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Clinical Effect of Virtual Reality Technology on Rehabilitation Training of Sports Injury
In order to make most patients recover most of their limb functions after rehabilitation training, virtual reality technology is an emerging human-computer interaction technology, which uses the computer and the corresponding application software to build the virtual reality environment. Completing...
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
Hindawi
2021
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Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8523234/ https://www.ncbi.nlm.nih.gov/pubmed/34671447 http://dx.doi.org/10.1155/2021/1361851 |
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author | Chen, Jing |
author_facet | Chen, Jing |
author_sort | Chen, Jing |
collection | PubMed |
description | In order to make most patients recover most of their limb functions after rehabilitation training, virtual reality technology is an emerging human-computer interaction technology, which uses the computer and the corresponding application software to build the virtual reality environment. Completing the training tasks in the virtual environment attracts the patients to conduct repeated training in the game and task-based training mode and gradually realizes the rehabilitation training goals. For the rehabilitation population with certain exercise ability, the kinematics of human upper limbs is mainly analyzed, and the virtual reality system based on HTC VIVE is developed. The feasibility and work efficiency of the upper limb rehabilitation training system were verified by experiments. Adult volunteers who are healthy and need rehabilitation training to participate in the experiment were recruited, and experimental data were recorded. The virtual reality upper limb rehabilitation system was a questionnaire. By extracting the motion data, the system application effect is analyzed and evaluated by the simulation diagram. Follow-up results of rehabilitation training showed that the average score of healthy subjects was more than 4 points and 3.8 points per question. Therefore, it is feasible to perform upper limb rehabilitation training using the HTC VIVE virtual reality rehabilitation system. |
format | Online Article Text |
id | pubmed-8523234 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2021 |
publisher | Hindawi |
record_format | MEDLINE/PubMed |
spelling | pubmed-85232342021-10-19 Clinical Effect of Virtual Reality Technology on Rehabilitation Training of Sports Injury Chen, Jing J Healthc Eng Research Article In order to make most patients recover most of their limb functions after rehabilitation training, virtual reality technology is an emerging human-computer interaction technology, which uses the computer and the corresponding application software to build the virtual reality environment. Completing the training tasks in the virtual environment attracts the patients to conduct repeated training in the game and task-based training mode and gradually realizes the rehabilitation training goals. For the rehabilitation population with certain exercise ability, the kinematics of human upper limbs is mainly analyzed, and the virtual reality system based on HTC VIVE is developed. The feasibility and work efficiency of the upper limb rehabilitation training system were verified by experiments. Adult volunteers who are healthy and need rehabilitation training to participate in the experiment were recruited, and experimental data were recorded. The virtual reality upper limb rehabilitation system was a questionnaire. By extracting the motion data, the system application effect is analyzed and evaluated by the simulation diagram. Follow-up results of rehabilitation training showed that the average score of healthy subjects was more than 4 points and 3.8 points per question. Therefore, it is feasible to perform upper limb rehabilitation training using the HTC VIVE virtual reality rehabilitation system. Hindawi 2021-10-11 /pmc/articles/PMC8523234/ /pubmed/34671447 http://dx.doi.org/10.1155/2021/1361851 Text en Copyright © 2021 Jing Chen. https://creativecommons.org/licenses/by/4.0/This is an open access article distributed under the Creative Commons Attribution License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited. |
spellingShingle | Research Article Chen, Jing Clinical Effect of Virtual Reality Technology on Rehabilitation Training of Sports Injury |
title | Clinical Effect of Virtual Reality Technology on Rehabilitation Training of Sports Injury |
title_full | Clinical Effect of Virtual Reality Technology on Rehabilitation Training of Sports Injury |
title_fullStr | Clinical Effect of Virtual Reality Technology on Rehabilitation Training of Sports Injury |
title_full_unstemmed | Clinical Effect of Virtual Reality Technology on Rehabilitation Training of Sports Injury |
title_short | Clinical Effect of Virtual Reality Technology on Rehabilitation Training of Sports Injury |
title_sort | clinical effect of virtual reality technology on rehabilitation training of sports injury |
topic | Research Article |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8523234/ https://www.ncbi.nlm.nih.gov/pubmed/34671447 http://dx.doi.org/10.1155/2021/1361851 |
work_keys_str_mv | AT chenjing clinicaleffectofvirtualrealitytechnologyonrehabilitationtrainingofsportsinjury |