Development of Immersive VR Device for Gait Training Rehabilitation with Biofeedback System-Preliminary Study

Gait-training rehabilitation machines (MGTR) are contraptions used for the motor rehabilitation of patients with movement disorders resulting from stroke and Parkinson’s disease. This study was aimed at implementing a walking pattern similar to the normal gait. Background: Immersion and motivation a...

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Autores principales: Jeong-Woo Seo, Dae-Hyeok Kim, Jeeyoun Jung, Jung-Joon Kim, Hyeong-Sic Kim
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Lenguaje:EN
Publicado: MDPI AG 2021
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Acceso en línea:https://doaj.org/article/f0307281e46e46c9b7b0216fc8b75e9e
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spelling oai:doaj.org-article:f0307281e46e46c9b7b0216fc8b75e9e2021-11-11T15:24:01ZDevelopment of Immersive VR Device for Gait Training Rehabilitation with Biofeedback System-Preliminary Study10.3390/app1121103942076-3417https://doaj.org/article/f0307281e46e46c9b7b0216fc8b75e9e2021-11-01T00:00:00Zhttps://www.mdpi.com/2076-3417/11/21/10394https://doaj.org/toc/2076-3417Gait-training rehabilitation machines (MGTR) are contraptions used for the motor rehabilitation of patients with movement disorders resulting from stroke and Parkinson’s disease. This study was aimed at implementing a walking pattern similar to the normal gait. Background: Immersion and motivation are important factors in repetitive rehabilitation exercises. This was addressed by synchronizing walking speed and virtual reality (VR) visons to provide a sense of immersion in a convergence environment of MGTR and VR. Methods: The difference in joint angle and gait event was confirmed when the step length was adjusted in this system to control the joint movement. Results: It was confirmed that the joint range of motion also increased significantly as the step length increased. Conclusions: The possibility of developing a more immersive MGTR system that feedback the actual gait state in the VR system was confirmed by applying that the joint movement varies according to the step length. It will be possible to provide an immersive feeling more similar to the actual walking by modifying the gait trajectory of the MGTR.Jeong-Woo SeoDae-Hyeok KimJeeyoun JungJung-Joon KimHyeong-Sic KimMDPI AGarticlegait rehabilitationvirtual realityjoint anglestep lengthrobotTechnologyTEngineering (General). Civil engineering (General)TA1-2040Biology (General)QH301-705.5PhysicsQC1-999ChemistryQD1-999ENApplied Sciences, Vol 11, Iss 10394, p 10394 (2021)
institution DOAJ
collection DOAJ
language EN
topic gait rehabilitation
virtual reality
joint angle
step length
robot
Technology
T
Engineering (General). Civil engineering (General)
TA1-2040
Biology (General)
QH301-705.5
Physics
QC1-999
Chemistry
QD1-999
spellingShingle gait rehabilitation
virtual reality
joint angle
step length
robot
Technology
T
Engineering (General). Civil engineering (General)
TA1-2040
Biology (General)
QH301-705.5
Physics
QC1-999
Chemistry
QD1-999
Jeong-Woo Seo
Dae-Hyeok Kim
Jeeyoun Jung
Jung-Joon Kim
Hyeong-Sic Kim
Development of Immersive VR Device for Gait Training Rehabilitation with Biofeedback System-Preliminary Study
description Gait-training rehabilitation machines (MGTR) are contraptions used for the motor rehabilitation of patients with movement disorders resulting from stroke and Parkinson’s disease. This study was aimed at implementing a walking pattern similar to the normal gait. Background: Immersion and motivation are important factors in repetitive rehabilitation exercises. This was addressed by synchronizing walking speed and virtual reality (VR) visons to provide a sense of immersion in a convergence environment of MGTR and VR. Methods: The difference in joint angle and gait event was confirmed when the step length was adjusted in this system to control the joint movement. Results: It was confirmed that the joint range of motion also increased significantly as the step length increased. Conclusions: The possibility of developing a more immersive MGTR system that feedback the actual gait state in the VR system was confirmed by applying that the joint movement varies according to the step length. It will be possible to provide an immersive feeling more similar to the actual walking by modifying the gait trajectory of the MGTR.
format article
author Jeong-Woo Seo
Dae-Hyeok Kim
Jeeyoun Jung
Jung-Joon Kim
Hyeong-Sic Kim
author_facet Jeong-Woo Seo
Dae-Hyeok Kim
Jeeyoun Jung
Jung-Joon Kim
Hyeong-Sic Kim
author_sort Jeong-Woo Seo
title Development of Immersive VR Device for Gait Training Rehabilitation with Biofeedback System-Preliminary Study
title_short Development of Immersive VR Device for Gait Training Rehabilitation with Biofeedback System-Preliminary Study
title_full Development of Immersive VR Device for Gait Training Rehabilitation with Biofeedback System-Preliminary Study
title_fullStr Development of Immersive VR Device for Gait Training Rehabilitation with Biofeedback System-Preliminary Study
title_full_unstemmed Development of Immersive VR Device for Gait Training Rehabilitation with Biofeedback System-Preliminary Study
title_sort development of immersive vr device for gait training rehabilitation with biofeedback system-preliminary study
publisher MDPI AG
publishDate 2021
url https://doaj.org/article/f0307281e46e46c9b7b0216fc8b75e9e
work_keys_str_mv AT jeongwooseo developmentofimmersivevrdeviceforgaittrainingrehabilitationwithbiofeedbacksystempreliminarystudy
AT daehyeokkim developmentofimmersivevrdeviceforgaittrainingrehabilitationwithbiofeedbacksystempreliminarystudy
AT jeeyounjung developmentofimmersivevrdeviceforgaittrainingrehabilitationwithbiofeedbacksystempreliminarystudy
AT jungjoonkim developmentofimmersivevrdeviceforgaittrainingrehabilitationwithbiofeedbacksystempreliminarystudy
AT hyeongsickim developmentofimmersivevrdeviceforgaittrainingrehabilitationwithbiofeedbacksystempreliminarystudy
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