Abstract
Problem statement. Modern digital technologies make it possible to immerse a person in virtual reality, indistinguishable from everyday reality. Virtual reality is widely used in medical applications, in the tasks of training specialists and the prevention of mental disorders. However, the use of virtual reality in the rehabilitation of the upper extremities has certain limitations. Existing virtual reality controllers that simulate the work of hands are not able to reliably transmit sensations from the artificial to the real world and in most cases do not have a feedback system, which is so important for monitoring the dynamics of human rehabilitation. Medical developments in the form of exoskeletons for the hands, aimed at rehabilitating patients after strokes with lost hand motility, allow for deeper interaction with the limb, but in most cases do not support connection to a PC. The solution to the problem. The creation of a glove controller for interacting with virtual reality ensures constant communication with the user through his reactions to various physiological stimuli. Goal. Development of a glove controller for the rehabilitation of upper limb motility using biofeedback technology in the system. Results. The analysis of existing controllers for interaction with virtual reality is carried out. A new technical solution has been proposed for the implementation of a biofeedback controller. Practical significance. An experimental model of a biofeedback controller implemented on electromechanical drives is presented. The advantages and disadvantages of this technical solution are revealed. A variant of the implementation of biofeedback using an electronically controlled pneumatic system is proposed.
Talk to us
Join us for a 30 min session where you can share your feedback and ask us any queries you have
Disclaimer: All third-party content on this website/platform is and will remain the property of their respective owners and is provided on "as is" basis without any warranties, express or implied. Use of third-party content does not indicate any affiliation, sponsorship with or endorsement by them. Any references to third-party content is to identify the corresponding services and shall be considered fair use under The CopyrightLaw.