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图学学报 ›› 2026, Vol. 47 ›› Issue (4): 776-787.DOI: 10.11996/JG.j.2095-302X.2026040776

• 计算机图形学与虚拟现实 • 上一篇    下一篇

具身视域下康复训练虚拟现实系统设计与评估

温瑞祺1, 吕健1(), 宋定安2, 苏乐1, 梁智斌1   

  1. 1 贵州大学现代制造技术教育部重点实验室贵州 贵阳 550025
    2 贵州航天控制技术有限公司贵州 贵阳 550025
  • 收稿日期:2026-03-08 接受日期:2026-06-11 出版日期:2026-08-31 发布日期:2026-08-31
  • 通讯作者:吕健,E-mail:jlv@gzu.edu.cn
  • 基金资助:
    国家自然科学基金(52565031);国家重点研发计划子课题(2024ZD1600300(1.1.1.4));贵州省科技计划项目(黔科合支撑[2023]一般274);贵州省科技计划项目(黔科合成果-LH[2024]重大023);贵州省科技计划项目(黔教技[2024]007号)

Embodied virtual reality system design and evaluation for rehabilitation training

WEN Ruiqi1, LV Jian1(), SONG Dingan2, SU Le1, LIANG Zhibin1   

  1. 1 Key Laboratory of Advanced Manufacturing Technology of the Ministry of Education, Guizhou University, Guiyang Guizhou 550025, China
    2 Guizhou Aerospace Control Technology Co., Ltd., Guiyang Guizhou 550025, China
  • Received:2026-03-08 Accepted:2026-06-11 Published:2026-08-31 Online:2026-08-31
  • Contact: LV Jian,E-mail:jlv@gzu.edu.cn
  • Supported by:
    National Natural Science Foundation of China(52565031);National Key R&D Program of China(2024ZD1600300(1.1.1.4));Science and Technology Plan of Guizhou Province Province (Guizhou Science and Technology Support [2023] General 274);Science and Technology Plan of Guizhou Province Province (Guizhou Science and Technology Achievements-LH [2024] Major 023);Science and Technology Plan of Guizhou Province Province (Guizhou Education and Technology [2024] 007)

摘要:

面向脑卒中下肢康复中动态行走能力评估、训练难度调节和安全过程监测需求,构建具身沉浸式虚拟现实康复训练与评估系统,验证其在健康受试者概念验证阶段对动态稳定性、身体表征和认知负荷的测量可行性。系统以全向跑步机为行走载体,采用全身惯性动作捕捉驱动第一人称全身虚拟化身,结合头显位姿、事件日志与眼动追踪,实现行走运动学、视觉注意和任务行为数据的同步采集。围绕直行、转向、避障和双任务行走构建任务库,设计基于质心加速度均方根、加速度急变均方根、本体感觉定位误差、瞳孔变化量、注视/扫视特征及双任务成本的指标体系,并引入基线归一化阈值与迟滞判定机制,形成“状态采集-规则判定-任务调节-事件记录”的原型级闭环。在下肢可见性实验中(N=27),虚拟化身下肢透明度对本体感觉定位误差和具身体验评分产生显著影响,完全不可见条件的定位误差较高、具身体验较低,而晕动症评分差异不显著;半透明条件在保留身体轮廓线索与减轻环境遮挡之间表现出较好平衡。在双任务行走实验中(N=29),随着认知负荷由低至高提升,瞳孔统计量、瞳孔变化量、注视次数和扫视次数总体升高,平均注视时长缩短,说明眼动特征能够反映动态行走中的负荷分级;高步态难度还引起质心加速度均方根升高及躯干侧向摆动收敛,验证了步态难度操控的有效性。该系统能够在沉浸式动态行走场景下整合运动控制、身体视觉线索和认知负荷证据,为脑卒中康复训练系统的任务设计、参数调节和临床前评估提供方法基础;相关阈值和设计策略仍需在脑卒中患者中进一步验证。

关键词: 沉浸式虚拟现实, 全向跑步机, 脑卒中康复, 惯性动作捕捉, 动态稳定性, 本体感觉定位, 双任务, 眼动追踪

Abstract:

In response to the requirements for dynamic walking ability assessment, training difficulty adjustment, and safety process monitoring in lower-limb rehabilitation for stroke patients, an embodied immersive virtual reality rehabilitation training and assessment system was constructed. The feasibility of measuring dynamic stability, body representation, and cognitive load was verified in a proof-of-concept study with healthy subjects. The system used an omnidirectional treadmill as the walking platform and employed full-body inertial motion capture to drive a first-person full-body virtual avatar. By combining head-mounted display position and orientation, event logs, and eye-tracking, the system enables the synchronous collection of data on walking kinematics, visual attention, and task behavior. A task library was built around straight walking, turning, obstacle avoidance, and dual-task walking. An index system was designed based on the root-mean-square of centroid acceleration, root-mean-square of acceleration jerk, proprioceptive localization error, pupil change, fixation/saccade characteristics, and dual-task cost. A baseline normalization threshold and hysteresis determination mechanism were introduced to form a prototype-level closed-loop of “state collection-rule determination - task adjustment-event recording”. In the lower-limb visibility experiment (N=27), the transparency of the virtual avatar’s lower limbs had a significant impact on proprioceptive localization error and embodied experience scores. The complete-invisibility condition produced higher localization errors and lower embodiment scores, while there was no significant difference in motion sickness scores. The semi-transparent condition showed a good balance between retaining body contour cues and reducing environmental occlusion. In the dual-task walking experiment (N=29), as the cognitive load increased from low to high, pupil statistics, pupil change, the number of fixations, and number of saccades generally increased, and the average fixation duration shortened, indicating that eye-movement features can reflect the load levels in dynamic walking. High gait difficulty also led to an increase in the root-mean-square of centroid acceleration and the convergence of lateral trunk swing, verifying the effectiveness of gait-difficulty manipulation. This system can integrate motor control, visual body cues, and cognitive load evidence in an immersive dynamic walking scenario, providing a methodological basis for task design, parameter adjustment, and pre-clinical evaluation of stroke rehabilitation training systems. The relevant thresholds and design strategies still need to be further verified in stroke patients.

Key words: immersive virtual reality, omnidirectional treadmill, stroke rehabilitation, inertial motion capture, dynamic stability, proprioceptive localization, dual-task, eye tracking

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