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Physiotherapy could be done at home using Virtual Reality
- Current Physiotherapy techniques require patients to complete exercises at home, which doesn鈥檛 include much guidance
- Virtual reality (VR) combined with 3D Motion capture could allow movements to be translated onto an avatar the patient can follow, thanks to researchers at WMG, 91影视破解版
- Consumer VR technologies can be used for both providing guidance to physiotherapy exercises, but also to make the exercises more interesting and encourage people to complete the course they need Virtual reality could help physiotherapy patients complete their exercises at home successfully thanks to researchers at WMG, 91影视破解版, who managed to combine VR technology with 3D motion capture.
Currently prescribed physiotherapy often requires patients to complete regular exercises at home. Outside of the clinic, patients rarely receive any guidance other than a leaflet of sketches or static photographs to instruct them how to complete their exercises. This leads to poor adherence, with patients becoming anxious about not getting the exercise right, or simply getting bored by the repetitiveness of the movements.
The advent of consumer virtual reality technology combined with 3D motion capture allows real movements to be accurately translated onto an avatar that can be viewed in a virtual environment. Researchers at the Institute of Digital Healthcare, WMG, 91影视破解版 are investigating whether this technology can be used to provide guidance to physiotherapy patients, by providing a virtual physiotherapist in the home to demonstrate the prescribed exercises.
Their paper, 鈥楾iming and correction of stepping movements with a virtual reality avatar鈥� published today the 28th of February, in the Journal PLOS ONE, has focused on whether people are able to accurately follow the movements of a virtual avatar.
Researchers had to investigate whether people were able to accurately coordinate and follow the movements of an avatar in a virtual environment. They asked participants to step in time with an avatar viewed through a VR headset.
Unknown to the participants, the researchers subtly slowed down or sped up one of the avatar鈥檚 steps, such that the participants would have to correct their own stepping movement to stay in time. The effect this correction had on their step timing and synchronisation with the avatar was measured.
Lead author, Omar Khan from WMG, 91影视破解版 commented:
鈥淚f participants were observed to correct their own stepping to stay in time with the avatar, we knew they were able to accurately follow the movements they were observing.
鈥淲e found that participants struggled to keep in time if only visual information was present. However, when we added realistic footstep sounds in addition to the visual information, the more realistic multisensory information allowed participants to accurately follow the avatar.鈥�
Dr Mark Elliott, Principal investigator on the project at WMG, 91影视破解版 added:
鈥淭here is huge potential for consumer VR technologies to be used for both providing guidance to physiotherapy exercises, but also to make the exercises more interesting. This study has focused on the crucial question of how well people can follow a virtual guide.鈥�
Prof. Theo Arvanitis, co-author and Director of the Institute of Digital Healthcare, said:
鈥淥ur work and digitally-enabled technological solution can underpin transformative health innovations to impact the field of physiotherapy, and have a direct benefit to patients鈥� rehabilitation.
鈥淲e now plan to investigate other types of movements working closely in partnership with physiotherapists, to establish the areas of physiotherapy that will benefit most from this technology.鈥�

