![]() ![]() ![]() ![]() The ability to reach is necessary in a wide variety of common tasks: preparing food, working at an office, etc. the ability to overcome the physical and social obstacles of daily activities. Reaching for objects, along with manoeuvrability within confined spaces, is a key factor in powered wheelchair (PW) mobility, i.e. Therefore, the reaching component represents a promising addition to the miWe training simulator, though some limitations must be addressed in future development. Task performance showed poorer kinematic performance in VR than RW but similar strategies. VR performance demonstrated longer ( p < 0.05) task times and more discreet movements for the elevator and desk tasks but not the door task. ResultsĬompared to previous miWe data, IPQ scores were greater in the involvement domain ( p 0.4, Cohen’s Kappa) agreement between the two environments, but greater ( p < 0.05) risk of collisions and reaching errors in VR. A video task analysis was performed to analyse task behaviours. We determined concordance of task performance in VR with that in the RW. The sense of presence in VR was assessed using the iGroup Presence Questionnaire (IPQ). Twelve experienced PW users performed three navigation-reaching tasks in the real world (RW) and in VR: working at a desk, using an elevator, and opening a door. This study evaluated a low-cost magnetic-based hand motion controller as an interface for reaching tasks within the McGill Immersive Wheelchair (miWe) simulator. Virtual reality (VR) simulators offer a feasible alternative for rehabilitation training either at home or in a clinical setting. ![]() Powered wheelchair (PW) training involving combined navigation and reaching is often limited or unfeasible. ![]()
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