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Upper-body interactive rehabilitation system for children with cerebral palsy: the effect of control/display ratios

机译:脑瘫患儿的上身互动康复系统:控制/显示比率的影响

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We have developed a virtual reality rehabilitation system using upper-body interaction with Microsoft Kinect. With the use of Kinect, the system enables a patient a full-range of avatar movements to adapt the Control/Display (C/D) ratio of a limb's position in 3D space. In this paper, we have explored the effectiveness of C/D ratios in our prototype application to analyze user performance, work load, and user enjoyment with university students without motor impairments. Our findings suggest that the C/D ratio is related to task difficulty, movement strategy, and user motivation.
机译:我们开发了一种使用与Microsoft Kinect的上身互动的虚拟现实康复系统。 通过使用Kinect,该系统使患者能够实现全范围的化身运动,以适应肢体在3D空间中的位置的控制/显示(C / D)比率。 在本文中,我们探讨了我们的原型应用中C / D比的有效性,以分析用户性能,工作负荷和用户享受,没有大学生没有电机损伤。 我们的研究结果表明,C / D比与任务难度,运动策略和用户动机有关。

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