Immersive virtual reality for learning exoskeleton-like virtual walking: a feasibility study
Purpose. Virtual Reality (VR) has proven to be an effective tool for motor (re)learning. Furthermore, with the current commercialization of low-cost head-mounted displays (HMDs), immersive virtual reality (IVR) has become a viable rehabilitation tool. Nonetheless, it is still an open question how im...
| Authors: | , , , , , |
|---|---|
| Format: | article |
| Publication Date: | 2024 |
| Country: | España |
| Institution: | Universitat Politècnica de Catalunya (UPC) |
| Repository: | UPCommons. Portal del coneixement obert de la UPC |
| Language: | English |
| OAI Identifier: | oai:upcommons.upc.edu:2117/418073 |
| Online Access: | https://hdl.handle.net/2117/418073 https://dx.doi.org/10.1186/s12984-024-01482-y |
| Access Level: | Open access |
| Keyword: | Augmented feedback Immersive virtual reality Head-mounted display Lower-limb Motor learning Person perspective Spinal cord injury Visual feedback Virtual reality Walking Wearable exoskeleton Àrees temàtiques de la UPC::Enginyeria biomèdica |
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Immersive virtual reality for learning exoskeleton-like virtual walking: a feasibility studyRodríguez Fernández, Antonio|||0000-0002-6272-8326van den Berg, AlexCucinella, Salvatore LucaLobo Prat, JoanFont Llagunes, Josep Maria|||0000-0002-7192-2980Marchal-Crespo, LauraAugmented feedbackImmersive virtual realityHead-mounted displayLower-limbMotor learningPerson perspectiveSpinal cord injuryVisual feedbackVirtual realityWalkingWearable exoskeletonÀrees temàtiques de la UPC::Enginyeria biomèdicaPurpose. Virtual Reality (VR) has proven to be an effective tool for motor (re)learning. Furthermore, with the current commercialization of low-cost head-mounted displays (HMDs), immersive virtual reality (IVR) has become a viable rehabilitation tool. Nonetheless, it is still an open question how immersive virtual environments should be designed to enhance motor learning, especially to support the learning of complex motor tasks. An example of such a complex task is triggering steps while wearing lower-limb exoskeletons as it requires the learning of several sub-tasks, e.g., shifting the weight from one leg to the other, keeping the trunk upright, and initiating steps. This study aims to find the necessary elements in VR to promote motor learning of complex virtual gait tasks. Methods. In this study, we developed an HMD-IVR-based system for training to control wearable lower-limb exoskeletons for people with sensorimotor disorders. The system simulates a virtual walking task of an avatar resembling the sub-tasks needed to trigger steps with an exoskeleton. We ran an experiment with forty healthy participants to investigate the effects of first- (1PP) vs. third-person perspective (3PP) and the provision (or not) of concurrent visual feedback of participants’ movements on the walking performance – namely number of steps, trunk inclination, and stride length –, as well as the effects on embodiment, usability, cybersickness, and perceived workload.Results. We found that all participants learned to execute the virtual walking task. However, no clear interaction of perspective and visual feedback improved the learning of all sub-tasks concurrently. Instead, the key seems to lie in selecting the appropriate perspective and visual feedback for each sub-task. Notably, participants embodied the avatar across all training modalities with low cybersickness levels. Still, participants’ cognitive load remained high, leading to marginally acceptable usability scores. Conclusions. Our findings suggest that to maximize learning, users should train sub-tasks sequentially using the most suitable combination of person’s perspective and visual feedback for each sub-task. This research offers valuable insights for future developments in IVR to support individuals with sensorimotor disorders in improving the learning of walking with wearable exoskeletons.This research has been partially supported by PhD Grant No. 2020 FI_B1 00195 funded by the Agency for Management of University and Research Grants (AGAUR) and by grant No. 2021 SGR 01052 funded by the Agency for Management of University and Research Grants (AGAUR) and the Catalan Ministry of Research and Universities. This work was also supported by the Dutch Research Council (NWO) Talent Program VIDI TTW 2020Peer Reviewed20242024-11-0120242024-11-15journal articlehttp://purl.org/coar/resource_type/c_6501VoRhttp://purl.org/coar/version/c_970fb48d4fbd8a85info:eu-repo/semantics/articleapplication/pdfhttps://hdl.handle.net/2117/418073https://dx.doi.org/10.1186/s12984-024-01482-yreponame:UPCommons. Portal del coneixement obert de la UPCinstname:Universitat Politècnica de Catalunya (UPC)Inglésengopen accesshttp://purl.org/coar/access_right/c_abf2Attribution 4.0 Internationalhttp://creativecommons.org/licenses/by/4.0/info:eu-repo/semantics/openAccessoai:upcommons.upc.edu:2117/4180732026-05-27T15:37:01Z |
| dc.title.none.fl_str_mv |
Immersive virtual reality for learning exoskeleton-like virtual walking: a feasibility study |
| title |
Immersive virtual reality for learning exoskeleton-like virtual walking: a feasibility study |
| spellingShingle |
Immersive virtual reality for learning exoskeleton-like virtual walking: a feasibility study Rodríguez Fernández, Antonio|||0000-0002-6272-8326 Augmented feedback Immersive virtual reality Head-mounted display Lower-limb Motor learning Person perspective Spinal cord injury Visual feedback Virtual reality Walking Wearable exoskeleton Àrees temàtiques de la UPC::Enginyeria biomèdica |
| title_short |
Immersive virtual reality for learning exoskeleton-like virtual walking: a feasibility study |
| title_full |
Immersive virtual reality for learning exoskeleton-like virtual walking: a feasibility study |
| title_fullStr |
Immersive virtual reality for learning exoskeleton-like virtual walking: a feasibility study |
| title_full_unstemmed |
Immersive virtual reality for learning exoskeleton-like virtual walking: a feasibility study |
| title_sort |
Immersive virtual reality for learning exoskeleton-like virtual walking: a feasibility study |
| dc.creator.none.fl_str_mv |
Rodríguez Fernández, Antonio|||0000-0002-6272-8326 van den Berg, Alex Cucinella, Salvatore Luca Lobo Prat, Joan Font Llagunes, Josep Maria|||0000-0002-7192-2980 Marchal-Crespo, Laura |
| author |
Rodríguez Fernández, Antonio|||0000-0002-6272-8326 |
| author_facet |
Rodríguez Fernández, Antonio|||0000-0002-6272-8326 van den Berg, Alex Cucinella, Salvatore Luca Lobo Prat, Joan Font Llagunes, Josep Maria|||0000-0002-7192-2980 Marchal-Crespo, Laura |
| author_role |
author |
| author2 |
van den Berg, Alex Cucinella, Salvatore Luca Lobo Prat, Joan Font Llagunes, Josep Maria|||0000-0002-7192-2980 Marchal-Crespo, Laura |
| author2_role |
author author author author author |
| dc.subject.none.fl_str_mv |
Augmented feedback Immersive virtual reality Head-mounted display Lower-limb Motor learning Person perspective Spinal cord injury Visual feedback Virtual reality Walking Wearable exoskeleton Àrees temàtiques de la UPC::Enginyeria biomèdica |
| topic |
Augmented feedback Immersive virtual reality Head-mounted display Lower-limb Motor learning Person perspective Spinal cord injury Visual feedback Virtual reality Walking Wearable exoskeleton Àrees temàtiques de la UPC::Enginyeria biomèdica |
| description |
Purpose. Virtual Reality (VR) has proven to be an effective tool for motor (re)learning. Furthermore, with the current commercialization of low-cost head-mounted displays (HMDs), immersive virtual reality (IVR) has become a viable rehabilitation tool. Nonetheless, it is still an open question how immersive virtual environments should be designed to enhance motor learning, especially to support the learning of complex motor tasks. An example of such a complex task is triggering steps while wearing lower-limb exoskeletons as it requires the learning of several sub-tasks, e.g., shifting the weight from one leg to the other, keeping the trunk upright, and initiating steps. This study aims to find the necessary elements in VR to promote motor learning of complex virtual gait tasks. Methods. In this study, we developed an HMD-IVR-based system for training to control wearable lower-limb exoskeletons for people with sensorimotor disorders. The system simulates a virtual walking task of an avatar resembling the sub-tasks needed to trigger steps with an exoskeleton. We ran an experiment with forty healthy participants to investigate the effects of first- (1PP) vs. third-person perspective (3PP) and the provision (or not) of concurrent visual feedback of participants’ movements on the walking performance – namely number of steps, trunk inclination, and stride length –, as well as the effects on embodiment, usability, cybersickness, and perceived workload.Results. We found that all participants learned to execute the virtual walking task. However, no clear interaction of perspective and visual feedback improved the learning of all sub-tasks concurrently. Instead, the key seems to lie in selecting the appropriate perspective and visual feedback for each sub-task. Notably, participants embodied the avatar across all training modalities with low cybersickness levels. Still, participants’ cognitive load remained high, leading to marginally acceptable usability scores. Conclusions. Our findings suggest that to maximize learning, users should train sub-tasks sequentially using the most suitable combination of person’s perspective and visual feedback for each sub-task. This research offers valuable insights for future developments in IVR to support individuals with sensorimotor disorders in improving the learning of walking with wearable exoskeletons. |
| publishDate |
2024 |
| dc.date.none.fl_str_mv |
2024 2024-11-01 2024 2024-11-15 |
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journal article http://purl.org/coar/resource_type/c_6501 VoR http://purl.org/coar/version/c_970fb48d4fbd8a85 |
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info:eu-repo/semantics/article |
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article |
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https://hdl.handle.net/2117/418073 https://dx.doi.org/10.1186/s12984-024-01482-y |
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https://hdl.handle.net/2117/418073 https://dx.doi.org/10.1186/s12984-024-01482-y |
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Inglés eng |
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