TY - GEN
T1 - A Comparison between Virtual Reality and Augmented Reality on Upper-limb Prosthesis Control
AU - Sun, Yinghe
AU - Hunt, Christopher L.
AU - Niu, Wally
AU - Li, Ziwei
AU - Cyrino, Gabriel
AU - Cavalcante, Reidner
AU - Lamounier, Edgard
AU - Soares, Alcimar B.
AU - Thakor, Nitish V.
N1 - Funding Information:
The authors would like to thank the human subjects who participated in this study; the National Institutes of Health; Universi-dade Federal de Uberlândia; and The Johns Hopkins University. Additionally, we thank the Johns Hopkins Applied Physics Laboratory (JHU/APL) for making available the vMPL, developed under their Revolutionizing Prosthetics program and based upon work supported by the Defence Advanced Research Projects Agency (DARPA) under Contract No. N66001-10-C-4056. Any opinions, findings and conclusions or recommendations expressed in this material are those of the author(s) and do not necessarily reflect the views of DARPA or JHU/APL.
Publisher Copyright:
© 2021 ACM.
PY - 2021/2/19
Y1 - 2021/2/19
N2 - In recent years, virtual reality (VR) and augmented reality (AR) technologies have been shown to be promising avenues for improving the security, convenience, and efficacy of rehabilitative prosthesis training systems. Despite their rise in popularity, it is still unclear what advantages these paradigms have over one another when applied to complex motor tasks. In this study, we aim to determine which paradigm, AR or VR, is better suited for the completion of dexterous motor control tasks needed for effective upper-limb prosthesis use. We evaluate a population of able-bodied (N=5) subjects. Each of them performed 50 3-dimensional object manipulation tasks in analogous AR and VR environments respectively, with 100 trials for each subject. During each trial, subjects operate a virtual upper-limb prosthesis to perform reach-grasp-relocation manipulations via a myoelectric pattern recognition (MPR) algorithm. We report an average improvement in Fitts' throughput (+20.94% and +21.26%) from all subjects when comparing VR to AR task performance in the reach and relocation phase. Additionally, we observe an increase in overall task completion rate (+3.60%) and mean path efficiency (+9.59% and +6.73%) during the reach and relocation phases of motion. What's more, we report a statistically significant decrease in mean task completion time during both reach and relocation phases when comparing AR to VR-based trials (p<0.05). Based on these functional results, we conclude that as a paradigm, VR promotes more efficient motion, resulting in higher task completion rates and path efficiency. On the other hand, AR allows subjects to perform motor tasks with shorter time consumed compared with VR.
AB - In recent years, virtual reality (VR) and augmented reality (AR) technologies have been shown to be promising avenues for improving the security, convenience, and efficacy of rehabilitative prosthesis training systems. Despite their rise in popularity, it is still unclear what advantages these paradigms have over one another when applied to complex motor tasks. In this study, we aim to determine which paradigm, AR or VR, is better suited for the completion of dexterous motor control tasks needed for effective upper-limb prosthesis use. We evaluate a population of able-bodied (N=5) subjects. Each of them performed 50 3-dimensional object manipulation tasks in analogous AR and VR environments respectively, with 100 trials for each subject. During each trial, subjects operate a virtual upper-limb prosthesis to perform reach-grasp-relocation manipulations via a myoelectric pattern recognition (MPR) algorithm. We report an average improvement in Fitts' throughput (+20.94% and +21.26%) from all subjects when comparing VR to AR task performance in the reach and relocation phase. Additionally, we observe an increase in overall task completion rate (+3.60%) and mean path efficiency (+9.59% and +6.73%) during the reach and relocation phases of motion. What's more, we report a statistically significant decrease in mean task completion time during both reach and relocation phases when comparing AR to VR-based trials (p<0.05). Based on these functional results, we conclude that as a paradigm, VR promotes more efficient motion, resulting in higher task completion rates and path efficiency. On the other hand, AR allows subjects to perform motor tasks with shorter time consumed compared with VR.
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U2 - 10.1145/3459104.3459189
DO - 10.1145/3459104.3459189
M3 - Conference contribution
AN - SCOPUS:85113247457
T3 - ACM International Conference Proceeding Series
SP - 521
EP - 528
BT - Proceedings - 2021 International Symposium on Electrical, Electronics and Information Engineering, ISEEIE 2021
PB - Association for Computing Machinery
T2 - 2021 International Symposium on Electrical, Electronics and Information Engineering, ISEEIE 2021
Y2 - 19 February 2021 through 21 February 2021
ER -