Comparison of Manual Wheelchair Propulsion in "real-world" and Computer Simulated Environments

Comparison of Manual Wheelchair Propulsion in Author: Jiajie Wu
Publisher:
ISBN:
Category : Orthopedic apparatus
Languages : en
Pages :

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Comparison of Manual Wheelchair Propulsion in "real-world" and Computer Simulated Environments

Comparison of Manual Wheelchair Propulsion in Author: Jiajie Wu
Publisher:
ISBN:
Category : Orthopedic apparatus
Languages : en
Pages :

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Augmented Feedback for Manual Wheelchair Propulsion Training in Virtual Reality

Augmented Feedback for Manual Wheelchair Propulsion Training in Virtual Reality PDF Author: Hui Yan
Publisher:
ISBN:
Category :
Languages : en
Pages :

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"For new manual wheelchair (MWC) users, mastering safe and efficient propulsion technique is critical, as poor technique elevates risk for chronic upper limb pain and injury. Virtual reality (VR) simulators allow users to practice such tasks in a safe, controlled, and realistic environment. Additionally, augmented feedback (AF) may be provided in order to optimize motor learning. The objective of this thesis was to investigate the effects of providing AF with various delivery schedules on motor learning of this complex skill, as well as to determine whether a propulsion technique learned in a virtual environment transfers effectively to real-world, over-ground propulsion. The included manuscript describes a motor learning study in which 30 healthy participants aged 18-35 were randomly assigned to three groups. During a VR propulsion training session, the high-frequency feedback group received AF throughout all propulsion training; the faded feedback group received AF in a faded schedule; and the control group underwent training with no AF. Propulsion assessments were performed at baseline (in virtual – VE and real environments – RE), 5 minutes after training (in VE), and 48 hours after training (in VE and RE to assess retention and transfer of skill, respectively). Compared to the control group, significant improvements were found for both feedback groups. Additionally, this learning transferred effectively to real-world propulsion. Small, non-significant differences were also found between the high-frequency and faded feedback groups. VR propulsion training is effective for development, retention, and transfer of appropriate technique only when such training includes AF about propulsion biomechanics. By highlighting the importance of AF during propulsion training, findings from this thesis provide valuable insight for the design of low-cost training programs to help prevent the detrimental upper limb pain and injury that currently affects as many as 73% of MWC users"--

Journal of Rehabilitation R & D

Journal of Rehabilitation R & D PDF Author:
Publisher:
ISBN:
Category : Prosthesis
Languages : en
Pages : 424

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Journal of Rehabilitation Research & Development

Journal of Rehabilitation Research & Development PDF Author:
Publisher:
ISBN:
Category : Disabled veterans
Languages : en
Pages : 954

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Development of a Comprehensive Mathematical Model and Physical Interface for Manual Wheelchair Simulation

Development of a Comprehensive Mathematical Model and Physical Interface for Manual Wheelchair Simulation PDF Author: Larry Russell Crichlow
Publisher:
ISBN: 9780494765135
Category :
Languages : en
Pages :

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Validity of a Virtual Reality Simulator for Manual Wheelchairs

Validity of a Virtual Reality Simulator for Manual Wheelchairs PDF Author: Fadi Chaar
Publisher:
ISBN:
Category :
Languages : en
Pages :

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"Given the risks involved with MW use, it is important to be able to gain the maneuvering and navigational skills in safe and controlled training environment. Training in a virtual reality (VR) setting allows for safe simulation of MW driving in a wide range of otherwise risky environments. In addition, it has been reported that the learned skills in a VR setting, can translate to real world scenarios, therefore allowing for skills improvement.The purpose of this thesis was to contribute evidence towards validating the usability and fidelity potential to which wheelchair skill training can be positively influenced by using a VR simulator, which provides realistic haptic feedback that mimics gravitational and inertial forces experienced during real propulsion. The first objective of this study was to validate the usability of the MiWe simulator by clinicians and expert MW users to, eventually, help improve wheelchair skills.The second objective was to determine whether or not haptic feedback would affect the overall experience by comparing the current study to a similar previous study done without haptic feedback. This thesis contains the results of an experiment that investigated the sense of presence, overall experience and ease of use of the experience. Sense of presence was broken down in four component that can be defined as level of involvement, experienced realism, spatial presence and overall presence. As for ease of use, it can be defined as level of ease faced when learning to operate and interact with the system, as well as the systems flexibility. Lastly, overall experience was assessed by a questionnaire and feedback on a multitude of factors such as comfort, control and level of difficulty experience.Our first hypothesis was that among clinicians and MW users, we would measure a positive view on ease of use and sense of presence during the MiWe simulator experience, and that there would be no difference between both groups. We were able to confirm this hypothesis with the results of the questionnaires and semi-structured interview. As for our second hypothesis, we hypothesized that the newer version of the simulator, which includes haptic feedback, would provide a more positive overall experience in comparison to our previous version with no haptic feedback. We were able to confirm that the inclusion of haptic feedback had a positive impact on overall experience. For this mixed method study, six MW users, as well as five expert clinicians in the field of wheeled mobility were recruited. They experienced a thirty minutes session in the McGill Wheelchair Simulator (MiWe) simulator. MW driving performance was assessed in MW users at baseline. After the experience in the MiWe simulator, three questionnaires were administered measuring sense of presence, ease of use and overall experience, as well as a semi-structured interview, to further investigate the overall experience. In terms of semi-structured interviews, the emerging themes were centered around technology adoption and branched into clinical usability and user experience. These findings intend to help rehabilitation professionals, who provide mobility-related services, to guide, alter and tailor their future mobility interventions according to their clients’ needs. To conclude, we were able to determine that among clinicians and MW users alike, there was a positive view on usability and sense of presence during the MiWe simulator experience, and that the addition of haptic feedback contributed significantly to the overall experience. The impact of our findings intends to help rehabilitation professionals, who provide mobility-related services, to guide, alter and tailor their future mobility interventions according to their clients’ needs"--

Virtual Reality Platform Modelling and Design for Versatile Electric Wheelchair Simulation in an Enabled Environment

Virtual Reality Platform Modelling and Design for Versatile Electric Wheelchair Simulation in an Enabled Environment PDF Author: Nico Steyn
Publisher:
ISBN:
Category : Dissertations, Academic
Languages : en
Pages : 334

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Developes a wheelchair motion platform whereby its user may be introduced into a simulated world. This simulated world is then required to be closely related to real world spaces that will be encountered by a disabled person using a wheelchair as a mobility aid. The wheelchair to be accommodated in the simulation environment may have multiple mechanical construct possibilities. The wheelchair used on the simulation platform needs to be driven by a combination of two wheels, as is generally found on manual and electric wheelchairs. The final objective was to design the simulation as closely as possible to the real world in order to use the VS-1 motion platform for architectural evaluations, possible training and general research in the field of simulators used in an enabled environment.

Predictive Forward Dynamic Simulation of Manual Wheelchair Propulsion

Predictive Forward Dynamic Simulation of Manual Wheelchair Propulsion PDF Author: Colin Brown
Publisher:
ISBN:
Category : Wheelchairs
Languages : en
Pages : 95

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Book Description
Approximately 200,000 Canadians require the use of a manual wheelchair to complete activities ranging from tasks of daily living to competing on elite sports teams. Research to understand the biomechanics of manual wheelchair propulsion has grown steadily in the last 30 years. Many of these studies have incorporated experimental data and mathematical models to advance this field of research. A range of models have been developed for use in inverse dynamic simulations, yet few have been used in predictive forward dynamic simulations, which have the benefit of requiring little to no experimental data. The purpose of this project was to test the feasibility of implementing a two-dimensional model to generate forward dynamic fully predictive computer simulations of a wheelchair basketball athlete on a stationary ergometer. The body segment inertial parameters used in the two-dimensional model were obtained from a projection parameter identification method using a validated three-dimensional inverse dynamic model developed by the Canadian Sports Institute Ontario (CSIO). Furthermore, subject-specific torque generator functions were developed through joint torque testing of an elite wheelchair basketball athlete on a Biodex System 4 Pro human dynamometer system. A direct collocation optimization technique using GPOPS-II was utilized to determine input torque functions that minimized the change in torque activations and hand forces to best replicate the human muscle recruitment strategy. Dynamic equations were generated using the multibody software MapleSim, and bounds for states and controls were determined from experimental data. Forward dynamic simulations were generated with varying initial conditions. Similar profiles and magnitudes of kinematic and kinetic data were observed between fixed final time simulations and CSIO experimental data of a sub-maximal first push. Additional simulations were generated that varied the seat position and used an additional objective function term that minimized push time to simulate a maximal effort from rest. These simulations resulted in push times that compared closely to experiment for the first push. Furthermore, seat heights inferior to the neutral experimental position were found to produce similar joint torque effects to those reported in previous modeling studies. An anterior seat placement to the neutral experimental position produced the quickest push time with the least amount of shoulder torque required. Variations in this model compared to those in literature, as well as the model parameter identification of only one subject, provided limited validation of these seat adjustment findings. However, the work completed in this project demonstrates that fully predictive simulations of wheelchair propulsion can produce realistic results, and shows the potential of varying simulation parameters to make meaningful conclusions. Future work should continue the validation of this method by testing more subjects and increasing the complexity of the model.

Comparison of Powered Wheelchair Training in an Actual Environment and Its Virtual Reality Replication

Comparison of Powered Wheelchair Training in an Actual Environment and Its Virtual Reality Replication PDF Author: Bonnita Gruell Meingast
Publisher:
ISBN:
Category : People with disabilities
Languages : en
Pages : 258

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Augmented Reality, Virtual Reality, and Computer Graphics

Augmented Reality, Virtual Reality, and Computer Graphics PDF Author: Lucio Tommaso De Paolis
Publisher: Springer
ISBN: 3319609289
Category : Computers
Languages : en
Pages : 533

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Book Description
The 2-volume set LNCS 10324 and 10325 constitutes the refereed proceedings of the 4th International Conference on Augmented Reality, Virtual Reality, and Computer Graphics, AVR 2017, held in Ugento, Italy, in June 2017. The 54 full papers and 24 short papers presented were carefully reviewed and selected from 112 submissions. The papers are organized in the following topical sections: virtual reality; augmented and mixed reality; computer graphics; human-computer interaction; applications of VR/AR in medicine; and applications of VR/AR in cultural heritage.