系统仿真学报 ›› 2016, Vol. 28 ›› Issue (8): 1904-1908.

• 仿真系统与技术 • 上一篇    下一篇

基于Kinect的头部康复虚拟现实游戏

沈淑涛1, 高飞2, 许宁1   

  1. 1.西藏大学藏文信息技术研究中心,西藏 拉萨 850000;
    2.西藏大学科研处,西藏 拉萨 850000
  • 收稿日期:2015-06-14 修回日期:2015-07-22 出版日期:2016-08-08 发布日期:2020-08-17
  • 作者简介:沈淑涛(1979-),女,内蒙凉城,硕士,讲师,研究方向为虚拟现实与自然语言处理;高飞(1980-),男,四川甘孜州,硕士,副教授,研究方向为计算机网络;许宁(1980-),女,内蒙赤峰,硕士,讲师,研究方向为自然语言处理。
  • 基金资助:
    西藏自治区科技厅重点项目(Z2013B28G28/02)

Virtual Reality Game for Head Rehabilitation Based on Kinect

Shen Shutao1, Gao Fei2, Xu Ning1   

  1. 1. Tibetan Information Technology Research Center, Tibetan University, Lhasa 850000, China;
    2. Department of Scientific Research University of Tibet, Tibetan University, Lhasa 850000, China
  • Received:2015-06-14 Revised:2015-07-22 Online:2016-08-08 Published:2020-08-17

摘要: 虚拟现实在康复中的应用被广泛研究,有助于中风后的患者独立地完成日常生活活动,同时节省时间、金钱和其他成本。将Microsoft Kinect用于虚拟现实游戏来评估用户的运动动作。游戏规则要求外侧头、躯干和手臂的运动。在设定的9个游戏练习中,平均值和最大移动量保持不变。但是,随着练习的增加,头部运动的频率增大。结果显示通过头部运动,视频游戏可以用于姿态平衡康复,同时还表明头部运动对前庭系统有影响。在以后的工作中将评估前庭运动以及头部运动频率随练习的增加将如何支持姿态平衡改进。

关键词: 头部动作, 姿态控制, 视频游戏, 虚拟现实康复

Abstract: The application of virtual reality in the rehabilitation has been extensively studied, which helps patients after a stroke independently perform daily living activities, while saving time, money and other costs. This study used Microsoft Kinect virtual reality game to assess the movement of the users. The game required movement outside of the head, torso and arms. In nine games exercise, the average and maximum amount of movement remained unchanged. However, with the increase of exercise, the frequency of head movement increased. The results show that by head movement, video games can be used to balance the posture rehabilitation, but also shows the impact of head movement on the vestibular system. In the future work, it is evaluated how to support posture balance improvement that the increases frequency of vestibular system and head movement with exercise.

Key words: head motion, pose estimation, video game, virtual rehabilitation

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