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Immersive virtual reality for upper limb rehabilitation: comparing hand and controller interaction

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Immersive virtual reality for upper limb rehabilitation: comparing hand and controller interaction

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dc.contributor.author Juan, M.-Carmen es_ES
dc.contributor.author Elexpuru, Julen es_ES
dc.contributor.author Dias, Paulo es_ES
dc.contributor.author Sousa Santos, Beatriz es_ES
dc.contributor.author Amorin, Paula es_ES
dc.date.accessioned 2024-04-11T06:28:23Z
dc.date.available 2024-04-11T06:28:23Z
dc.date.issued 2023-06 es_ES
dc.identifier.issn 1359-4338 es_ES
dc.identifier.uri http://hdl.handle.net/10251/203283
dc.description.abstract [EN] Virtual reality shows great potential as an alternative to traditional therapies for motor rehabilitation given its ability to immerse the user in engaging scenarios that abstract them from medical facilities and tedious rehabilitation exercises. This paper presents a virtual reality application that includes three serious games and that was developed for motor rehabilitation. It uses a standalone headset and the user's hands without the need for any controller for interaction. Interacting with an immersive virtual reality environment using only natural hand gestures involves an interaction that is similar to that of real life, which would be especially desirable for patients with motor problems. A study involving 28 participants (4 with motor problems) was carried out to compare two types of interaction (hands vs. controllers). All of the participants completed the exercises. No significant differences were found in the number of attempts necessary to complete the games using the two types of interaction. The group that used controllers required less time to complete the exercise. The performance outcomes were independent of the gender and age of the participants. The subjective assessment of the participants with motor problems was not significantly different from the rest of the participants. With regard to the interaction type, the participants mostly preferred the interaction using their hands (78.5%). All four participants with motor problems preferred the hand interaction. These results suggest that the interaction with the user's hands together with standalone headsets could improve motivation, be well accepted by motor rehabilitation patients, and help to complete exercise therapy at home. es_ES
dc.description.sponsorship Open Access funding provided thanks to the CRUE-CSIC agreement with Springer Nature. es_ES
dc.language Inglés es_ES
dc.publisher Springer-Verlag es_ES
dc.relation.ispartof Virtual Reality es_ES
dc.rights Reconocimiento (by) es_ES
dc.subject Serious games es_ES
dc.subject Virtual reality es_ES
dc.subject Hand gestures es_ES
dc.subject Hand tracking es_ES
dc.subject Standalone headsets es_ES
dc.subject Motor rehabilitation es_ES
dc.subject.classification LENGUAJES Y SISTEMAS INFORMATICOS es_ES
dc.title Immersive virtual reality for upper limb rehabilitation: comparing hand and controller interaction es_ES
dc.type Artículo es_ES
dc.identifier.doi 10.1007/s10055-022-00722-7 es_ES
dc.rights.accessRights Abierto es_ES
dc.contributor.affiliation Universitat Politècnica de València. Escuela Técnica Superior de Ingenieros Industriales - Escola Tècnica Superior d'Enginyers Industrials es_ES
dc.description.bibliographicCitation Juan, M.; Elexpuru, J.; Dias, P.; Sousa Santos, B.; Amorin, P. (2023). Immersive virtual reality for upper limb rehabilitation: comparing hand and controller interaction. Virtual Reality. 27(2):1157-1171. https://doi.org/10.1007/s10055-022-00722-7 es_ES
dc.description.accrualMethod S es_ES
dc.relation.publisherversion https://doi.org/10.1007/s10055-022-00722-7 es_ES
dc.description.upvformatpinicio 1157 es_ES
dc.description.upvformatpfin 1171 es_ES
dc.type.version info:eu-repo/semantics/publishedVersion es_ES
dc.description.volume 27 es_ES
dc.description.issue 2 es_ES
dc.identifier.pmid 36475065 es_ES
dc.identifier.pmcid PMC9715412 es_ES
dc.relation.pasarela S\500356 es_ES
dc.contributor.funder Universitat Politècnica de València es_ES


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