Posture, Balance and the Brain International Workshop Proceedings Posture, Balance and the Brain Creative Commons BY-NC-SA 4.0 Audio-Visual Entrainment Influence on Postural Dynamics (original) (raw)
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Audio-Visual Entrainment Influence on Postural Dynamics
The influence of multimedia on modern digital users is constantly growing. The paper describes an experimental study of audiovisual (AV) entrainment towards dynamical changes of selected human biometrics. Special wearable equipment of AV stimulation and polyphysio-graphic postural and brain activities recordings were accomplished for entrainment effect exploration. The obtained results demonstrated evident quantitative changes in both center-of-pressure sway and EEG of the studied subjects after the entrainment session, outlined with time-frequency spectral and multifractal measures. Practical implementation of the study results is directly applicable to the rehabilitation goals and nowadays digital world people stress relaxation, together with working capacity enlargement by multimedia applications.
Frontiers in Bioengineering and Biotechnology, 2021
Accurate quantification of the impact of visual, somatosensory, and vestibular systems on postural control may inform tailor-made balance intervention strategies. The aim of this proof-of-concept study was to determine the safety, sense of presence, system usability, and face validity of a newly developed Virtual Reality Comprehensive Balance Assessment and Training (VR-ComBAT) in healthy young individuals. The VR-ComBAT included six balance condition: (1) stable surface with fixed virtual reality (VR) surroundings; (2) stable surface with blacked out VR surroundings; (3) stable surface with VR visual conflict; (4) unstable surface with fixed VR surroundings; (5) unstable surface with blacked out VR surroundings; and (6) unstable surface with VR visual conflict. Safety was evaluated using the number of adverse events, including scores on the Simulator Sickness Questionnaire. Sense of presence was evaluated using the igroup Presence Questionnaire (iPQ). System usability was assessed using the Systems Usability Scale (SUS). Friedman analyses with post hoc Wilcoxon Signed Rank tests were employed to demonstrate face validity by quantifying center of pressure (COP) changes in mean distance, mean velocity, and mean frequency in the anteroposterior (AP) and mediolateral (ML) direction across the six conditions. Twenty-three participants (27.4 ± 8.0 years old; 13 women) reported no adverse events. Participants scores on average 44.9 ± 9.6 on the iPQ and 79.7 ± 9.9 on the SUS. Post hoc analyses showed significant changes in COP-based measures when compared to baseline. The mean frequency change of COP showed direction-dependence in which increased frequency change in AP was observed while decreased change in ML was noted. The VR-ComBAT provides a safe, feasible, and cost-effective VR environment that demonstrates consistent sensory re-weighting between visual, somatosensory, and vestibular systems. Future studies should investigate whether VR-ComBAT can be used to inform precision rehabilitation of balance and fall prevention in older adults without and with neurological conditions.
International Journal on Advanced Science, Engineering and Information Technology
Virtual Reality (VR) offers an alternative to complement physical or neurological rehabilitation based on the efficacy of Gamification as a technique to get compromised, enjoy, and turn treatment periods less annoying through an immersive task. This work presents the design of a VR environment and takes into a count three levels of presence: self-presence, physical, and social. Thirteen healthy participants performed a traditional balance session with a wobble board through a parachute game. The direction of the fall is controlled with the inclination of a wobble board platform instrumented with a Gyroscope, electrocardiography (ECG), electrodermal activity (EDA), and respiratory rate (RESP) signals are simultaneously recorded. These psychophysiological responses of the Autonomous Nervous System (SNA) are contrasted with a standardized emotional self-report questionnaire to gather information about the experience and was filled out by the participant with the eye selection of the Oculus Rift device. The integrated Unity-Matlab system stored and processed some of the extraction data of 15 characteristics associated with the biosignals and three emotional levels, In addition to proposing a severe game as a solution to problems of conventional methodology such as low attention, monotonous and predictable sessions, combining computerized simulation and innovative technologies for more pleasant recovery therapy.
Gait & Posture, 2008
The goal of this study was to describe the movement pattern of the body-segment rotations of healthy subjects in the horizontal plane while they were standing on a supporting platform that imposed steady sinusoidal horizontal rotations under three visual conditions: (a) eyes closed with no instructions (EC-NI), (b) eyes open with instructions to gaze at a stationary black dot located at eye level on a wall surface about four meters in front of them (EO-WI), and (c) eyes closed with instructions to imagine looking at the same target (EC-WI). The selected input signal was a sinusoid with an amplitude of AE45 deg at different frequencies equal to 0.25, 0.50 and 0.75 Hz, which were referred to as L, M and H. Bipedal balance measurements were taken in 10 adult subjects (mean age 30 AE 9 years; three men and seven women).
Advantages and limitations of virtual reality for balance assessment and rehabilitation
Neurophysiologie Clinique/Clinical Neurophysiology, 2015
Virtual Reality (VR) is now commonly used in many domains because of its ability to propose a standardized, reproducible and controllable environment. In balance assessment, it can be used to control the stimuli presented to the patients and thus accurately evaluate their evolution or compare them to different populations in standardized situations. In balance rehabilitation, VR allows the creation of new generation of tools and at the same time the way to assess the efficiency of each parameter of these tools to optimize them. Moreover, with the development of low-cost devices, this rehabilitation can be continued at home, easing the access to these tools, in addition to their ludic and thus motivating properties. Nevertheless, and even more with low-cost systems, VR has limits that can alter the results of the studies that use it: the latency of the system (the delay cumulated on each step of the process from data acquisition on the patients to multimodal outputs) and the perception of distances that is underestimated in VR. After having described why VR is an essential tool for balance assessment and rehabilitation and illustrated this statement with a case study, this review links the previous works on that domain with the technological limits of VR.
2013
Discrete, three-minute, computer-presented stimuli (designed to range from engaging to incredibly boring) were used to elicit changes in cognitive/emotional states in seated, healthy volunteers. These stimuli did not require the use of a mouse, so movements were assumed to be noninstrumental. Stimuli included films, games, quizzes and music. Motion capture and video analysis were used to detect changes in head and shoulder position in response to the stimuli. Results include changes occurring between the first half and the second half of each of the main stimuli (i.e. arising in less than one minute as the volunteer "settles in"); in the second half of each stimulus, there were decreases in head height and shoulder height (i.e. position rather than movement). In conclusion, we speculate that non-instrumental changes in head height and shoulder height may suggest loss of vigilance or diminishing arousal in seated computer-users. Our unique contributions are: 1) discrete stimuli, were used on seated volunteers 2) without a mouse, to show that 3) modest (mm) head and shoulder movements in the vertical axis correlated with 4) subtle cyclical changes in boredom, not overall changes in fatigue. Future psychological validation of tutoring systems with discrete stimuli can use these postural parameters as part of a multimodal analysis of engagement.
Virtual Reality—A Supplement to Posturography or a Novel Balance Assessment Tool?
Sensors
Virtual reality (VR) is a well-established technology in medicine. Head-mounted displays (HMDs) have made VR more accessible in many branches of medical research. However, its application in balance evaluation has been vague, and comprehensive literature on possible applications of VR in posture measurement is scarce. The aim of this review is to conduct a literature search on the application of immersive VR delivered using a head-mounted display in posturographic measurements. A systematic search of two databases, PubMed and Scopus, using the keywords “virtual reality” and “posturography,” was performed following PRISMA guidelines for systematic reviews. Initial search results returned 89 non-duplicate records. Two reviewers independently screened the abstracts. Sixteen papers fulfilled the inclusion criteria and none of the exclusion criteria and were selected for complete text retrieval. An additional 16 records were identified from citation searching. Ultimately, 21 studies were...