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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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 Feedback for Powered Wheelchair Training in a Virtual Environment

Augmented Feedback for Powered Wheelchair Training in a Virtual Environment PDF Author: Catherine Bigras
Publisher:
ISBN:
Category :
Languages : en
Pages :

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"Powered wheelchair (PW) driving is a complex activity and requires the acquisition of several skills. Given the risks involved with PW use, safe and effective training methods are needed. Virtual reality training allows users to practice difficult tasks in a safe environment. An additional benefit is that augmented feedback can be provided to optimize learning. The purpose of this thesis was to design an optimal training strategy for PW training using concepts from motor learning. The objectives of this thesis were: 1) to review the literature to identify PW tasks and performance outcomes; 2) to investigate whether providing augmented feedback during powered wheelchair simulator training results in superior performance, and whether skills learned in a virtual environment transfer to real PW driving. In part one of this thesis, a scoping review of the literature was conducted to extract PW tasks and performance outcomes used when training and/or assessing PW skills. The results of the review were used to inform the design of the virtual PW task. The second manuscript contains the results of an experiment that investigated the effect of augmented feedback during simulator training on PW driving performance. Forty healthy young adults were recruited and randomly allocated to two groups: one group received feedback during simulator training while the control group received no feedback. PW driving performance was assessed at baseline in both the real and virtual environment. After training in the virtual environment, a post-test in the VE was administered to assess initial skill acquisition. Two days later, participants returned for a retention test in the VE and a transfer test in the RE. A significant difference in the speed-accuracy distributions before and after training in the VE were found for the group receiving augmented feedback, whereas the difference was not significant for the control group. Participants had significantly better performance with the real PW two days after training in comparison to baseline. Simulator training results in better performance and in transfer of skills to real PW driving. Effects of augmented feedback were only seen when looking at differences in the speed-accuracy distributions, highlighting the importance of accounting for the speed-accuracy tradeoff for PW driving." --

Creation of a Virtual Reality Game for Power Wheelchair Training in a Virtual School Environment

Creation of a Virtual Reality Game for Power Wheelchair Training in a Virtual School Environment PDF Author: Timothy T. Smith
Publisher:
ISBN:
Category : Chairs for people wih disabilities
Languages : en
Pages : 100

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Virtual Reality for Physical and Motor Rehabilitation

Virtual Reality for Physical and Motor Rehabilitation PDF Author: Patrice L. (Tamar) Weiss
Publisher: Springer
ISBN: 1493909681
Category : Medical
Languages : en
Pages : 242

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Book Description
While virtual reality (VR) has influenced fields as varied as gaming, archaeology and the visual arts, some of its most promising applications come from the health sector. Particularly encouraging are the many uses of VR in supporting the recovery of motor skills following accident or illness. Virtual Reality for Physical and Motor Rehabilitation reviews two decades of progress and anticipates advances to come. It offers current research on the capacity of VR to evaluate, address, and reduce motor skill limitations and the use of VR to support motor and sensorimotor function, from the most basic to the most sophisticated skill levels. Expert scientists and clinicians explain how the brain organizes motor behavior, relate therapeutic objectives to client goals and differentiate among VR platforms in engaging the production of movement and balance. On the practical side, contributors demonstrate that VR complements existing therapies across various conditions such as neurodegenerative diseases, traumatic brain injury and stroke. Included among the topics: Neuroplasticity and virtual reality. Vision and perception in virtual reality. Sensorimotor recalibration in virtual environments. Rehabilitative applications using VR for residual impairments following stroke. VR reveals mechanisms of balance and locomotor impairments. Applications of VR technologies for childhood disabilities. A resource of great immediate and future utility, Virtual Reality for Physical and Motor Rehabilitation distills a dynamic field to aid the work of neuropsychologists, rehabilitation specialists (including physical, speech, vocational and occupational therapists), and neurologists.

Application of Virtual Reality Technology to the Powered Wheelchair Training of Children with Disabilities

Application of Virtual Reality Technology to the Powered Wheelchair Training of Children with Disabilities PDF Author: Ifedayo A. Adelola
Publisher:
ISBN:
Category :
Languages : en
Pages :

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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.

Virtual Reality Platform Model and Design in an Enabled Environment

Virtual Reality Platform Model and Design in an Enabled Environment PDF Author: Nico Steyn
Publisher:
ISBN:
Category :
Languages : en
Pages : 286

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Book Description
This research concerns the development of a virtual reality platform for a differential drive mobility aid in manual or electric wheelchairs with multipurpose usage in an enabled environment. The platform for the mobility aid is stationary, with pitch and roll actuated actions for possible different uses such as: manual or electric wheelchair driving simulations, wheelchair training, assistive technology research, architectural route planning and accessibility evaluation. By means of the platform, the differential drive mobility aid, is greatly able to assist inexperienced users in this method of mobility training. The use of the developed mobility simulation platform is additionally of benefit to disabled wheeled mobility users in need of occupational therapist training and evaluation. The investigation into the mobility factor will moreover be of further benefit in the area of the ergonomic designs of architectural structures for wheelchair-bound users. The platform is a mechatronic design with both mechanical and electrical properties. The mechanical components consist of drums, driven by the wheelchair and its user when placed on the platform, where acquired data of the rotation of the wheelchair's wheels are of importance. The platform is connected to actuators for simulating angular movements of the wheelchair approaching an inclining or declining given path. The simulator necessarily maps intended motion by an electric wheelchair user into the virtual world, taking into consideration influences such as collisions, gradient changes and different surface properties. Audio, motion and force feedback produced on the virtual mobility simulator give the users a sensory stimulus input with regard to sound, movement and balance. Ultimately, the design forms a unity, comprising a mechanical platform, the wheelchair and the enabled user, with the relevant kinematics and dynamics controlled in a simulated virtual reality environment.

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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Book Description
"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"--

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"--

A Virtual Reality Based Powered Wheelchair Simulator

A Virtual Reality Based Powered Wheelchair Simulator PDF Author: Yuliia Sergeeva
Publisher:
ISBN:
Category : Electric wheelchairs
Languages : en
Pages : 76

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Book Description
Power wheelchairs provide great assistance for people with locomotion disabilities. However, for those who have tremor, operation of the wheelchair can be challenging and result in a chance to get into an accident. The focus of this research project is to create a semi-virtual reality power wheelchair driving simulator that can be used for testing a notch filter for tremors in a safe laboratory environment and obtain data on human operator movements for future mathematical modeling. The simulator incorporates a realistic and immersive virtual environment and power wheelchair movement into it. For the experiment, a physical PWC joystick was connected to the PC through an Arduino programmable controller. The signal from the joystick was converted in the controller into a signal readable by the simulation software to move the virtual power wheelchair in the virtual environment; the simulation software sends a joystick signal back to the physical wheelchair, again through the controller, to produce wheelchair wheel movement and sound consistent with the actions in the virtual environment. A participant experiences the semi-virtual environment sitting in a physical wheelchair located on a stationary drive platform and wearing head-mounted virtual reality headset. Plots of the powered wheelchair joystick inputs, velocity, rotational velocity about the center of mass, rotational angle around the center of mass, rotational velocity of each wheel and trajectory of the wheelchair are compared and discussed in this research work. Results show that the simulator is functioning successfully and outputs the results required for future analysis.