Exploring visual feedback modalities in Augmented Reality to control the walking speed. Feasibility study
Résumé
1. Introduction
Serious games (SG) can improve gait rehabilitation. [1] In an
augmented reality environment, the real time visual feedback modalities
can be multiple [2]. This study aims to test the feasibility of the protocol
to compare the effect of three visual feedback modalities on reaching
and exceeding a target walking speed.
2. Research Question
Is the study design adapted to test if there is a feedback modality that
optimize the control of gait speed?
3. Methods
The SG has been developed for Microsoft Hololens Augmented Reality (AR) headset. The target speed (mean maximum walking velocity on 20 meters) of fifteen participants was recorded during a calibration trial. Each participant then tested randomly four mini games
plus the control on 30 meters (Fig. 1). Displacement of the participant
was recorded (100 Hz) with the Hololens. [3] Time spent above the
target speed and mean speed were compared between feedback
modalities.
4. Results
There was a significant difference between feedback modalities for
the difference between mean speed and target speed (p < 0.001). The
combination of Knowledge of Result, World-locked content, and challenging game seemed to be the best way to exceed the target speed
(percent of time spent above target speed of 78%+/-18%). The distance
difference between the calibration trial and the test trials is not enough,
all the participants succeed in reaching their target speed with the
control condition (without feedback).
5. Discussion
Visual feedback modalities in AR have a real time effect on the
controllability of the walking speed. The future study should include a
harder task of walking speed. It should be interested to calibrate the
target speed using the Muscle-Power-Sprint-Test [4] and to test the
feedback modalities on 30 meters.
References
[1] S. Lopes, et al., Games Used With Serious Purposes: A Systematic Review of
Interventions in Patients With Cerebral Palsy, Frontiers in Psychology 9 (2018).
[2] A. MacIntosh, E. Lam, V. Vigneron, N. Vignais, E. Biddiss, Biofeedback interventions
for individuals with cerebral palsy: a systematic review, Disability and
Rehabilitation (2018) 1–23.
[3] A.L. Guinet, G. Bouyer, S. Otmane, E. Desailly, Reliability of the head tracking
measured by Microsoft Hololens during different walking conditions, Comput
Methods Biomech Biomed Engin (2019).
[4] O. Verschuren, T. Tak
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