoid area, and COP sway velocity. Results: The expected perturbation rendered significantly lower (p < 0.05) COP displacements and 95% ellipsoid area compared to the unexpected condition. A significantly higher (p < 0.05) sway velocity was also observed in the expected condition compared to the unexpected condition. Conclusions: Postural stability was lowered during unexpected visual perturbations compared to both during baseline and during expected visual perturbations, suggesting that conflicting visual feedback induced postural instability due to compensatory postural responses. However, during expected visual perturbations, significantly lowered postural sway displacement and area were achieved by increasing the sway velocity, suggesting the occurrence of postural behavior due to anticipatory postural responses. Finally, the study also concluded that VR could be used to induce different postural responses by providing visual perturbations to the postural control system, which can subsequently be used as an effective and low-cost tool for postural stability training and rehabilitation.


Author(s):  
Markus Santoso ◽  
David Phillips

Users sometimes lost their balance or even fell down when they played virtual reality (VR) games or projects. This may be attributed to degree of content, high-rate of latency, coordination of various sensory inputs, and others. The authors investigated the effect of sudden visual perturbations on human balance in VR environment. This research used the latest VR head mounted display to present visual perturbations to disturb balance. To quantify balance, measured by double-support and single-support stance, the authors measured the subject's center of pressure (COP) using a force plate. The results indicated that visual perturbations presented in virtual reality disrupted balance control in the single support condition but not in the double support condition. Results from this study can be applied to clinical research on balance and VR environment design.


2016 ◽  
Vol 28 (03) ◽  
pp. 1650020
Author(s):  
Chun-Ju Chang ◽  
Jen-Suh Chern ◽  
Tsui-Fen Yang ◽  
Sai-Wei Yang

The degeneration of sensory and motor systems due to aging could affect the elderly’s posture and increase the risk of falling. The strategies applied to maintain postural stability might be different between ages, especially in the condition requiring both proprioception and vision sensorimotor coupling. This study proposed a novel sensorimotor assessment protocol to evaluate the postural control ability across the aging process, by using the computerized dynamic posturography and the virtual reality (VR) system. Ten young and 20 elderly healthy adults without fall experience were recruited, and were assessed on a continuous-perturbed platform with or without the VR-based visual interference in a random sequence. Measured variables of the center of pressure as well as the weight-bearing ratio were analyzed and compared. Results showed that the postural sway was significantly larger in all subjects under the VR condition, but the young subjects could rapidly adjust the body to regain postural stability in a rhythmic and symmetric manner; whereas, the elderly adults performed less effectively in postural response. We suggested that the application of the multiple sensation disturbances with VR could effectively evaluate the postural control ability among the healthy elderly. The proposed assessing protocol is also recommended for training the sensorimotor integration to improve the dynamic postural control ability.


2017 ◽  
Vol 14 (6) ◽  
pp. 686-696 ◽  
Author(s):  
Robin Sawaya ◽  
Abdulgadir Bugdadi ◽  
Hamed Azarnoush ◽  
Alexander Winkler-Schwartz ◽  
Fahad E Alotaibi ◽  
...  

Abstract BACKGROUND The force pyramid is a novel visual representation allowing spatial delineation of instrument force application during surgical procedures. In this study, the force pyramid concept is employed to create and quantify dominant hand, nondominant hand, and bimanual force pyramids during resection of virtual reality brain tumors. OBJECTIVE To address 4 questions: Do ergonomics and handedness influence force pyramid structure? What are the differences between dominant and nondominant force pyramids? What is the spatial distribution of forces applied in specific tumor quadrants? What differentiates “expert” and “novice” groups regarding their force pyramids? METHODS Using a simulated aspirator in the dominant hand and a simulated sucker in the nondominant hand, 6 neurosurgeons and 14 residents resected 8 different tumors using the CAE NeuroVR virtual reality neurosurgical simulation platform (CAE Healthcare, Montréal, Québec and the National Research Council Canada, Boucherville, Québec). Position and force data were used to create force pyramids and quantify tumor quadrant force distribution. RESULTS Force distribution quantification demonstrates the critical role that handedness and ergonomics play on psychomotor performance during simulated brain tumor resections. Neurosurgeons concentrate their dominant hand forces in a defined crescent in the lower right tumor quadrant. Nondominant force pyramids showed a central peak force application in all groups. Bimanual force pyramids outlined the combined impact of each hand. Distinct force pyramid patterns were seen when tumor stiffness, border complexity, and color were altered. CONCLUSION Force pyramids allow delineation of specific tumor regions requiring greater psychomotor ability to resect. This information can focus and improve resident technical skills training.


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