WO2021062851A1 - Sensory integration dysfunction testing and training system based on virtual reality visual and auditory pathway - Google Patents

Sensory integration dysfunction testing and training system based on virtual reality visual and auditory pathway Download PDF

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Publication number
WO2021062851A1
WO2021062851A1 PCT/CN2019/109780 CN2019109780W WO2021062851A1 WO 2021062851 A1 WO2021062851 A1 WO 2021062851A1 CN 2019109780 W CN2019109780 W CN 2019109780W WO 2021062851 A1 WO2021062851 A1 WO 2021062851A1
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module
virtual reality
sensory integration
training
ball
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PCT/CN2019/109780
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French (fr)
Chinese (zh)
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秦路
王索刚
张重阳
李伟宽
刘洛希
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浙江凡聚科技有限公司
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Priority to PCT/CN2019/109780 priority Critical patent/WO2021062851A1/en
Publication of WO2021062851A1 publication Critical patent/WO2021062851A1/en

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    • AHUMAN NECESSITIES
    • A61MEDICAL OR VETERINARY SCIENCE; HYGIENE
    • A61BDIAGNOSIS; SURGERY; IDENTIFICATION
    • A61B5/00Measuring for diagnostic purposes; Identification of persons
    • A61B5/16Devices for psychotechnics; Testing reaction times ; Devices for evaluating the psychological state

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  • the invention belongs to the technical field of virtual reality equipment, and in particular relates to a sensory integration disorder testing and training system based on virtual reality audiovisual pathways.
  • Sensory integration is a function of the brain, and sensory integration disorders are a type of brain dysfunction, and can also be called learning disabilities. Sensory integration refers to the combination of sensory information input from various parts of the body's organs, and the brain is integrated and used to complete the response to the perception outside the body. Only through sensory integration, the different parts of the nervous system can coordinate the overall role of the individual to make contact with the environment smoothly; without sensory integration, the brain and body cannot develop in coordination. There are physiological reasons for this disorder, such as balance disorder caused by incorrect fetal position; tactile disorder caused by insufficient pressure of infants due to premature delivery or caesarean section; or incorrect medication and injection during pregnancy, which may affect the growth of children. In addition, there are environmental and man-made reasons for this disorder.
  • the Chinese patent document discloses that the method in the utility model patent CN202324705U mainly designs a sensory integration training room for children with sensory integration disorders. Contains a series of physical training equipment. However, large training venues are required, equipment needs to be maintained regularly, and real-time monitoring by trainers is required to ensure the safety of children.
  • the method in the utility model patent CN203480724U mainly designs a baton specially designed for children with sensory integration disorders. For children with sensory integration disorders, exercise large and small muscles, train balance, vestibular sense, and exercise command. This method can exercise the unity of sensation and movement to a certain extent.
  • the invention patents CN1506128A and CN1506129A mainly design a child sensory integration training device that can be used to prevent sensory integration disorders. This method is similar to a multifunctional bed. The child lies on it to achieve sensory integration training by rolling and turning over. This method can enhance the perception of children’s sensory pathways to a certain extent, but still partly evaluates the effect of training objectively and quantitatively, and the equipment is mechanical equipment with high rotating parts. If it is not carefully maintained or without the guidance and supervision of the trainer, it has certain children. Security risks.
  • Sensory integration is a function of the brain, and sensory integration disorders are a type of brain dysfunction, and can also be called learning disabilities. Sensory integration refers to the combination of sensory information input from various parts of the body's organs, and the brain is integrated and used to complete the response to the perception outside the body. Only through sensory integration, the different parts of the nervous system can coordinate the overall role of the individual to make contact with the environment smoothly; without sensory integration, the brain and body cannot develop in coordination. There are physiological reasons for this disorder. There are also environmental and man-made reasons. Therefore, the design and training of sensory integration system must start with the brain function mechanism and related theories in order to hit the target of the problem.
  • human beings mainly use vision, hearing, touch and smell to perceive the world.
  • the visual and auditory pathways receive and perceive information about 94%.
  • the tactile sensation is about 4%. Therefore, the visual and auditory sense is the main information processing pathway of human beings, and the related research of brain science believes that the visual and auditory functions are not independent, and the visual and auditory functions of healthy people are interconnected.
  • the processing of information is also mainly reflected in the forms of these three audiovisual sensory pathways.
  • touch can provide more direct feedback of perception and control to human movement.
  • sensory integration disorders are mainly caused by abnormalities in the three aspects of information processing: vision, hearing, and touch. Targeted training should start from these three sensory pathways.
  • the precise characteristics of limb spatial movement can reflect the level of sensory integration ability.
  • the measurement, comparison and analysis of paths in pre-set spatial movement tasks can reveal sensory integration problems.
  • force operation can activate tactile perception, so use finger pressing and foot pedaling as operation control methods.
  • Hand force combined with the stroke caused by the operation amplifies the activation of the tactile perception of force.
  • foot movement is more special.
  • the completion of more precise force movement of the foot requires brain motor function control and related leg and foot muscles.
  • the coordination of the group is higher. Aiming at the hand and foot force stroke operation, it can better exercise the sensory integration disorder.
  • the purpose of the present invention is to solve the above problems and provide a sensory integration disorder testing and training system based on the visual and auditory pathway of virtual reality.
  • the sensory integration disorder testing and training system based on virtual reality audiovisual pathways is characterized in that the system includes a hand force stroke collection module and/or a foot force stroke collection module ,
  • the hand force stroke acquisition module and the foot force stroke acquisition module are respectively connected to the force stroke data processing module, and the hand force stroke acquisition module, the foot force stroke acquisition module and the force stroke data processing module are all connected to the force stroke data processing module.
  • the power supply modules are respectively connected with a hand space position acquisition module, a foot space position acquisition module, and a space motion data processing module, and the hand space position acquisition module and/or foot space
  • the position acquisition module is respectively connected with the spatial motion data processing module
  • the force stroke data processing module and the spatial motion data processing module are both connected to the main control module
  • the virtual reality headset module is respectively connected to the main control module It is connected with the virtual reality visual and auditory cognitive task presentation module
  • the main control module is connected with the sensory integration test phase unit and/or the sensory integration training phase unit.
  • the sensory integration test phase unit includes a normal model database module, a sensory integration test data analysis module and a report generation module connected to the main control module respectively; among them,
  • the sensory integration test data analysis module is configured to mainly realize the comparison of data of the same age and gender with the norm database in an audiovisual task environment to solve the sensory integration level parameters relative to the user of the norm data;
  • the report generation module is configured to automatically display the user's sensory integration level parameters according to a certain graphic structure, in the form of charts and texts, word or PDF documents, and automatically perform further analysis on the meaning and scores of the main parameters. Explanation.
  • the norm database module is configured to mainly store sensory integration parameters collected and statistic by the test system used by normal people of sensory integration.
  • the norm database in the norm database module is distinguished by age and gender. Each year from 6 to 18 years old is a statistical data segment, and from 19 to 24 years old every two years is a statistical data segment, from 25 years old. There is a statistical data segment every five years until the age of 50, a statistical data segment from the age of 51 to 60, and a statistical data segment from the age of 61 years old. It includes a number of specific quotient parameters related to the visual and auditory channels: visual, auditory and sensory. The degree of similarity of spatial movement operation, the degree of similarity of visual and auditory foot-space movement operation, the accuracy of visual and auditory hand force stroke control, the accuracy of visual and auditory foot force stroke control, and the standard deviation parameter of the above quotient.
  • the sensory integration training phase unit includes a sensory integration training program generation module and a sensory integration training process control module that are connected to the main control module, respectively, wherein,
  • the sensory integration training program generating module is configured to analyze the module result according to the sensory integration test data
  • the sensory integration training process control module is configured to mainly realize the storage of the user's training program, the record of the program development, the history record of the completed training and the query function.
  • the sensory integration training program generation module divides the sensory integration training programs into 100, 80, 60, 40, and 100, according to the results of the sensory integration level of “poor”, “average”, “good”, “excellent” and “excellent”. 20 times of five programs, each training includes 8 sub-training items, according to the first visual and auditory hand and foot space movement operation, and then visual and auditory hand and foot force stroke control operation sequence, each section 5 minutes, every two Rest for about 5 minutes in the middle of each session, and one training time is 1 hour.
  • the virtual reality headset module is a headset capable of wearing virtual reality equipment and/or high-fidelity headsets; the virtual reality audiovisual cognition
  • the task presentation module is a virtual reality headset, which mainly completes the presentation of immersive visual and auditory information.
  • the hand force stroke acquisition module includes a handheld device, and the handheld device has a number of buttons corresponding to the positions of the fingers, and Each button is correspondingly connected to a force-stroke variable voltage output mechanism provided in the handheld device;
  • the foot force-stroke acquisition module includes a base, on which a pedal is hinged, and the pedal is tilted on the base A force-stroke variable voltage output mechanism located below the upper end of the pedal is provided. The upper end of the pedal acts on the force-stroke variable voltage output mechanism and the output voltage of the force-stroke variable voltage output mechanism changes with the pedal stroke when the pedal is actuated.
  • the force-stroke variable voltage output mechanism includes a first resistor and a second resistor that are vertically fixed on a base or a handheld device, so The first resistance element and the second resistance element are arranged in parallel with each other, and a spring and a connecting rod pressed between the springs are arranged between the two, and the lower end of the connecting rod is provided with a varistor conductive reed.
  • Both ends of the varistor conductive reed are in electrical contact with the first resistor and the second resistor respectively, and the first resistor and the second resistor are respectively connected to the positive pole and the negative pole of the power supply module, and the first resistor is connected to the positive pole and the negative pole of the power supply module.
  • a fixed-value resistor is arranged between a resistance element or a second resistance element and the power supply module, and the upper end of the connecting rod is connected with the upper end of the pedal and/or the button.
  • the upper end of the connecting rod is provided with a spherical connecting end
  • the upper back of the pedal is provided with a connecting ring
  • the foot force stroke collection The number of modules is two and they are set in parallel, one is for the left foot and the other is for the right foot; the number of the hand force and stroke acquisition modules is two and they are set in parallel, one of which is for the left hand and the other For right hand use.
  • the force-stroke data processing module includes an iOS chip or stm32 single-chip microcomputer based on Mega2560, mini or Nano architecture, and the force-stroke data processing module uses The analog signal of the voltage change of the force-stroke variable voltage output mechanism is converted into a digital signal, the analog-to-digital conversion accuracy is 10-16 bits, and the sampling rate is 500Hz; the force-stroke data processing module performs the current digital signal caused by the voltage change Kalman filter removes interference and noise signals in the acquisition process, and sends force stroke data to the main control module through a USB data cable or wireless Bluetooth protocol; the power supply module is a 3.3-5V DC power supply, and the power supply module is External DC power supply or USB interface connected to the main control module.
  • the hand space position acquisition module and the foot space position acquisition module each include a box that is worn on the hands or feet through a strap
  • a six-axis motion processing component with a three-axis acceleration sensor and a three-axis gyroscope sensor is arranged in the box body, which is used for hand or foot spatial motion parameter recording;
  • the spatial motion data processing module includes the force
  • the stroke data processing module includes an electrician chip or stm32 microcontroller based on the Mega2560, mini or Nano architecture, which removes interference and noise signals during the acquisition process, and sends the force stroke data to the main control module through a USB data cable or wireless Bluetooth protocol.
  • the main control module includes any one of a desktop computer, a notebook computer, an all-in-one computer, and a single-chip computer, and the main control module is connected with Speakers or earphones, the main control module is built-in or externally connected with any one of a display screen, a digital TV screen, an all-in-one screen, and a flat screen.
  • the advantage of the sensory integration disorder testing and training system based on the virtual reality audiovisual pathway is: based on the hand and foot tasks under the virtual reality audiovisual channel, the user wears a virtual reality device and passes through the system The visual and auditory instructions are sent out, and the hand and foot space position acquisition device measures and collects the operating parameters of the hands and feet in response to related tasks, so as to check the accuracy and fineness of the user's hand and foot movement. Then use the force and stroke acquisition device of the hands and feet to measure and collect the operating parameters of the hands and feet in response to related tasks. Thereby, the accuracy and fineness of the force stroke of the user's hand and foot movement can be checked.
  • the system automatically solves a variety of sensory integration-related parameters, and compares them with the norm database of the same gender and age. And generate different levels of sensory integration training programs, so as to automatically and intelligently guide users to carry out training.
  • FIG. 1 is a schematic diagram of the composition structure of a sensory integration disorder training system based on virtual reality audiovisual pathways provided by an embodiment of the present invention
  • FIG. 2 is a schematic structural diagram of an immersive virtual reality headset provided by an embodiment of the present invention.
  • FIG. 3 is a schematic structural diagram of a spatial position acquisition module provided by an embodiment of the present invention.
  • FIG. 4 is a schematic structural diagram of a hand force stroke collection module provided by an embodiment of the present invention.
  • FIG. 5 is a schematic diagram of the design principle of a hand force stroke acquisition module provided by an embodiment of the present invention.
  • FIG. 6 is a schematic diagram of the structure of a foot force stroke collection module provided by an embodiment of the present invention.
  • FIG. 7 is a schematic diagram of the design principle of the foot force stroke collection module provided by an embodiment of the present invention.
  • Figure 8 is a schematic diagram of visual hand space movement testing and training provided by an embodiment of the present invention.
  • FIG. 9 is a schematic diagram of visual foot space movement test and training provided by an embodiment of the present invention.
  • FIG. 10 is a schematic diagram of auditory hand space movement test and training provided by an embodiment of the present invention.
  • FIG. 11 is a schematic diagram of auditory foot space movement test and training provided by an embodiment of the present invention.
  • FIG. 12 is a schematic diagram of visual hand force stroke control test and training provided by an embodiment of the present invention.
  • Figure 13 is a schematic diagram of visual foot force stroke control test and training provided by an embodiment of the present invention.
  • FIG. 14 is a schematic diagram of auditory hand force stroke control test and training provided by an embodiment of the present invention.
  • 15 is a schematic diagram of auditory foot force stroke control test and training provided by an embodiment of the present invention.
  • FIG. 16 is a flow chart of an audiovisual sensory integration test provided by an embodiment of the present invention.
  • Figure 17 is a flow chart of visual and auditory sensory integration training provided by an embodiment of the present invention.
  • the force stroke data processing module 1 the hand force stroke collection module 11, the handheld device 111, the buttons 112, the foot force stroke collection module 12, the base 121, the pedal 122, the power supply module 2, the spatial movement data processing module 3, Hand space position acquisition module 31, foot space position acquisition module 32, main control module 4, force-stroke variable voltage output mechanism 5, first resistor 51, second resistor 52, spring 53, connecting rod 54, spherical connection Terminal 541, connecting ring 542, varistor conductive reed 55, fixed value resistor 56, box body 6, strap 61.
  • Virtual reality headset module 7 virtual reality audiovisual cognitive task presentation module 71, sensory integration test phase unit 8, norm database module 81, sensory integration test data analysis module 82, report generation module 83, sensory integration training phase unit 9 , Sensory integration training program generation module 91, Sensory integration training process control module 92.
  • the present sensory integration disorder testing and training system based on virtual reality audiovisual pathways includes hand force stroke collection module 11 and/or foot force stroke collection module 12, hand force stroke collection module 11 and feet
  • the force stroke acquisition module 12 is respectively connected to the force stroke data processing module 1, and the hand force stroke acquisition module 11, the foot force stroke acquisition module 12, and the force stroke data processing module 1 are all connected to the power supply module 2, and the power supply module 2 respectively
  • the hand space position acquisition module 31, the foot space position acquisition module 32, and the space motion data processing module 3 are connected, and the hand space position acquisition module 31 and/or the foot space position acquisition module 32 are respectively connected to the space motion data processing module 3 are connected, and the force stroke data processing module 1 and the spatial motion data processing module 3 are both connected to the main control module 4, and the main control module 4 is respectively connected with a virtual reality headset module 7 and a virtual reality audiovisual cognitive task presentation module 71, and the main control module 4 is connected to the sensory integration test phase unit 8 and/or the sensory integration training phase unit 9.
  • the sensory integration test phase unit 8 here includes a norm database module 81, a sensory integration test data analysis module 82, and a report generation module 83 which are respectively connected to the main control module 4; among them, the main control module 4 and sensory integration test data analysis Module 82, normal model database module 81, report generation module 83 output terminals are connected,
  • the sensory integration test data analysis module 82 is configured to mainly realize the comparison of the same age and gender data with the norm database in the audiovisual task environment to solve the sensory integration level parameters relative to the norm data user;
  • the report generation module 83 is configured to automatically display the user's sensory integration level parameters according to a certain graphic structure, in the form of charts and texts, word or PDF documents, and automatically perform further analysis on the meaning and scores of the main parameters. And explanation.
  • the norm database module 81 is configured to mainly store sensory integration parameters collected and statistic by the test system used by the normal population of sensory integration; the norm database is distinguished by age and gender, and is one for each year from 6 to 18 years old. Statistics segment. From 19 to 24 years old every two years is a statistical data segment. From 25 to 50 years old, every five years is a statistical data segment. From 51 to 60 years old is a statistical data segment. From 61 years old and above as a statistical data segment.
  • Including a number of specific quotient parameters related to the visual and auditory channels visual and auditory sensation of hand space movement operation approximation, visual and auditory foot space movement operation similarity, visual and auditory hand force stroke control accuracy, visual and auditory feet The accuracy of force stroke control, and the standard deviation of the above quotient and other parameters.
  • the sensory integration training phase unit 9 here includes a sensory integration training program generation module 91 and a sensory integration training process control module 92 that are respectively connected to the main control module 4, wherein,
  • the sensory integration training program generation module 91 is configured to analyze the results of the sensory integration test data according to the module 82; according to the results of the sensory integration level of'poor','fair','good','excellent', and'excellent'.
  • the sensory integration training program is divided into five programs: 100, 80, 60, 40, and 20. Each training includes 8 sub-training items, according to the sequence of visual and auditory hand and foot space movement operations, and then visual and auditory hand and foot force stroke control operations. Each session is 5 minutes, and every two sessions has about 5 rests. Minutes, one training time is about 1 hour.
  • the sensory integration training process control module 92 is configured to mainly realize the storage of the user's training program, the record of the program development, the history record of the completed training, and the query function.
  • the virtual reality headset module 7 in this embodiment is a headset capable of wearing a virtual reality device and/or a high-fidelity headset;
  • the virtual reality audiovisual cognitive task presentation module 71 is a virtual reality headset device, mainly Complete immersive visual and auditory information presentation.
  • the virtual reality headset module is a virtual reality device that can be worn on the head, such as a desktop-level HTC Vive series headset, an Oculus system headset; such as a mobile-level birdwatch and other devices.
  • the presentation of auditory information is mainly realized by a high-fidelity headset; the virtual reality audiovisual task presentation module: mainly completes the presentation of immersive visual and auditory information.
  • the specific device for visual information presentation is a virtual reality headset.
  • the hand space position acquisition module 31 and the foot space position acquisition module 32 here each include a box body 6 that is worn on the hands or feet through a strap 61, and the main appearance is a lightweight plastic round box.
  • the box body 6 is provided with a six-axis motion processing component with a three-axis acceleration sensor and a three-axis gyroscope sensor, which is used for hand or foot space motion parameter recording.
  • the spatial motion data processing module 3 here includes the force stroke data processing module 1 includes an electrician chip or stm32 microcontroller based on the Mega2560, mini or Nano architecture, to remove interference and noise signals during the acquisition process, through a USB data cable or wireless Bluetooth protocol Send the force stroke data to the main control module 4.
  • Perform Kalman filtering on the spatial position digital signal for example: chicken based on Mega2560, mini or Nano architecture or stm32 microcontroller to remove interference and noise signals in the acquisition process.
  • the hand force stroke collection module here: the appearance is mainly a light material structure such as plastic, which is handheld and does not require the hand to be in a fixed posture.
  • the hand force and stroke acquisition module 11 includes a handheld device 111.
  • the handheld device 111 has a number of buttons 112 corresponding to the positions of the fingers, and each button 112 is connected to a force and stroke variable voltage set in the handheld device 111.
  • Output mechanism 5 When each button 112 is applied 0-10 Newtons, the displacement distance is 0-20 milliseconds.
  • the inside of the button 112 is a small sliding rheostat. Depending on the test scenario and accuracy, the resistance of the rheostat can be one of the following, 1K ohm-50K ohm.
  • the force-stroke variable voltage output mechanism 5 here includes a first resistor 51 and a second resistor 52 on the handheld device 111.
  • the first resistor 51 and the second resistor 52 are arranged in parallel with each other and on the two sides.
  • a spring 53 and a connecting rod 54 pressed between the springs 53 are arranged between the two.
  • the lower end of the connecting rod 54 is provided with a varistor conductive reed 55. Both ends of the varistor conductive reed 55 are connected to the first resistor 51 and the first resistor respectively.
  • the two resistance elements 52 are in electrical contact.
  • the first resistance element 51 and the second resistance element 52 are respectively connected to the positive and negative poles of the power supply module 2, and there is a connection between the first resistance element 51 or the second resistance element 52 and the power supply module 2.
  • the fixed value resistor 56 and the upper end of the connecting rod 54 are connected to the upper end of the button 112.
  • the number of the hand force stroke collection modules 11 is two and they are arranged in parallel, one of which is for the left hand and the other is for the right hand.
  • the working principle is that the hand holds the handheld device 111, and a finger presses the button 112 to generate a certain displacement distance, which changes the position of the varistor conductive reed 55, thereby changing the output resistance of the sliding rheostat.
  • Each varistor circuit is in a voltage divider circuit. Due to the change of the resistance value, the voltage change on the fixed value resistor is generated. This voltage change is the output of the force stroke voltage analog parameter.
  • the foot force stroke collection module 12 here includes a base 121.
  • a pedal 122 is hinged on the base 121.
  • the pedal 122 is tilted.
  • the base 121 is provided with a force stroke variable voltage output located below the upper end of the pedal 122.
  • the upper end of the pedal 122 acts on the force-stroke variable voltage output mechanism 5, and when the pedal 122 is actuated, the output voltage of the force-stroke variable voltage output mechanism 5 changes with the stroke of the pedal 122.
  • the inside of the pedal is a small sliding rheostat. Depending on the test scenario and accuracy, the resistance of the rheostat can be one of the following, 1K ohm-100K ohm.
  • the force-stroke variable voltage output mechanism 5 here includes a first resistor 51 and a second resistor 52 that are vertically fixed on the base 121, and the first resistor 51 and the second resistor 52 are arranged parallel to each other. And a spring 53 and a connecting rod 54 pressed between the springs 53 are provided between the two. The lower end of the connecting rod 54 is provided with a varistor conductive reed 55. The two ends of the varistor conductive reed 55 are connected to the first resistor respectively.
  • a fixed-value resistor 56 is arranged in between, and the upper end of the connecting rod 54 is connected with the upper end of the pedal 122.
  • the upper end of the connecting rod 54 is provided with a spherical connecting end 541, and the back of the upper end of the pedal 122 is provided with a connecting ring 542, and the number of the foot force and stroke collection modules 12 are two and arranged in parallel, one of which is used for the left foot and the other is used for the left foot.
  • the working principle is that the foot is naturally placed on the pedal device, and the pedal is stepped to produce a certain displacement distance, which changes the position of the varistor slide, thereby changing the output resistance of the sliding rheostat.
  • Each varistor circuit is in a voltage divider circuit. Due to the change of the resistance value, the voltage change on the fixed value resistor is generated. This voltage change is the output of the force stroke voltage analog parameter.
  • the force-stroke data processing module 1 here includes an chicken chip or stm32 microcontroller based on the Mega2560, mini or Nano architecture.
  • the force-stroke data processing module 1 is used for the analog signal of the voltage change of the force-stroke variable voltage output mechanism 5.
  • the accuracy of analog-to-digital conversion is 10-16 bits, the sampling rate is 500Hz;
  • the force stroke data processing module 1 performs Kalman filtering on the current digital signal caused by the voltage change to remove the interference and noise signal in the acquisition process, through USB data cable or wireless bluetooth protocol sends force stroke data to main control module 4;
  • the voltage changes collected by analog are passed through analog-to-digital conversion module, for example: chicken based on Mega2560, mini or Nano architecture or ADC in stm32 core circuit board. It mainly completes the conversion of the analog signal of the voltage change caused by the change of the resistance value of the sliding rheostat into a digital signal.
  • the precision of analog-to-digital conversion is 10-16 bits, and the sampling rate is 500Hz.
  • the force stroke digital signal is Kalman filtered to remove the interference and noise signals in the acquisition process.
  • the power supply module 2 is a 3.3-5V DC power supply, and the power supply module 2 is an external DC power supply or a USB interface connected to the main control module 4.
  • the main control module 4 here includes any one of a desktop computer, a notebook computer, an all-in-one computer, and a single-chip microcomputer.
  • a speaker or earphone is connected to the main control module 4, and the main control module 4 is built-in or externally connected with a display screen, a digital TV screen, Any one of all-in-one screens and flat screens. It mainly completes the process control of visual and auditory tasks, the control of the presentation of visual and auditory tasks, the control of access to the norm database module, the control of the sensory integration test data analysis module, the control of the report generation module, the control of sensory integration training and other operations.
  • the user binds a space position module with both arms.
  • the visual environment created by the immersive virtual reality equipment is an empty environment with simple abstract ground and sky.
  • the user is standing.
  • the text ‘right hand test’ appears in the user’s field of vision, and then the text disappears.
  • a three-dimensional sphere appears directly in front of the user, which feels at a distance of 5-10 meters. It moves at a constant speed in front of the user and draws the motion trajectory. The trajectory will remain directly in front of the user. At this time, the ball will appear at the starting point of the trajectory.
  • the user’s operating task is to use the right hand tied with the spatial position module to point to the small ball.
  • the pointing will appear as a blue light. If the blue light refers to the small ball, the test starts, and the movement of the arm is controlled as much as possible.
  • the ball moves accurately along the trajectory. When the ball reaches the end of the trajectory, keep it for at least 100 milliseconds. Go to the next operation. If the user does not make the ball reach the end within 10 seconds or there is no ball displacement within 3 seconds, the virtual reality environment prompts that the test is invalid and enter the next operation. After the right hand test, it is the left hand test. The text "Left Hand Test" appears in the user's field of vision, and then the text disappears. A three-dimensional sphere appears directly in front of the user, and it feels at a distance of 5-10 meters. It moves at a constant speed in front of the user and draws the trajectory. The trajectory will remain directly in front of the user. At this time, the ball will appear at the starting point of the trajectory.
  • the user’s operating task is to use the left hand tied with the spatial position module to point to the small ball.
  • the pointing will appear as a blue light. If the blue light refers to the small ball, the test starts, and the movement of the arm is controlled as much as possible to make the blue light control.
  • the ball moves accurately along the trajectory. When the ball reaches the end of the trajectory, keep it for at least 100 milliseconds. Go to the next operation. If the user does not make the ball reach the end within 10 seconds or there is no ball displacement within 3 seconds, the virtual reality environment prompts that the test is invalid and enter the next operation.
  • the trajectory of the ball is different each time.
  • the user ties a space position module with each foot.
  • the visual environment created by the immersive virtual reality equipment is an empty environment with simple abstract ground and sky.
  • the user is standing.
  • the two balls only appear one at a time, and they are random.
  • the ground moves at a constant speed in front of the user and draws the movement trajectory, the trajectory will remain on the ground. At this time, the ball will appear at the starting point of the trajectory.
  • the user's right foot is represented as a red square
  • the left foot is represented as a black square, which is the circumscribed square of the small ball.
  • the user binds a space position module with both arms.
  • the visual environment created by the immersive virtual reality equipment is an empty environment with simple abstract ground and sky.
  • the user is standing.
  • a scale will appear in the field of view to remind the user of the length of such a line segment.
  • the text ‘right hand test’ appears in the user’s field of vision, and then the text disappears.
  • a three-dimensional sphere appears directly in front of the user, and commands are played in the high-fidelity headset, such as'the ball moves 5 meters from left to right'.
  • the user's operating task is to point to the ball with the right hand tied to the spatial position module , In the virtual reality environment, the pointing appears as a blue light.
  • the test starts, and the movement of the arm is controlled as much as possible to make the blue light controlled ball operate according to the voice command.
  • the ball stops and keeps it for at least 100 milliseconds. Go to the next operation. If the user does not make the ball reach the end within 10 seconds or there is no ball displacement within 3 seconds, the virtual reality environment prompts that the test is invalid and enter the next operation.
  • the right hand test it is the left hand test. A scale will appear in the field of view to remind the user of the length of such a line segment. Then the text "Left Hand Test" appears in the user's field of vision, and then the text disappears.
  • a three-dimensional sphere appears directly in front of the user, and commands are played in the high-fidelity headset, such as'the ball moves 5 meters from left to right'.
  • the user's operating task is to point to the ball with the left hand tied to the spatial position module ,
  • the pointing appears as a blue light. If the blue light refers to the small ball, the test starts, and the movement of the arm is controlled as much as possible to make the blue light controlled ball operate according to the voice command. When the ball is controlled to move for a certain distance, it stops and keeps it for at least 100 milliseconds. Go to the next operation. If the user does not make the ball reach the end within 10 seconds or there is no ball displacement within 3 seconds, the virtual reality environment prompts that the test is invalid and enter the next operation. The trajectory of the ball is different each time.
  • the user ties a space position module with each foot.
  • the visual environment created by the immersive virtual reality equipment is an empty environment with simple abstract ground and sky.
  • the user is standing.
  • a scale will appear in the field of view to remind the user of the length of such a line segment.
  • the text ‘right foot test’ appears in the user’s field of vision, and then the text disappears. Appears at random locations on the ground within the field of vision in front of the user.
  • a round ball playing instructions in the high-fidelity headset, such as'move the ball vertically forward 5 meters from here'.
  • the user's right foot appears as a red square. Step on the ball and drag the ball Go to a position and hold it for at least 500 milliseconds before proceeding to the next operation.
  • the virtual reality environment prompts that the test is invalid and enter the next operation.
  • the right foot test it is the left foot test.
  • a scale will appear in the field of view to remind the user of the length of such a line segment.
  • the text "Left Foot Test” appears in the user's field of vision, and then the text disappears. Appears at random locations on the ground within the field of vision in front of the user.
  • a round ball playing instructions in the high-fidelity headset, such as'move the ball 3 meters forward from here vertically'.
  • the user’s left foot appears as a black square.
  • the user holds a hand force stroke module with both hands, and can use one of the five fingers of one hand to press the button as an operation.
  • the visual environment created by the immersive virtual reality equipment is a classroom in daytime.
  • the classroom is quiet and has a certain number of desks and chairs, but no other characters.
  • the user's perspective is sitting, facing the blackboard in front of the classroom, and a blackboard appears in the blackboard area.
  • the small ball moves at a constant speed on the blackboard and draws its trajectory.
  • the trajectory will remain on the blackboard.
  • the ball will appear at the starting point of the trajectory.
  • the user's operating task is to use the left and right hand force stroke modules to control the ball to move as accurately as possible along the trajectory.
  • the user's left and right feet are naturally placed on the foot force stroke module, and the pedal is used as an operation.
  • the visual environment created by the immersive virtual reality equipment is a classroom in daytime.
  • the classroom is quiet and has a certain number of desks and chairs, but no other characters.
  • the user's perspective is sitting, facing the blackboard in front of the classroom, and a blackboard appears in the blackboard area.
  • the small ball moves at a constant speed on the blackboard and draws its trajectory.
  • the trajectory will remain on the blackboard.
  • the ball will appear at the starting point of the trajectory.
  • the user's operating task is to use the force stroke modules of the left and right feet to control the ball to move as accurately as possible along the trajectory.
  • the user uses the left foot pedal to control the left and right movement of the ball, and the right foot pedal controls the up and down movement of the ball.
  • the test is over, the blackboard is cleared, and the user releases the pedal to enter the next operation. If the user does not make the ball reach the end within 10 seconds or does not move the ball within 3 seconds, the virtual reality environment will prompt that the test is invalid, the blackboard will be cleared, and the next operation will begin.
  • the trajectory of the ball is different each time.
  • the user holds a hand force stroke module with both hands, and can use one of the five fingers of one hand to press a button as an operation.
  • the visual environment created by the immersive virtual reality equipment is a classroom in daytime.
  • the classroom is quiet and has a certain number of desks and chairs, but no other characters.
  • the user's perspective is sitting, facing the blackboard in front of the classroom, and there are left and right sides under the blackboard.
  • the two small balls have a corresponding box in the middle.
  • the user sits down and listens carefully to the instructions in the high-fidelity headset.
  • the “left” or “right” played randomly by the voice command means that the left and right hands do the corresponding operations.
  • the voice will continue for any time between “3000-5000” milliseconds. For example, when you hear “left”, quickly press the button with the left hand to make the left ball move from Move vertically from bottom to top to the upper box and keep the position.
  • the user's left and right feet are naturally placed on the foot force stroke module, and the pedal is used as an operation.
  • the visual environment created by the immersive virtual reality equipment is a classroom in daytime.
  • the classroom is quiet and has a certain number of desks and chairs, but no other characters.
  • the user's perspective is sitting, facing the blackboard in front of the classroom, and there are left and right sides under the blackboard.
  • the two small balls have a corresponding box in the middle.
  • the user sits down and listens carefully to the instructions in the high-fidelity headset.
  • The'left' or'right' of the voice command randomly played represents the corresponding operation of the left and right feet.
  • the voice will continue for any time between '3000-5000' milliseconds. For example, when you hear'left', quickly press the left foot on the corresponding pedal to make the left
  • the ball moves vertically from bottom to top into the upper box and keeps its position.
  • a round test includes 5 visual hand spatial movement tests, 5 visual foot spatial movement tests, 5 auditory hand spatial movement tests, and 5 auditory tests.
  • Foot space movement test 5 visual hand force stroke control tests, 5 visual foot force stroke control tests, 5 auditory hand force stroke control tests, 5 auditory foot force stroke control tests, a total of 40 tests .
  • the sensory integration disorder test consists of two rounds.
  • Force stroke operations are classified according to the visual and auditory sense, including visual hand and foot force stroke control accuracy, and auditory hand and foot force stroke control accuracy. And parameters such as the standard deviation of the above quotient.
  • Spatial motion data processing is classified according to the visual and auditory senses, including visual hand and foot spatial motion operation approximation, and auditory hand and foot spatial motion operation approximation. And parameters such as the standard deviation of the above quotient.
  • the weighted sum is the comprehensive quotient of sensory integration.
  • 90-109 points indicate that the score is the average score, which is recorded as average
  • 110-119 points indicate that the score is higher than average.
  • Scores are recorded as good
  • 120-129 points indicate higher scores and are recorded as excellent
  • 130 points or more indicate super high scores, which are recorded as superior.
  • audiovisual hand and foot space exercise training It includes two parts: audiovisual hand and foot force stroke control training.
  • the user binds a space position module with both arms.
  • the visual environment created by the immersive virtual reality device is an empty environment with simple abstract ground and sky.
  • the user is standing.
  • the text "right hand training" appears in the user's field of vision, and then the text disappears.
  • a three-dimensional sphere appears directly in front of the user, and it feels at a distance of 5-10 meters. It moves at a constant speed in front of the user and draws the trajectory. The trajectory will remain directly in front of the user. At this time, the ball will appear at the starting point of the trajectory.
  • the user’s operating task is to use the right hand tied with the spatial position module to point to the small ball.
  • the pointing is expressed as a blue light.
  • the training starts, control the arm movement as much as possible to make the blue light control.
  • the ball moves accurately along the trajectory. When the ball reaches the end of the trajectory, keep it for at least 100 milliseconds. Go to the next operation. If the user does not make the ball reach the end within 10 seconds or there is no ball displacement within 3 seconds, the virtual reality environment prompts that this training is invalid and enter the next operation. After right-hand training, left-hand training.
  • the text "Left Hand Training" appears in the user's field of vision, and then the text disappears.
  • a three-dimensional sphere appears directly in front of the user, and it feels at a distance of 5-10 meters. It moves at a constant speed in front of the user and draws the trajectory.
  • the trajectory will remain directly in front of the user. At this time, the ball will appear at the starting point of the trajectory.
  • the user’s operating task is to use the left hand tied with the spatial position module to point to the small ball.
  • the pointing is shown as a blue light. If the blue light refers to the small and medium ball, the training starts, control the arm movement as much as possible to make the blue light control.
  • the ball moves accurately along the trajectory. When the ball reaches the end of the trajectory, keep it for at least 100 milliseconds. Go to the next operation. If the user does not make the ball reach the end within 10 seconds or there is no ball displacement in 3 seconds, the virtual reality environment prompts that this training is invalid and enter the next operation.
  • the trajectory of the ball is different each time. The cumulative training time is 5 minutes.
  • the user ties a space position module with each foot.
  • the visual environment created by the immersive virtual reality equipment is an empty environment with simple abstract ground and sky.
  • the user is standing.
  • the two balls only appear one at a time, and they are random.
  • the ground moves at a constant speed in front of the user and draws the trajectory.
  • the trajectory will remain on the ground. At this time, the ball will appear at the starting point of the trajectory.
  • the user's right foot is represented as a red square
  • the left foot is represented as a black square, which is the circumscribed square of the small ball.
  • the user binds a space position module with both arms.
  • the visual environment created by the immersive virtual reality equipment is an empty environment with simple abstract ground and sky.
  • the user is standing.
  • a scale will appear in the field of view to remind the user of the length of such a line segment.
  • the text "right hand training" appears in the user's field of vision, and then the text disappears.
  • a three-dimensional sphere appears directly in front of the user, and commands are played in the high-fidelity headset, such as'the ball moves 5 meters from left to right'.
  • the user's operating task is to point to the ball with the right hand tied to the spatial position module , In the virtual reality environment, the pointing is shown as a blue light. If the blue light refers to the small ball, the training starts, control the arm movement as much as possible to make the blue light controlled ball follow the voice instructions.
  • the ball When the ball is controlled to move for a certain distance, it stops and keeps it for at least 100 milliseconds. Go to the next operation. If the user does not make the ball reach the end within 10 seconds or there is no ball displacement within 3 seconds, the virtual reality environment prompts that this training is invalid and enter the next operation. After right-hand training, left-hand training. A scale will appear in the field of view to remind the user of the length of such a line segment. Then the text "Left Hand Training" appears in the user's field of vision, and then the text disappears. A three-dimensional sphere appears directly in front of the user, and commands are played in the high-fidelity headset, such as'the ball moves 5 meters from left to right'.
  • the user's operating task is to point to the ball with the left hand tied to the spatial position module ,
  • the pointing is shown as a blue light. If the blue light refers to the small ball, the training starts, control the arm movement as much as possible to make the blue light controlled ball follow the voice instructions. When the ball is controlled to move for a certain distance, it stops and keeps it for at least 100 milliseconds. Go to the next operation. If the user does not make the ball reach the end within 10 seconds or there is no ball displacement within 3 seconds, the virtual reality environment prompts that this training is invalid and enter the next operation. The trajectory of the ball is different each time. The cumulative training time is 5 minutes.
  • the user ties a space position module with each foot.
  • the visual environment created by the immersive virtual reality equipment is an empty environment with simple abstract ground and sky.
  • the user is standing.
  • a scale will appear in the field of view to remind the user of the length of such a line segment.
  • the text "Right Foot Training" appears in the user's field of vision, and then the text disappears. Appears at random locations on the ground within the field of vision in front of the user.
  • a round ball playing instructions in the high-fidelity headset, such as'move the ball vertically forward 5 meters from here'.
  • the user's right foot appears as a red square. Step on the ball and drag the ball Go to a position and hold it for at least 500 milliseconds, and enter the next operation.
  • the virtual reality environment prompts that this training is invalid and enter the next operation.
  • right foot training left foot training.
  • a scale will appear in the field of view to remind the user of the length of such a line segment.
  • the text "Left Foot Training” appears in the user's field of vision, and then the text disappears. Appears at random locations on the ground within the field of vision in front of the user.
  • a round ball playing instructions in the high-fidelity headset, such as "move the ball 3 meters forward from here".
  • the user’s left foot appears as a black square.
  • the trajectory of the ball is different each time. The cumulative training time is 5 minutes.
  • the user holds a hand force stroke module with both hands, and can use one of the five fingers of one hand to press a button as an operation.
  • the visual environment created by the immersive virtual reality equipment is a classroom in daytime.
  • the classroom is quiet and has a certain number of desks and chairs, but no other characters.
  • the user's perspective is sitting, facing the blackboard in front of the classroom, and a blackboard appears in the blackboard area.
  • the small ball moves at a constant speed on the blackboard and draws its trajectory.
  • the trajectory will remain on the blackboard.
  • the ball will appear at the starting point of the trajectory.
  • the user's operating task is to use the left and right hand force stroke modules to control the ball to move as accurately as possible along the trajectory.
  • the training is over, the blackboard is cleared, and the user releases the button to enter the next operation. If the user does not make the ball reach the end within 10 seconds or there is no ball displacement within 3 seconds, the virtual reality environment will prompt that this training is invalid, the blackboard will be cleared, and the next operation will begin.
  • the trajectory of the ball is different each time. The cumulative training time is 5 minutes.
  • the user's left and right feet are naturally placed on the foot force stroke module, and the pedal is used as an operation.
  • the visual environment created by the immersive virtual reality equipment is a classroom in daytime.
  • the classroom is quiet and has a certain number of desks and chairs, but no other characters.
  • the user's perspective is sitting, facing the blackboard in front of the classroom, and a blackboard appears in the blackboard area.
  • the small ball moves at a constant speed on the blackboard and draws its trajectory.
  • the trajectory will remain on the blackboard.
  • the ball will appear at the starting point of the trajectory.
  • the user's operating task is to use the force stroke modules of the left and right feet to control the ball to move as accurately as possible along the trajectory.
  • the user uses the left foot pedal to control the left and right movement of the ball, and the right foot pedal controls the up and down movement of the ball.
  • the training ends, the blackboard is cleared, and the user releases the pedal to enter the next operation. If the user does not make the ball reach the end within 10 seconds or there is no ball displacement within 3 seconds, the virtual reality environment will prompt that this training is invalid, the blackboard will be cleared, and the next operation will begin.
  • the trajectory of the ball is different each time. The cumulative training time is 5 minutes.
  • the user holds a hand force stroke module with both hands, and can use one of the five fingers of one hand to press a button as an operation.
  • the visual environment created by the immersive virtual reality equipment is a classroom in daytime.
  • the classroom is quiet and has a certain number of desks and chairs, but no other characters.
  • the user's perspective is sitting, facing the blackboard in front of the classroom, and there are left and right sides under the blackboard.
  • the two small balls have a corresponding box in the middle.
  • the user sits down and listens carefully to the instructions in the high-fidelity headset.
  • the “left” or “right” played randomly by the voice command means that the left and right hands do the corresponding operations.
  • the voice will continue for any time between “3000-5000” milliseconds. For example, when you hear “left”, quickly press the button with the left hand to make the left ball move from Move vertically from bottom to top to the upper box and keep the position.
  • the user's left and right feet are naturally placed on the foot force stroke module, and the pedal is used as an operation.
  • the visual environment created by the immersive virtual reality equipment is a classroom in daytime.
  • the classroom is quiet and has a certain number of desks and chairs, but no other characters.
  • the user's perspective is sitting, facing the blackboard in front of the classroom, and there are left and right sides under the blackboard.
  • the two small balls have a corresponding box in the middle position.
  • the user sits down and listens carefully to the instructions in the high-fidelity headset.
  • The'left' or'right' played by the voice command randomly means that the left and right feet do the corresponding operations.
  • the voice will continue for any time between '3000-5000' milliseconds. For example, when you hear'left', quickly press the left foot on the corresponding pedal to make the left
  • the ball moves vertically from bottom to top into the upper box and keeps its position.
  • the sensory integration training program is divided into five programs: 100, 80, 60, 40, and 20.
  • Each training includes 8 sub-training items, according to the sequence of visual and auditory hand and foot space movement operations, and then visual and auditory hand and foot force stroke control operations.
  • Each session is 5 minutes, and every two sessions has about 5 rests. Minutes, one training time is about 1 hour.
  • the working principle of sensory integration training process control It mainly realizes the preservation of the user training program, the record of the program development, and the historical record of the completed training. For example, the less time it takes to move the ball to the top of the blackboard during the calculation training, the higher the score And query functions.
  • the user binds a space position module with both arms.
  • the visual environment created by the immersive virtual reality equipment is an empty environment with simple abstract ground and sky.
  • the user is standing.
  • the text ‘right hand test’ appears in the user’s field of vision, and then the text disappears.
  • a three-dimensional sphere appears directly in front of the user, and it feels at a distance of 5-10 meters. It moves at a constant speed in front of the user and draws the trajectory. The trajectory will remain directly in front of the user. At this time, the ball will appear at the starting point of the trajectory.
  • the user’s operating task is to use the right hand tied with the spatial position module to point to the small ball. In the virtual reality environment, the pointing will appear as a blue light.
  • the test training starts, and the arm movement is controlled as much as possible to control the blue light.
  • the ball moves accurately along the trajectory. When the ball reaches the end of the trajectory, keep it for at least 100 milliseconds. Go to the next operation. If the user does not make the ball reach the end within 10 seconds or there is no ball displacement in 3 seconds, the virtual reality environment prompts that the test training is invalid and enter the next operation. After the right-hand test training, it is the left-hand test training.
  • the text "Left Hand Test Training” appears in the user's field of vision, and then the text disappears. A three-dimensional sphere appears directly in front of the user, and it feels at a distance of 5-10 meters.
  • the trajectory of the ball is different each time. If the blue light refers to the small and medium ball, the test training starts, and the arm movement is controlled as much as possible to control the blue light. The ball moves accurately along the trajectory. When the ball reaches the end of the trajectory, keep it for at least 100 milliseconds. Go to the next operation. If the user does not make the ball reach the end within 10 seconds or there is no ball displacement in 3 seconds, the virtual reality environment prompts that the test training is invalid and enter the next operation. The trajectory of the ball is different each time.
  • the user ties a space position module with each foot.
  • the visual environment created by the immersive virtual reality equipment is an empty environment with simple abstract ground and sky.
  • the user is standing.
  • the two balls only appear one at a time, and they are random.
  • the ground moves at a constant speed in front of the user and draws the movement trajectory, the trajectory will remain on the ground. At this time, the ball will appear at the starting point of the trajectory.
  • the user's right foot is represented as a red square
  • the left foot is represented as a black square, which is the circumscribed square of the small ball.
  • the user binds a space position module with both arms.
  • the visual environment created by the immersive virtual reality equipment is an empty environment with simple abstract ground and sky.
  • the user is standing.
  • a scale will appear in the field of view to remind the user of the length of such a line segment.
  • the text ‘right hand test training’ appears in the user’s field of vision, and then the text disappears.
  • a three-dimensional ball appears directly in front of the user, and commands are played in the high-fidelity headset, such as'the ball moves 5 meters from left to right'.
  • the user's operating task is to point the ball with the right hand tied to the spatial position module , In the virtual reality environment, the pointing is shown as a blue light. If the blue light refers to the small ball, the test training starts, and control the arm movement as much as possible to make the blue light controlled ball operate according to the voice instructions.
  • the ball When the ball is controlled to move for a certain distance, it stops and keeps it for at least 100 milliseconds. Go to the next operation. If the user does not make the ball reach the end within 10 seconds or there is no ball displacement in 3 seconds, the virtual reality environment prompts that the test training is invalid and enter the next operation. After the right-hand test training, it is the left-hand test training. A scale will appear in the field of view to remind the user of the length of such a line segment. Then the text of "Left Hand Test Training" appears in the user's field of vision, and then the text disappears. A three-dimensional sphere appears directly in front of the user, and commands are played in the high-fidelity headset, such as'the ball moves 5 meters from left to right'.
  • the user's operating task is to point to the ball with the left hand tied to the spatial position module ,
  • the pointing is shown as a blue light. If the blue light refers to the small ball, the test training starts, and control the arm movement as much as possible to make the blue light controlled ball operate according to the voice instructions. When the ball is controlled to move for a certain distance, it stops and keeps it for at least 100 milliseconds. Go to the next operation. If the user does not make the ball reach the end within 10 seconds or there is no ball displacement in 3 seconds, the virtual reality environment prompts that the test training is invalid and enter the next operation. The trajectory of the ball is different each time.
  • the user ties a space position module with each foot.
  • the visual environment created by the immersive virtual reality equipment is an empty environment with simple abstract ground and sky.
  • the user is standing.
  • a scale will appear in the field of view to remind the user of the length of such a line segment.
  • the text of "Right Foot Test Training” appears in the user's field of vision, and then the text disappears. Appears at random locations on the ground within the field of vision in front of the user.
  • a round ball playing instructions in the high-fidelity headset, such as'move the ball vertically forward 5 meters from here'.
  • the user's right foot appears as a red square. Step on the ball and drag the ball Go to a position and hold it for at least 500 milliseconds before proceeding to the next operation.
  • the virtual reality environment prompts that the test training is invalid and enter the next operation.
  • the right foot test training it is the left foot test training.
  • a scale will appear in the field of view to remind the user of the length of such a line segment.
  • the text "Left Foot Test Training” appears in the user's field of vision, and then the text disappears. Appears at random locations on the ground within the field of vision in front of the user.
  • the user’s left foot appears as a black square.
  • the user holds a hand force stroke module with both hands, and can use one of the five fingers of one hand to press a button as an operation.
  • the visual environment created by the immersive virtual reality equipment is a classroom in daytime.
  • the classroom is quiet and has a certain number of desks and chairs, but no other characters.
  • the user's perspective is sitting, facing the blackboard in front of the classroom, and a blackboard appears in the blackboard area.
  • the small ball moves at a constant speed on the blackboard and draws its trajectory.
  • the trajectory will remain on the blackboard.
  • the ball will appear at the starting point of the trajectory.
  • the user's operating task is to use the left and right hand force stroke modules to control the ball to move as accurately as possible along the trajectory.
  • the user's left and right feet are naturally placed on the foot force stroke module, and the pedal is used as an operation.
  • the visual environment created by the immersive virtual reality equipment is a classroom in daytime.
  • the classroom is quiet and has a certain number of desks and chairs, but no other characters.
  • the user's perspective is sitting, facing the blackboard in front of the classroom, and a blackboard appears in the blackboard area.
  • the small ball moves at a constant speed on the blackboard and draws its trajectory.
  • the trajectory will remain on the blackboard.
  • the ball will appear at the starting point of the trajectory.
  • the user's operating task is to use the force stroke modules of the left and right feet to control the ball to move as accurately as possible along the trajectory.
  • the user uses the left foot pedal to control the left and right movement of the ball, and the right foot pedal controls the up and down movement of the ball.
  • the user holds a hand force stroke module with both hands, and can use one of the five fingers of one hand to press a button as an operation.
  • the visual environment created by the immersive virtual reality equipment is a classroom in daytime.
  • the classroom is quiet and has a certain number of desks and chairs, but no other characters.
  • the user's perspective is sitting, facing the blackboard in front of the classroom, and there are left and right sides under the blackboard.
  • the two small balls have a corresponding box in the middle.
  • the user sits down and listens carefully to the instructions in the high-fidelity headset.
  • the “left” or “right” played randomly by the voice command means that the left and right hands do the corresponding operations.
  • the voice will continue for any time between “3000-5000” milliseconds. For example, when you hear “left”, quickly press the button with the left hand to make the left ball move from Move vertically from bottom to top to the upper box and keep the position.
  • the user's left and right feet are naturally placed on the foot force stroke module, and the pedal is used as an operation.
  • the visual environment created by the immersive virtual reality equipment is in a classroom during the daytime.
  • the classroom is quiet, with a certain number of desks and chairs, but no other characters.
  • the user's perspective is sitting, facing the blackboard in front of the classroom, and there are left and right sides under the blackboard.
  • the two small balls have a corresponding box in the middle.
  • the user sits down and listens carefully to the instructions in the high-fidelity headset.
  • The'left' or'right' played by the voice command randomly means that the left and right feet do the corresponding operations.
  • the voice will continue for any time between '3000-5000' milliseconds. For example, when you hear'left', quickly press the left foot on the corresponding pedal to make the left
  • the ball moves vertically from bottom to top into the upper box and keeps its position.
  • the sensory integration disorder test process includes 5 visual hand space movement tests, 5 visual foot space movement tests, 5 auditory hand space movement tests, and 5 auditory feet Spatial movement test; 5 visual hand force stroke control tests, 5 visual foot force stroke control tests, 5 auditory hand force stroke control tests, 5 auditory foot force stroke control tests, a total of 40 tests.
  • the sensory integration disorder test consists of two rounds.
  • the sensory integration training program is divided into five programs: 100, 80, 60, 40, and 20.
  • Each training includes 8 sub-training items, according to the sequence of visual and auditory hand and foot space movement operations, and then visual and auditory hand and foot force stroke control operations.
  • Each session is 5 minutes, and every two sessions has about 5 rests. Minutes, one training time is about 1 hour.
  • this article uses force stroke data processing module 1, hand force stroke collection module 11, handheld device 111, buttons 112, foot force stroke collection module 12, base 121, pedal 122, power supply module 2, spatial movement data Processing module 3, hand space position acquisition module 31, foot space position acquisition module 32, main control module 4, force-stroke variable voltage output mechanism 5, first resistor 51, second resistor 52, spring 53, connecting rod 54.

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Abstract

A sensory integration dysfunction testing and training system based on a virtual reality visual and auditory pathway, which solves the problems of designs being not sufficiently reasonable and the like in the prior art. The system comprises a hand force stroke acquisition module (11), a foot force stroke acquisition module (12), a force stroke data processing module (1) and a power supply module (2). The power supply module (2) is connected to a hand space position acquisition module (31), a foot space position acquisition module (32) and a space motion data processing module (3), respectively. Both the force stroke data processing module (1) and the space motion data processing module (3) are connected to a main control module (4); a virtual reality head-mounted module (7) and a virtual reality visual and auditory cognition task presentation module (71) are connected onto the main control module (4); and the main control module (4) is connected to a sensory integration test stage unit (8) and/or a sensory integration training stage unit (9).

Description

基于虚拟现实视听觉通路的感觉统合失调测训系统Sensory integration disorder testing and training system based on virtual reality audiovisual pathway 技术领域Technical field
本发明属于虚拟现实设备技术领域,尤其是涉及一种基于虚拟现实视听觉通路的感觉统合失调测训系统。The invention belongs to the technical field of virtual reality equipment, and in particular relates to a sensory integration disorder testing and training system based on virtual reality audiovisual pathways.
背景技术Background technique
感觉统合是大脑的功能,感觉统合失调即为大脑功能失调的一种,也可称为学习能力障碍。感觉统合是指将人体器官各部分感觉信息输入组合起来,经大脑统合作用,完成对身体外的知觉做出反应。只有经过感觉统合,神经系统的不同部分才能协调整体作用使个体与环境顺利接触;没有感觉统合,大脑和身体就不能协调发展。这种失调有其生理原因,如,因胎位不正引起的平衡失调;因早产或剖腹产造成幼儿压迫感不足造成触觉失调;或因怀孕期间不正确的吃药和打针,对孩子成才的影响等。此外这种失调还有环境及人为的原因,如,由于家庭和都市化生活,使得儿童活动范围变小,大人对幼儿过度保护,导致儿童接受的信息不全面;家长不带孩子,辅导少而造成幼儿右脑感官刺激不足;出生后,没让孩子经过爬行阶段就直接学习走路,产生了前庭平衡失调;不准孩子玩土,玩沙,害怕弄脏,从而造成幼儿触觉刺激缺乏;过早地使用学步车,使幼儿前庭平衡及头部支撑力不足;父母的要求太高,管教太严,人为地造成孩子压力太大,儿童自由活动时间太少造成孩子胆小不愿尝试等问题。这样的问题容易导致孩子学习成绩不佳,对学习任务缺乏专注,听课效率低、成绩下滑、粗心马虎、作业拖拉,长此以往还会越来越缺乏自信、容易依赖他人。因此,对感觉统合失调的测试和训练,有助于家 长教师了解儿童感觉统合水平,对感觉统合失调儿童开展干预和训练,或开展适应的教育教学方法,从而更好的关心儿童,关爱他们的成长。Sensory integration is a function of the brain, and sensory integration disorders are a type of brain dysfunction, and can also be called learning disabilities. Sensory integration refers to the combination of sensory information input from various parts of the body's organs, and the brain is integrated and used to complete the response to the perception outside the body. Only through sensory integration, the different parts of the nervous system can coordinate the overall role of the individual to make contact with the environment smoothly; without sensory integration, the brain and body cannot develop in coordination. There are physiological reasons for this disorder, such as balance disorder caused by incorrect fetal position; tactile disorder caused by insufficient pressure of infants due to premature delivery or caesarean section; or incorrect medication and injection during pregnancy, which may affect the growth of children. In addition, there are environmental and man-made reasons for this disorder. For example, due to family and urbanization, children’s activities are reduced, and adults overprotect young children, resulting in incomplete information received by children; parents do not bring children, and there is little counseling. This results in insufficient sensory stimulation of the right brain of young children; after birth, the child learns to walk directly without letting the child go through the crawling stage, resulting in a vestibular balance disorder; children are not allowed to play with soil or sand, and are afraid of getting dirty, which results in a lack of tactile stimulation of young children; The use of baby walkers makes children’s vestibular balance and head support insufficient; parents’ requirements are too high, discipline is too strict, artificially causing children to be too stressed, and children’s free time is too little, causing children to be timid and unwilling to try. . Such problems can easily lead to poor academic performance, lack of focus on learning tasks, low class efficiency, lower grades, carelessness, and procrastination in homework. In the long run, children will become less self-confident and easy to rely on others. Therefore, the testing and training of sensory integration disorders can help parents and teachers understand the level of children’s sensory integration, intervene and train children with sensory integration disorders, or develop adaptive education and teaching methods, so as to better care for children and care for them. growing up.
为了缓解现有技术存着的问题,人们进行了长期的探索,提出了各式各样的解决方案。例如,中国专利文献公开了实用新型专利CN202324705U中方法主要设计了一种用于感觉统合失调儿童的感觉统合训练室。包含一系列的实体训练设备。但是需要较大训练场地,设备需要定期维护,需要培训师实时监护,保证对儿童的安全。如实用新型专利CN203480724U中方法主要设计了一种专为感觉统合失调儿童使用的指挥棒。用于感觉统合失调儿童锻炼大肌肉和小肌肉、训练平衡感、前庭觉,练习指挥。该方法能够一定程度上锻炼感觉和运动的统一。但是无法客观量化的评价训练的效果。发明专利CN1506128A和CN1506129A方法中主要设计一种可用于防治感觉统合失调的儿童感觉统合训练器,该方法类似一张多功能床,儿童躺卧其上通过滚动,翻身等动作实现感觉统合训练。该方法能够一定程度上增强儿童感觉通路的感知,但是依然部分客观量化的评价训练的效果,且设备属于机械设备,有较高转动部件,如不精心维护或没有培训师指导监护,具有一定儿童安全隐患。In order to alleviate the problems existing in the existing technology, people have carried out long-term exploration and proposed various solutions. For example, the Chinese patent document discloses that the method in the utility model patent CN202324705U mainly designs a sensory integration training room for children with sensory integration disorders. Contains a series of physical training equipment. However, large training venues are required, equipment needs to be maintained regularly, and real-time monitoring by trainers is required to ensure the safety of children. For example, the method in the utility model patent CN203480724U mainly designs a baton specially designed for children with sensory integration disorders. For children with sensory integration disorders, exercise large and small muscles, train balance, vestibular sense, and exercise command. This method can exercise the unity of sensation and movement to a certain extent. However, the effect of training cannot be evaluated objectively and quantitatively. The invention patents CN1506128A and CN1506129A mainly design a child sensory integration training device that can be used to prevent sensory integration disorders. This method is similar to a multifunctional bed. The child lies on it to achieve sensory integration training by rolling and turning over. This method can enhance the perception of children’s sensory pathways to a certain extent, but still partly evaluates the effect of training objectively and quantitatively, and the equipment is mechanical equipment with high rotating parts. If it is not carefully maintained or without the guidance and supervision of the trainer, it has certain children. Security risks.
因此,对现有各类感觉统合失调训练方法,还存在以下问题。Therefore, there are still the following problems with the existing training methods for various sensory integration disorders.
首先现有各类感觉统合失调训练方法的理论和机制还不清晰,发明还主要集中在从机械和装置的设计。还未详细的分析感觉统合失调的原因,理论,训练机制等方面问题。感觉统合是大脑的功能,感觉统合失调即为大脑功能失调的一种,也可称为学习能力障碍。感觉统合是指将人体器官各部分感觉信息输入组合起来,经大脑统合作用,完成对身体外的知觉做出反应。只有经过感觉统合,神经系统的不同部分才能协调整体作用使个体与环 境顺利接触;没有感觉统合,大脑和身体就不能协调发展。这种失调有其生理原因。同时也有环境及人为的原因。因此设计训练感觉统合系统要从脑功能机制和相关理论入手,才能击中问题的靶心。First of all, the theories and mechanisms of the existing training methods for sensory integration disorders are not clear, and the invention is mainly focused on the design of machinery and devices. The causes, theories, training mechanisms and other aspects of sensory integration disorders have not been analyzed in detail. Sensory integration is a function of the brain, and sensory integration disorders are a type of brain dysfunction, and can also be called learning disabilities. Sensory integration refers to the combination of sensory information input from various parts of the body's organs, and the brain is integrated and used to complete the response to the perception outside the body. Only through sensory integration, the different parts of the nervous system can coordinate the overall role of the individual to make contact with the environment smoothly; without sensory integration, the brain and body cannot develop in coordination. There are physiological reasons for this disorder. There are also environmental and man-made reasons. Therefore, the design and training of sensory integration system must start with the brain function mechanism and related theories in order to hit the target of the problem.
其次在信息处理的机制上,人类主要利用视觉、听觉、触觉和嗅觉等通路感知世界。其中视听觉通路接受和感知信息大约为94%。触觉约为4%。因此视听觉是人类主要的信息处理通路,且脑科学的相关研究认为视听觉功能并不是独立的,健康人的视听觉功能是互相联系的。按照信息处理通路形式上分为视觉、听觉的单一通路处理或视听觉混合双通路处理。对信息的处理也主要体现在这三种视听感觉通路的形式上。触觉作为另外一种感觉通路,能够更直接的对人的运动提供感知和控制的反馈。那么感觉统合失调主要是视觉、听觉以及触觉等三方面的信息处理出现异常。针对性训练就要从这三种感觉通路入手。Secondly, in the mechanism of information processing, human beings mainly use vision, hearing, touch and smell to perceive the world. Among them, the visual and auditory pathways receive and perceive information about 94%. The tactile sensation is about 4%. Therefore, the visual and auditory sense is the main information processing pathway of human beings, and the related research of brain science believes that the visual and auditory functions are not independent, and the visual and auditory functions of healthy people are interconnected. According to the form of the information processing channel, it can be divided into single-channel processing for vision and hearing or double-channel processing for mixed vision and hearing. The processing of information is also mainly reflected in the forms of these three audiovisual sensory pathways. As another sensory pathway, touch can provide more direct feedback of perception and control to human movement. Then sensory integration disorders are mainly caused by abnormalities in the three aspects of information processing: vision, hearing, and touch. Targeted training should start from these three sensory pathways.
其次在操作控制的机制方面,肢体空间运动的精准特性,能够反映感觉统合能力水平,对预先设定的空间运动任务中路径的测量,比较和分析,能够揭示感觉统合问题。此外力操作能够激活触觉感知,那么利用手部手指按压和脚踏作为操作控制方式。手部力结合操作引起的行程,将力的触觉感知激活程度放大,相对手部运动,脚部运动比较特殊,脚部完成较精确力的运动需要脑运动功能控制和相关腿部和脚部肌肉群的协调性更高。针对手部和脚部力行程操作能够更好的锻炼感觉统合失调问题。Secondly, in terms of the mechanism of operation control, the precise characteristics of limb spatial movement can reflect the level of sensory integration ability. The measurement, comparison and analysis of paths in pre-set spatial movement tasks can reveal sensory integration problems. In addition, force operation can activate tactile perception, so use finger pressing and foot pedaling as operation control methods. Hand force combined with the stroke caused by the operation amplifies the activation of the tactile perception of force. Compared with hand movement, foot movement is more special. The completion of more precise force movement of the foot requires brain motor function control and related leg and foot muscles. The coordination of the group is higher. Aiming at the hand and foot force stroke operation, it can better exercise the sensory integration disorder.
发明内容Summary of the invention
本发明的目的是针对上述问题,提供一种基于虚拟现实视听觉通路的感觉统合失调测训系统。The purpose of the present invention is to solve the above problems and provide a sensory integration disorder testing and training system based on the visual and auditory pathway of virtual reality.
为达到上述目的,本发明采用了下列技术方案:本基于虚拟 现实视听觉通路的感觉统合失调测训系统,其特征在于,本系统包括手部力行程采集模块和/或脚部力行程采集模块,所述的手部力行程采集模块和脚部力行程采集模块分别与力行程数据处理模块相连,且所述的手部力行程采集模块、脚部力行程采集模块和力行程数据处理模块均与供电模块相连,且所述的供电模块分别连接有手部空间位置采集模块、脚部空间位置采集模块以及空间运动数据处理模块,且所述的手部空间位置采集模块和/或脚部空间位置采集模块分别和空间运动数据处理模块相连,且所述的力行程数据处理模块和空间运动数据处理模块均与主控模块相连,且所述的主控模块上分别连接有虚拟现实头戴模块与虚拟现实视听觉认知任务呈现模块,且所述的主控模块与感觉统合测试阶段单元和/或感觉统合训练阶段单元相连。In order to achieve the above objectives, the present invention adopts the following technical solutions: The sensory integration disorder testing and training system based on virtual reality audiovisual pathways is characterized in that the system includes a hand force stroke collection module and/or a foot force stroke collection module , The hand force stroke acquisition module and the foot force stroke acquisition module are respectively connected to the force stroke data processing module, and the hand force stroke acquisition module, the foot force stroke acquisition module and the force stroke data processing module are all connected to the force stroke data processing module. Connected to the power supply module, and the power supply modules are respectively connected with a hand space position acquisition module, a foot space position acquisition module, and a space motion data processing module, and the hand space position acquisition module and/or foot space The position acquisition module is respectively connected with the spatial motion data processing module, and the force stroke data processing module and the spatial motion data processing module are both connected to the main control module, and the virtual reality headset module is respectively connected to the main control module It is connected with the virtual reality visual and auditory cognitive task presentation module, and the main control module is connected with the sensory integration test phase unit and/or the sensory integration training phase unit.
在上述的基于虚拟现实视听觉通路的感觉统合失调测训系统中,所述的感觉统合测试阶段单元包括分别和主控模块相连的常模数据库模块、感觉统合测试数据分析模块以及报告生成模块;其中,In the above-mentioned sensory integration disorder test and training system based on virtual reality audiovisual pathways, the sensory integration test phase unit includes a normal model database module, a sensory integration test data analysis module and a report generation module connected to the main control module respectively; among them,
所述感觉统合测试数据分析模块被配置为主要实现在视听觉任务环境下,与常模数据库同年龄同性别数据对比,求解相对于常模数据使用者的感觉统合水平参数;The sensory integration test data analysis module is configured to mainly realize the comparison of data of the same age and gender with the norm database in an audiovisual task environment to solve the sensory integration level parameters relative to the user of the norm data;
所述报告生成模块被配置为主要实现自动将使用者感觉统合水平参数按照一定图文结构,以图表和文字形式,word或PDF文档展示,此外自动对主要参数意义和得分情况做进一步的分析和解释。The report generation module is configured to automatically display the user's sensory integration level parameters according to a certain graphic structure, in the form of charts and texts, word or PDF documents, and automatically perform further analysis on the meaning and scores of the main parameters. Explanation.
所述常模数据库模块被配置为主要存储了感觉统合正常人群使用的测试系统收集和统计的感觉统合参数。其中,常模数据库模块中的常模数据库按照年龄和性别区分,从6岁到18岁每一年为一个统计数据段,从19岁到24岁每两年为一个统计数据段, 从25岁到50岁每五年为一个统计数据段,从51岁到60岁为一个统计数据段,从61岁以上为一个统计数据段,包括多个关于视听觉通道具体商参数:视觉、听觉感觉手部空间运动操作近似度,视觉、听觉脚部空间运动操作近似度,视觉、听觉手部力行程控制准确度,视觉、听觉脚部力行程控制准确度,以及上述商数的标准差值参数。The norm database module is configured to mainly store sensory integration parameters collected and statistic by the test system used by normal people of sensory integration. Among them, the norm database in the norm database module is distinguished by age and gender. Each year from 6 to 18 years old is a statistical data segment, and from 19 to 24 years old every two years is a statistical data segment, from 25 years old. There is a statistical data segment every five years until the age of 50, a statistical data segment from the age of 51 to 60, and a statistical data segment from the age of 61 years old. It includes a number of specific quotient parameters related to the visual and auditory channels: visual, auditory and sensory. The degree of similarity of spatial movement operation, the degree of similarity of visual and auditory foot-space movement operation, the accuracy of visual and auditory hand force stroke control, the accuracy of visual and auditory foot force stroke control, and the standard deviation parameter of the above quotient.
在上述的基于虚拟现实视听觉通路的感觉统合失调测训系统中,所述的感觉统合训练阶段单元包括分别和主控模块相连的感觉统合训练方案生成模块和感觉统合训练进程控制模块,其中,In the above-mentioned sensory integration disorder testing and training system based on virtual reality audiovisual pathways, the sensory integration training phase unit includes a sensory integration training program generation module and a sensory integration training process control module that are connected to the main control module, respectively, wherein,
所述感觉统合训练方案生成模块被配置为根据感觉统合测试数据分析模块结果;The sensory integration training program generating module is configured to analyze the module result according to the sensory integration test data;
感觉统合训练进程控制模块被配置为主要实现使用者训练方案的保存,方案开展的情况记录,已完成训练的历史成绩记录和查询功能。其中,感觉统合训练方案生成模块中按照感觉统合水平结果的‘差’,‘一般’,‘良好’,‘优秀’和‘超群’,将感觉统合训练方案分为100,80,60,40和20次五种方案,每次训练包括8小节的子训练项目,按照先视听觉手和脚部空间运动操作,再视听觉手和脚部力行程控制操作的次序,每小节5分钟,每两个小节中间休息约5分钟,一次训练时间1小时。The sensory integration training process control module is configured to mainly realize the storage of the user's training program, the record of the program development, the history record of the completed training and the query function. Among them, the sensory integration training program generation module divides the sensory integration training programs into 100, 80, 60, 40, and 100, according to the results of the sensory integration level of “poor”, “average”, “good”, “excellent” and “excellent”. 20 times of five programs, each training includes 8 sub-training items, according to the first visual and auditory hand and foot space movement operation, and then visual and auditory hand and foot force stroke control operation sequence, each section 5 minutes, every two Rest for about 5 minutes in the middle of each session, and one training time is 1 hour.
在上述的基于虚拟现实视听觉通路的感觉统合失调测训系统中,所述的虚拟现实头戴模块为可头戴的虚拟现实设备和/或高保真耳机;所述的虚拟现实视听觉认知任务呈现模块为虚拟现实头戴设备,主要完成沉浸式视觉和听觉信息呈现。In the above-mentioned sensory integration disorder testing and training system based on virtual reality audiovisual pathways, the virtual reality headset module is a headset capable of wearing virtual reality equipment and/or high-fidelity headsets; the virtual reality audiovisual cognition The task presentation module is a virtual reality headset, which mainly completes the presentation of immersive visual and auditory information.
在上述的基于虚拟现实视听觉通路的感觉统合失调测训系统中,所述的手部力行程采集模块包括手持设备,所述的手持设备上具有若干个分别和手指位置相对应的按键,且每一个按键分别对应连接有一个设置在手持设备内的力行程变电压输出机构;所 述的脚部力行程采集模块包括底座,在底座上铰接有踏板,所述的踏板倾斜设置,在底座上设有位于踏板上端下方的力行程变电压输出机构,所述的踏板上端作用于力行程变电压输出机构且当踏板动作时所述的力行程变电压输出机构的输出电压随着踏板行程变化。In the above-mentioned sensory integration disorder testing and training system based on virtual reality audiovisual pathways, the hand force stroke acquisition module includes a handheld device, and the handheld device has a number of buttons corresponding to the positions of the fingers, and Each button is correspondingly connected to a force-stroke variable voltage output mechanism provided in the handheld device; the foot force-stroke acquisition module includes a base, on which a pedal is hinged, and the pedal is tilted on the base A force-stroke variable voltage output mechanism located below the upper end of the pedal is provided. The upper end of the pedal acts on the force-stroke variable voltage output mechanism and the output voltage of the force-stroke variable voltage output mechanism changes with the pedal stroke when the pedal is actuated.
在上述的基于虚拟现实视听觉通路的感觉统合失调测训系统中,所述的力行程变电压输出机构包括竖直固定在底座上或手持设备上的第一电阻件和第二电阻件,所述的第一电阻件和第二电阻件相互平行设置且在两者之间设有弹簧和压于弹簧之间的连杆,所述的连杆下端设有变阻导电簧片,所述的变阻导电簧片的两端分别与第一电阻件和第二电阻件电接触,所述的第一电阻件和第二电阻件分别连接于供电模块的的正极和负极,且所述的第一电阻件或第二电阻件和供电模块之间设有定值电阻,所述的连杆上端与踏板和/或按键上端相连。In the above-mentioned sensory integration disorder testing and training system based on virtual reality audiovisual pathways, the force-stroke variable voltage output mechanism includes a first resistor and a second resistor that are vertically fixed on a base or a handheld device, so The first resistance element and the second resistance element are arranged in parallel with each other, and a spring and a connecting rod pressed between the springs are arranged between the two, and the lower end of the connecting rod is provided with a varistor conductive reed. Both ends of the varistor conductive reed are in electrical contact with the first resistor and the second resistor respectively, and the first resistor and the second resistor are respectively connected to the positive pole and the negative pole of the power supply module, and the first resistor is connected to the positive pole and the negative pole of the power supply module. A fixed-value resistor is arranged between a resistance element or a second resistance element and the power supply module, and the upper end of the connecting rod is connected with the upper end of the pedal and/or the button.
在上述的基于虚拟现实视听觉通路的感觉统合失调测训系统中,所述的连杆上端设有球状连接端,所述的踏板上端背面设有连接环,且所述的脚部力行程采集模块的数量为两个且并联设置,其中一个供左脚使用,另一个供右脚使用;所述的手部力行程采集模块的数量为两个且并联设置,其中一个供左手使用,另一个供右手使用。In the above-mentioned sensory integration disorder testing and training system based on virtual reality audiovisual pathways, the upper end of the connecting rod is provided with a spherical connecting end, the upper back of the pedal is provided with a connecting ring, and the foot force stroke collection The number of modules is two and they are set in parallel, one is for the left foot and the other is for the right foot; the number of the hand force and stroke acquisition modules is two and they are set in parallel, one of which is for the left hand and the other For right hand use.
在上述的基于虚拟现实视听觉通路的感觉统合失调测训系统中,所述的力行程数据处理模块包括基于Mega2560、mini或Nano架构的Arduino芯片或stm32单片机,所述的力行程数据处理模块用于力行程变电压输出机构的电压变化的模拟信号转换为数字信号,模数转换精度为10-16位,采样率为500Hz;所述的力行程数据处理模块将电压变化引起的电流数字信号进行卡尔曼滤波,去除采集过程中的干扰和噪音信号,通过USB数据线或无线 蓝牙协议将力行程数据发送至主控模块;所述的供电模块为3.3-5V直流电源,所述的供电模块为外接直流电源或连接于主控模块的USB接口。In the above-mentioned sensory integration disorder testing and training system based on virtual reality audiovisual pathways, the force-stroke data processing module includes an Arduino chip or stm32 single-chip microcomputer based on Mega2560, mini or Nano architecture, and the force-stroke data processing module uses The analog signal of the voltage change of the force-stroke variable voltage output mechanism is converted into a digital signal, the analog-to-digital conversion accuracy is 10-16 bits, and the sampling rate is 500Hz; the force-stroke data processing module performs the current digital signal caused by the voltage change Kalman filter removes interference and noise signals in the acquisition process, and sends force stroke data to the main control module through a USB data cable or wireless Bluetooth protocol; the power supply module is a 3.3-5V DC power supply, and the power supply module is External DC power supply or USB interface connected to the main control module.
在上述的基于虚拟现实视听觉通路的感觉统合失调测训系统中,所述的手部空间位置采集模块、脚部空间位置采集模块均包括一个通过绑带穿戴于手部或脚部的盒体,所述的盒体内设有具有三轴加速度传感器和三轴陀螺仪传感器的六轴运动处理组件,用于手部或脚部空间运动参数记录;所述空间运动数据处理模块包括所述的力行程数据处理模块包括基于Mega2560、mini或Nano架构的Arduino芯片或stm32单片机,去除采集过程中的干扰和噪音信号,通过USB数据线或无线蓝牙协议将力行程数据发送至主控模块。In the above-mentioned sensory integration disorder testing and training system based on virtual reality audiovisual pathways, the hand space position acquisition module and the foot space position acquisition module each include a box that is worn on the hands or feet through a strap A six-axis motion processing component with a three-axis acceleration sensor and a three-axis gyroscope sensor is arranged in the box body, which is used for hand or foot spatial motion parameter recording; the spatial motion data processing module includes the force The stroke data processing module includes an Arduino chip or stm32 microcontroller based on the Mega2560, mini or Nano architecture, which removes interference and noise signals during the acquisition process, and sends the force stroke data to the main control module through a USB data cable or wireless Bluetooth protocol.
在上述的基于虚拟现实视听觉通路的感觉统合失调测训系统中,所述的主控模块包括台式计算机、笔记本计算机、一体机、单片机中的任意一种,所述的主控模块上连接有扬声器或耳机,所述的主控模块自带或者外接有显示屏、数字电视屏幕、一体机屏幕、平板屏幕中的任意一种。In the above-mentioned sensory integration disorder testing and training system based on virtual reality audiovisual pathways, the main control module includes any one of a desktop computer, a notebook computer, an all-in-one computer, and a single-chip computer, and the main control module is connected with Speakers or earphones, the main control module is built-in or externally connected with any one of a display screen, a digital TV screen, an all-in-one screen, and a flat screen.
与现有的技术相比,本基于虚拟现实视听觉通路的感觉统合失调测训系统的优点在于:基于虚拟现实视听觉通道下的手和脚部任务,使用者头戴虚拟现实设备,通过系统发出的视听觉指令,并通过手部和脚部空间位置采集装置测量和采集手部和脚部响应相关任务的操作参数,从而检查使用者手部和脚部运动的准确和精细程度。再利用手部和脚部的力行程采集装置测量和采集手部和脚部响应相关任务的操作参数。从而检查使用者手部和脚部运动的力行程准确和精细程度。测试后系统自动求解多种关于感觉统合相关参数,并与同性别同年龄段常模数据库对比。并生成不同级别的感觉统合训练方案,从而自动智能的引领使用者开展训 练。Compared with the existing technology, the advantage of the sensory integration disorder testing and training system based on the virtual reality audiovisual pathway is: based on the hand and foot tasks under the virtual reality audiovisual channel, the user wears a virtual reality device and passes through the system The visual and auditory instructions are sent out, and the hand and foot space position acquisition device measures and collects the operating parameters of the hands and feet in response to related tasks, so as to check the accuracy and fineness of the user's hand and foot movement. Then use the force and stroke acquisition device of the hands and feet to measure and collect the operating parameters of the hands and feet in response to related tasks. Thereby, the accuracy and fineness of the force stroke of the user's hand and foot movement can be checked. After the test, the system automatically solves a variety of sensory integration-related parameters, and compares them with the norm database of the same gender and age. And generate different levels of sensory integration training programs, so as to automatically and intelligently guide users to carry out training.
附图说明Description of the drawings
图1为本发明实施例提供的一种基于虚拟现实视听觉通路的感觉统合失调训练系统的组成结构示意图;FIG. 1 is a schematic diagram of the composition structure of a sensory integration disorder training system based on virtual reality audiovisual pathways provided by an embodiment of the present invention;
图2为本发明实施例提供的沉浸式虚拟现实头戴设备结构示意图;2 is a schematic structural diagram of an immersive virtual reality headset provided by an embodiment of the present invention;
图3为本发明实施例提供的空间位置采集模块结构示意图;FIG. 3 is a schematic structural diagram of a spatial position acquisition module provided by an embodiment of the present invention;
图4为本发明实施例提供的手部力行程采集模块结构示意图;4 is a schematic structural diagram of a hand force stroke collection module provided by an embodiment of the present invention;
图5为本发明实施例提供的手部力行程采集模块设计原理示意图;5 is a schematic diagram of the design principle of a hand force stroke acquisition module provided by an embodiment of the present invention;
图6为本发明实施例提供的脚部力行程采集模块结构示意图;6 is a schematic diagram of the structure of a foot force stroke collection module provided by an embodiment of the present invention;
图7为本发明实施例提供的脚部力行程采集模块设计原理示意图;7 is a schematic diagram of the design principle of the foot force stroke collection module provided by an embodiment of the present invention;
图8为本发明实施例提供的视觉手部空间运动测试和训练示意图;Figure 8 is a schematic diagram of visual hand space movement testing and training provided by an embodiment of the present invention;
图9为本发明实施例提供的视觉脚部空间运动测试和训练示意图;9 is a schematic diagram of visual foot space movement test and training provided by an embodiment of the present invention;
图10为本发明实施例提供的听觉手部空间运动测试和训练示意图;10 is a schematic diagram of auditory hand space movement test and training provided by an embodiment of the present invention;
图11为本发明实施例提供的听觉脚部空间运动测试和训练示意图;FIG. 11 is a schematic diagram of auditory foot space movement test and training provided by an embodiment of the present invention;
图12为本发明实施例提供的视觉手部力行程控制测试和训练示意图;12 is a schematic diagram of visual hand force stroke control test and training provided by an embodiment of the present invention;
图13为本发明实施例提供的视觉脚部力行程控制测试和训 练示意图;Figure 13 is a schematic diagram of visual foot force stroke control test and training provided by an embodiment of the present invention;
图14为本发明实施例提供的听觉手部力行程控制测试和训练示意图;14 is a schematic diagram of auditory hand force stroke control test and training provided by an embodiment of the present invention;
图15为本发明实施例提供的听觉脚部力行程控制测试和训练示意图;15 is a schematic diagram of auditory foot force stroke control test and training provided by an embodiment of the present invention;
图16为本发明实施例提供的视听觉感觉统合测试流程图;FIG. 16 is a flow chart of an audiovisual sensory integration test provided by an embodiment of the present invention;
图17为本发明实施例提供的视听觉感觉统合训练流程图;Figure 17 is a flow chart of visual and auditory sensory integration training provided by an embodiment of the present invention;
图中,力行程数据处理模块1、手部力行程采集模块11、手持设备111、按键112、脚部力行程采集模块12、底座121、踏板122、供电模块2、空间运动数据处理模块3、手部空间位置采集模块31、脚部空间位置采集模块32、主控模块4、力行程变电压输出机构5、第一电阻件51、第二电阻件52、弹簧53、连杆54、球状连接端541、连接环542、变阻导电簧片55、定值电阻56、盒体6、绑带61。虚拟现实头戴模块7、虚拟现实视听觉认知任务呈现模块71、感觉统合测试阶段单元8、常模数据库模块81、感觉统合测试数据分析模块82、报告生成模块83、感觉统合训练阶段单元9、感觉统合训练方案生成模块91、感觉统合训练进程控制模块92。In the figure, the force stroke data processing module 1, the hand force stroke collection module 11, the handheld device 111, the buttons 112, the foot force stroke collection module 12, the base 121, the pedal 122, the power supply module 2, the spatial movement data processing module 3, Hand space position acquisition module 31, foot space position acquisition module 32, main control module 4, force-stroke variable voltage output mechanism 5, first resistor 51, second resistor 52, spring 53, connecting rod 54, spherical connection Terminal 541, connecting ring 542, varistor conductive reed 55, fixed value resistor 56, box body 6, strap 61. Virtual reality headset module 7, virtual reality audiovisual cognitive task presentation module 71, sensory integration test phase unit 8, norm database module 81, sensory integration test data analysis module 82, report generation module 83, sensory integration training phase unit 9 , Sensory integration training program generation module 91, Sensory integration training process control module 92.
具体实施方式Detailed ways
下面结合附图和具体实施方式对本发明做进一步详细的说明。The present invention will be further described in detail below in conjunction with the drawings and specific embodiments.
如图1所示,本基于虚拟现实视听觉通路的感觉统合失调测训系统,包括手部力行程采集模块11和/或脚部力行程采集模块12,手部力行程采集模块11和脚部力行程采集模块12分别与力行程数据处理模块1相连,且手部力行程采集模块11、脚部力行程采集模块12和力行程数据处理模块1均与供电模块2相连,且 供电模块2分别连接有手部空间位置采集模块31、脚部空间位置采集模块32以及空间运动数据处理模块3,且手部空间位置采集模块31和/或脚部空间位置采集模块32分别和空间运动数据处理模块3相连,且力行程数据处理模块1和空间运动数据处理模块3均与主控模块4相连,且主控模块4上分别连接有虚拟现实头戴模块7与虚拟现实视听觉认知任务呈现模块71,且主控模块4与感觉统合测试阶段单元8和/或感觉统合训练阶段单元9相连。As shown in Figure 1, the present sensory integration disorder testing and training system based on virtual reality audiovisual pathways includes hand force stroke collection module 11 and/or foot force stroke collection module 12, hand force stroke collection module 11 and feet The force stroke acquisition module 12 is respectively connected to the force stroke data processing module 1, and the hand force stroke acquisition module 11, the foot force stroke acquisition module 12, and the force stroke data processing module 1 are all connected to the power supply module 2, and the power supply module 2 respectively The hand space position acquisition module 31, the foot space position acquisition module 32, and the space motion data processing module 3 are connected, and the hand space position acquisition module 31 and/or the foot space position acquisition module 32 are respectively connected to the space motion data processing module 3 are connected, and the force stroke data processing module 1 and the spatial motion data processing module 3 are both connected to the main control module 4, and the main control module 4 is respectively connected with a virtual reality headset module 7 and a virtual reality audiovisual cognitive task presentation module 71, and the main control module 4 is connected to the sensory integration test phase unit 8 and/or the sensory integration training phase unit 9.
其中,这里的感觉统合测试阶段单元8包括分别和主控模块4相连的常模数据库模块81、感觉统合测试数据分析模块82以及报告生成模块83;其中,主控模块4与感觉统合测试数据分析模块82,常模数据库模块81,报告生成模块83输出端相连,Among them, the sensory integration test phase unit 8 here includes a norm database module 81, a sensory integration test data analysis module 82, and a report generation module 83 which are respectively connected to the main control module 4; among them, the main control module 4 and sensory integration test data analysis Module 82, normal model database module 81, report generation module 83 output terminals are connected,
所述感觉统合测试数据分析模块82被配置为主要实现在视听觉任务环境下,与常模数据库同年龄同性别数据对比,求解相对于常模数据使用者的感觉统合水平参数;The sensory integration test data analysis module 82 is configured to mainly realize the comparison of the same age and gender data with the norm database in the audiovisual task environment to solve the sensory integration level parameters relative to the norm data user;
所述报告生成模块83被配置为主要实现自动将使用者感觉统合水平参数按照一定图文结构,以图表和文字形式,word或PDF文档展示,此外自动对主要参数意义和得分情况做进一步的分析和解释。The report generation module 83 is configured to automatically display the user's sensory integration level parameters according to a certain graphic structure, in the form of charts and texts, word or PDF documents, and automatically perform further analysis on the meaning and scores of the main parameters. And explanation.
所述常模数据库模块81被配置为主要存储了感觉统合正常人群使用的测试系统收集和统计的感觉统合参数;该常模数据库按照年龄和性别区分,从6岁到18岁每一年为一个统计数据段。从19岁到24岁每两年为一个统计数据段。从25岁到50岁每五年为一个统计数据段。从51岁到60岁为一个统计数据段。从61岁以上为一个统计数据段。包括多个关于视听觉通道具体商参数:视觉、听觉感觉手部空间运动操作近似度,视觉、听觉脚部空间运动操作近似度,视觉、听觉手部力行程控制准确度,视觉、听觉脚部力行程控制准确度,以及上述商数的标准差值等参数。The norm database module 81 is configured to mainly store sensory integration parameters collected and statistic by the test system used by the normal population of sensory integration; the norm database is distinguished by age and gender, and is one for each year from 6 to 18 years old. Statistics segment. From 19 to 24 years old every two years is a statistical data segment. From 25 to 50 years old, every five years is a statistical data segment. From 51 to 60 years old is a statistical data segment. From 61 years old and above as a statistical data segment. Including a number of specific quotient parameters related to the visual and auditory channels: visual and auditory sensation of hand space movement operation approximation, visual and auditory foot space movement operation similarity, visual and auditory hand force stroke control accuracy, visual and auditory feet The accuracy of force stroke control, and the standard deviation of the above quotient and other parameters.
其中,这里的感觉统合训练阶段单元9包括分别和主控模块4相连的感觉统合训练方案生成模块91和感觉统合训练进程控制模块92,其中,Among them, the sensory integration training phase unit 9 here includes a sensory integration training program generation module 91 and a sensory integration training process control module 92 that are respectively connected to the main control module 4, wherein,
所述感觉统合训练方案生成模块91被配置为根据感觉统合测试数据分析模块82结果;按照感觉统合水平结果的‘差’,‘一般’,‘良好’,‘优秀’和‘超群’等。将感觉统合训练方案分为100,80,60,40和20次等五种方案。每次训练包括8小节的子训练项目,按照先视听觉手和脚部空间运动操作,再视听觉手和脚部力行程控制操作的次序,每小节5分钟,每两个小节中间休息约5分钟,一次训练时间约1小时。The sensory integration training program generation module 91 is configured to analyze the results of the sensory integration test data according to the module 82; according to the results of the sensory integration level of'poor','fair','good','excellent', and'excellent'. The sensory integration training program is divided into five programs: 100, 80, 60, 40, and 20. Each training includes 8 sub-training items, according to the sequence of visual and auditory hand and foot space movement operations, and then visual and auditory hand and foot force stroke control operations. Each session is 5 minutes, and every two sessions has about 5 rests. Minutes, one training time is about 1 hour.
感觉统合训练进程控制模块92被配置为主要实现使用者训练方案的保存,方案开展的情况记录,已完成训练的历史成绩记录和查询功能。The sensory integration training process control module 92 is configured to mainly realize the storage of the user's training program, the record of the program development, the history record of the completed training, and the query function.
如图2所示,本实施例中的虚拟现实头戴模块7为可头戴的虚拟现实设备和/或高保真耳机;虚拟现实视听觉认知任务呈现模块71为虚拟现实头戴设备,主要完成沉浸式视觉和听觉信息呈现。所述虚拟现实头戴模块:为可头戴的虚拟现实设备,如桌面级别的HTC vive系列头戴,Oculus系统头戴;如移动级别的小鸟看看等设备。听觉信息呈现主要由高保真耳机实现;所述虚拟现实视听觉任务呈现模块:主要完成沉浸式视觉和听觉信息呈现。视觉信息呈现具体设备为虚拟现实头戴设备。As shown in FIG. 2, the virtual reality headset module 7 in this embodiment is a headset capable of wearing a virtual reality device and/or a high-fidelity headset; the virtual reality audiovisual cognitive task presentation module 71 is a virtual reality headset device, mainly Complete immersive visual and auditory information presentation. The virtual reality headset module: is a virtual reality device that can be worn on the head, such as a desktop-level HTC Vive series headset, an Oculus system headset; such as a mobile-level birdwatch and other devices. The presentation of auditory information is mainly realized by a high-fidelity headset; the virtual reality audiovisual task presentation module: mainly completes the presentation of immersive visual and auditory information. The specific device for visual information presentation is a virtual reality headset.
如图3所示,这里的手部空间位置采集模块31、脚部空间位置采集模块32均包括一个通过绑带61穿戴于手部或脚部的盒体6,主要外观为轻质塑料圆盒,盒体6内设有具有三轴加速度传感器和三轴陀螺仪传感器的六轴运动处理组件,用于手部或脚部空间运动参数记录。As shown in FIG. 3, the hand space position acquisition module 31 and the foot space position acquisition module 32 here each include a box body 6 that is worn on the hands or feet through a strap 61, and the main appearance is a lightweight plastic round box. , The box body 6 is provided with a six-axis motion processing component with a three-axis acceleration sensor and a three-axis gyroscope sensor, which is used for hand or foot space motion parameter recording.
其中,这里的空间运动数据处理模块3包括力行程数据处理 模块1包括基于Mega2560、mini或Nano架构的Arduino芯片或stm32单片机,去除采集过程中的干扰和噪音信号,通过USB数据线或无线蓝牙协议将力行程数据发送至主控模块4。将空间位置数字信号进行卡尔曼滤波,可用例如:Arduino基于Mega2560,mini或Nano架构或stm32单片机完成,去除采集过程中的干扰和噪音信号。Among them, the spatial motion data processing module 3 here includes the force stroke data processing module 1 includes an Arduino chip or stm32 microcontroller based on the Mega2560, mini or Nano architecture, to remove interference and noise signals during the acquisition process, through a USB data cable or wireless Bluetooth protocol Send the force stroke data to the main control module 4. Perform Kalman filtering on the spatial position digital signal, for example: Arduino based on Mega2560, mini or Nano architecture or stm32 microcontroller to remove interference and noise signals in the acquisition process.
如图4所示,这里的手部力行程采集模块:外观主要为塑料等轻材料结构,为手持式,不要求手处于固定姿态。手部力行程采集模块11包括手持设备111,手持设备111上具有若干个分别和手指位置相对应的按键112,且每一个按键112分别对应连接有一个设置在手持设备111内的力行程变电压输出机构5;每个按键112在施以0-10牛顿时,位移距离为0-20毫秒。按键112内部为小型滑动变阻器,取决于测试场景和精度,变阻器阻值可为以下中的一种,1K欧姆-50K欧姆。As shown in Figure 4, the hand force stroke collection module here: the appearance is mainly a light material structure such as plastic, which is handheld and does not require the hand to be in a fixed posture. The hand force and stroke acquisition module 11 includes a handheld device 111. The handheld device 111 has a number of buttons 112 corresponding to the positions of the fingers, and each button 112 is connected to a force and stroke variable voltage set in the handheld device 111. Output mechanism 5: When each button 112 is applied 0-10 Newtons, the displacement distance is 0-20 milliseconds. The inside of the button 112 is a small sliding rheostat. Depending on the test scenario and accuracy, the resistance of the rheostat can be one of the following, 1K ohm-50K ohm.
如图5所示,这里的力行程变电压输出机构5包括手持设备111上的第一电阻件51和第二电阻件52,第一电阻件51和第二电阻件52相互平行设置且在两者之间设有弹簧53和压于弹簧53之间的连杆54,连杆54下端设有变阻导电簧片55,变阻导电簧片55的两端分别与第一电阻件51和第二电阻件52电接触,第一电阻件51和第二电阻件52分别连接于供电模块2的的正极和负极,且第一电阻件51或第二电阻件52和供电模块2之间设有定值电阻56,连杆54上端与按键112上端相连。手部力行程采集模块11的数量为两个且并联设置,其中一个供左手使用,另一个供右手使用。工作原理为手部握住手持设备111,一个手指按动按键112,产生一定的位移距离,改变了变阻导电簧片55位置,从而改变了滑动变阻器的输出阻值。每个变阻器电路处于一个分压电路,由于阻值的改变,进而产生定值电阻上电压变化,该电 压变化为力行程电压模拟参数输出。As shown in Figure 5, the force-stroke variable voltage output mechanism 5 here includes a first resistor 51 and a second resistor 52 on the handheld device 111. The first resistor 51 and the second resistor 52 are arranged in parallel with each other and on the two sides. A spring 53 and a connecting rod 54 pressed between the springs 53 are arranged between the two. The lower end of the connecting rod 54 is provided with a varistor conductive reed 55. Both ends of the varistor conductive reed 55 are connected to the first resistor 51 and the first resistor respectively. The two resistance elements 52 are in electrical contact. The first resistance element 51 and the second resistance element 52 are respectively connected to the positive and negative poles of the power supply module 2, and there is a connection between the first resistance element 51 or the second resistance element 52 and the power supply module 2. The fixed value resistor 56 and the upper end of the connecting rod 54 are connected to the upper end of the button 112. The number of the hand force stroke collection modules 11 is two and they are arranged in parallel, one of which is for the left hand and the other is for the right hand. The working principle is that the hand holds the handheld device 111, and a finger presses the button 112 to generate a certain displacement distance, which changes the position of the varistor conductive reed 55, thereby changing the output resistance of the sliding rheostat. Each varistor circuit is in a voltage divider circuit. Due to the change of the resistance value, the voltage change on the fixed value resistor is generated. This voltage change is the output of the force stroke voltage analog parameter.
如图6所示,这里的脚部力行程采集模块12包括底座121,在底座121上铰接有踏板122,踏板122倾斜设置,在底座121上设有位于踏板122上端下方的力行程变电压输出机构5,踏板122上端作用于力行程变电压输出机构5且当踏板122动作时力行程变电压输出机构5的输出电压随着踏板122行程变化。主要为ABS塑料结构,为踏板式。踏板122在施以10-40牛顿时,位移距离为0-50毫秒。踏板内部为小型滑动变阻器,取决于测试场景和精度,变阻器阻值可为以下中的一种,1K欧姆-100K欧姆。As shown in FIG. 6, the foot force stroke collection module 12 here includes a base 121. A pedal 122 is hinged on the base 121. The pedal 122 is tilted. The base 121 is provided with a force stroke variable voltage output located below the upper end of the pedal 122. In mechanism 5, the upper end of the pedal 122 acts on the force-stroke variable voltage output mechanism 5, and when the pedal 122 is actuated, the output voltage of the force-stroke variable voltage output mechanism 5 changes with the stroke of the pedal 122. Mainly ABS plastic structure, pedal type. When the pedal 122 is applied with 10-40 Newtons, the displacement distance is 0-50 milliseconds. The inside of the pedal is a small sliding rheostat. Depending on the test scenario and accuracy, the resistance of the rheostat can be one of the following, 1K ohm-100K ohm.
如图7所示,这里的力行程变电压输出机构5包括竖直固定在底座121上的第一电阻件51和第二电阻件52,第一电阻件51和第二电阻件52相互平行设置且在两者之间设有弹簧53和压于弹簧53之间的连杆54,连杆54下端设有变阻导电簧片55,变阻导电簧片55的两端分别与第一电阻件51和第二电阻件52电接触,第一电阻件51和第二电阻件52分别连接于供电模块2的的正极和负极,且第一电阻件51或第二电阻件52和供电模块2之间设有定值电阻56,连杆54上端与踏板122上端相连。As shown in FIG. 7, the force-stroke variable voltage output mechanism 5 here includes a first resistor 51 and a second resistor 52 that are vertically fixed on the base 121, and the first resistor 51 and the second resistor 52 are arranged parallel to each other. And a spring 53 and a connecting rod 54 pressed between the springs 53 are provided between the two. The lower end of the connecting rod 54 is provided with a varistor conductive reed 55. The two ends of the varistor conductive reed 55 are connected to the first resistor respectively. 51 is in electrical contact with the second resistor 52, the first resistor 51 and the second resistor 52 are respectively connected to the positive and negative poles of the power supply module 2, and the first resistor 51 or the second resistor 52 is in contact with the power supply module 2 A fixed-value resistor 56 is arranged in between, and the upper end of the connecting rod 54 is connected with the upper end of the pedal 122.
其中,连杆54上端设有球状连接端541,踏板122上端背面设有连接环542,且脚部力行程采集模块12的数量为两个且并联设置,其中一个供左脚使用,另一个供右脚使用;工作原理为脚部自然放在脚踏式设备上,踏动踏板,产生一定的位移距离,改变了变阻滑片位置,从而改变了滑动变阻器的输出阻值。每个变阻器电路处于一个分压电路,由于阻值的改变,进而产生定值电阻上电压变化,该电压变化为力行程电压模拟参数输出。Among them, the upper end of the connecting rod 54 is provided with a spherical connecting end 541, and the back of the upper end of the pedal 122 is provided with a connecting ring 542, and the number of the foot force and stroke collection modules 12 are two and arranged in parallel, one of which is used for the left foot and the other is used for the left foot. Use with the right foot; the working principle is that the foot is naturally placed on the pedal device, and the pedal is stepped to produce a certain displacement distance, which changes the position of the varistor slide, thereby changing the output resistance of the sliding rheostat. Each varistor circuit is in a voltage divider circuit. Due to the change of the resistance value, the voltage change on the fixed value resistor is generated. This voltage change is the output of the force stroke voltage analog parameter.
如图1所示,这里的力行程数据处理模块1包括基于Mega2560、mini或Nano架构的Arduino芯片或stm32单片机,力行程数据处理模块1用于力行程变电压输出机构5的电压变化 的模拟信号转换为数字信号,模数转换精度为10-16位,采样率为500Hz;力行程数据处理模块1将电压变化引起的电流数字信号进行卡尔曼滤波,去除采集过程中的干扰和噪音信号,通过USB数据线或无线蓝牙协议将力行程数据发送至主控模块4;将模拟采集的电压变化,通过模数转换模块,例如:Arduino基于Mega2560,mini或Nano架构或stm32核心电路板中的ADC。主要完成将滑动变阻器电阻值变化导致电压变化的模拟信号,转换为数字信号。模数转换精度为10-16位,采样率为500Hz。然后将力行程数字信号进行卡尔曼滤波,去除采集过程中的干扰和噪音信号。供电模块2为3.3-5V直流电源,供电模块2为外接直流电源或连接于主控模块4的USB接口。As shown in Figure 1, the force-stroke data processing module 1 here includes an Arduino chip or stm32 microcontroller based on the Mega2560, mini or Nano architecture. The force-stroke data processing module 1 is used for the analog signal of the voltage change of the force-stroke variable voltage output mechanism 5. Converted to digital signal, the accuracy of analog-to-digital conversion is 10-16 bits, the sampling rate is 500Hz; the force stroke data processing module 1 performs Kalman filtering on the current digital signal caused by the voltage change to remove the interference and noise signal in the acquisition process, through USB data cable or wireless bluetooth protocol sends force stroke data to main control module 4; the voltage changes collected by analog are passed through analog-to-digital conversion module, for example: Arduino based on Mega2560, mini or Nano architecture or ADC in stm32 core circuit board. It mainly completes the conversion of the analog signal of the voltage change caused by the change of the resistance value of the sliding rheostat into a digital signal. The precision of analog-to-digital conversion is 10-16 bits, and the sampling rate is 500Hz. Then the force stroke digital signal is Kalman filtered to remove the interference and noise signals in the acquisition process. The power supply module 2 is a 3.3-5V DC power supply, and the power supply module 2 is an external DC power supply or a USB interface connected to the main control module 4.
这里的主控模块4包括台式计算机、笔记本计算机、一体机、单片机中的任意一种,主控模块4上连接有扬声器或耳机,主控模块4自带或者外接有显示屏、数字电视屏幕、一体机屏幕、平板屏幕中的任意一种。主要完成视听觉任务流程控制,视听觉任务呈现的控制,访问常模数据库模块控制,感觉统合测试数据分析模块控制,报告生成模块控制,感觉统合训练控制等操作。The main control module 4 here includes any one of a desktop computer, a notebook computer, an all-in-one computer, and a single-chip microcomputer. A speaker or earphone is connected to the main control module 4, and the main control module 4 is built-in or externally connected with a display screen, a digital TV screen, Any one of all-in-one screens and flat screens. It mainly completes the process control of visual and auditory tasks, the control of the presentation of visual and auditory tasks, the control of access to the norm database module, the control of the sensory integration test data analysis module, the control of the report generation module, the control of sensory integration training and other operations.
本实施例的工作原理如下所述:The working principle of this embodiment is as follows:
一、关于感觉统合测试阶段的工作原理:1. About the working principle of the sensory integration test phase:
感觉统合测试阶段视听觉任务呈现工作原理:The working principle of the visual and auditory task presentation in the sensory integration test phase:
1测试阶段视觉手部空间运动测试工作原理1 The working principle of the visual hand space movement test during the test phase
使用者用双手臂各绑一个空间位置模块。The user binds a space position module with both arms.
沉浸式虚拟现实设备营造的视觉环境是空旷的环境,有简单抽象的地面和天空。使用者为站立。在使用者视野中出现‘右手测试’的文字,然后文字消失。在使用者正前方出现一个立体圆球,感觉为5-10米的距离,在使用者面前匀速运动并绘制运动轨 迹,轨迹会保留在使用者正前方。这时小球会出现在运动轨迹起始点。使用者的操作任务是,用绑有空间位置模块的右手,指向小球,在虚拟现实环境中指向表现为一道蓝光,如果蓝光指中小球,测试开始,控制手臂运动尽可能的使蓝光控制的小球沿着轨迹准确的运动。当小球达到轨迹终点,并保持至少100毫秒。进入下一次操作。如果使用者10秒内没有使小球到达终点或3秒没有任何小球位移,虚拟现实环境提示本次测试无效,进入下一次操作。右手测试后,是左手测试。在使用者视野中出现‘左手测试’的文字,然后文字消失。在使用者正前方出现一个立体圆球,感觉为5-10米的距离,在使用者面前匀速运动并绘制运动轨迹,轨迹会保留在使用者正前方。这时小球会出现在运动轨迹起始点。使用者的操作任务是,用绑有空间位置模块的左手,指向小球,在虚拟现实环境中指向表现为一道蓝光,如果蓝光指中小球,测试开始,控制手臂运动尽可能的使蓝光控制的小球沿着轨迹准确的运动。当小球达到轨迹终点,并保持至少100毫秒。进入下一次操作。如果使用者10秒内没有使小球到达终点或3秒没有任何小球位移,虚拟现实环境提示本次测试无效,进入下一次操作。每次小球运动轨迹各不相同。The visual environment created by the immersive virtual reality equipment is an empty environment with simple abstract ground and sky. The user is standing. The text ‘right hand test’ appears in the user’s field of vision, and then the text disappears. A three-dimensional sphere appears directly in front of the user, which feels at a distance of 5-10 meters. It moves at a constant speed in front of the user and draws the motion trajectory. The trajectory will remain directly in front of the user. At this time, the ball will appear at the starting point of the trajectory. The user’s operating task is to use the right hand tied with the spatial position module to point to the small ball. In the virtual reality environment, the pointing will appear as a blue light. If the blue light refers to the small ball, the test starts, and the movement of the arm is controlled as much as possible. The ball moves accurately along the trajectory. When the ball reaches the end of the trajectory, keep it for at least 100 milliseconds. Go to the next operation. If the user does not make the ball reach the end within 10 seconds or there is no ball displacement within 3 seconds, the virtual reality environment prompts that the test is invalid and enter the next operation. After the right hand test, it is the left hand test. The text "Left Hand Test" appears in the user's field of vision, and then the text disappears. A three-dimensional sphere appears directly in front of the user, and it feels at a distance of 5-10 meters. It moves at a constant speed in front of the user and draws the trajectory. The trajectory will remain directly in front of the user. At this time, the ball will appear at the starting point of the trajectory. The user’s operating task is to use the left hand tied with the spatial position module to point to the small ball. In the virtual reality environment, the pointing will appear as a blue light. If the blue light refers to the small ball, the test starts, and the movement of the arm is controlled as much as possible to make the blue light control. The ball moves accurately along the trajectory. When the ball reaches the end of the trajectory, keep it for at least 100 milliseconds. Go to the next operation. If the user does not make the ball reach the end within 10 seconds or there is no ball displacement within 3 seconds, the virtual reality environment prompts that the test is invalid and enter the next operation. The trajectory of the ball is different each time.
2测试阶段视觉脚部空间运动测试工作原理2 The working principle of the visual foot space movement test during the test phase
使用者用双脚各绑一个空间位置模块。The user ties a space position module with each foot.
沉浸式虚拟现实设备营造的视觉环境是空旷的环境,有简单抽象的地面和天空。使用者为站立。在使用者视野的地面会依次出现两种可选择的不同颜色小球,比如‘红球’或‘黑球’,两个球一次只出现一个,且是随机的。在使用者面前地面匀速运动并绘制运动轨迹,轨迹会保留在地面。这时小球会出现在运动轨迹起始点。在虚拟现实环境中使用者右脚表现为红色方块,左脚表现为黑色方块,大小为小球的外接正方形,当出现‘红球’时, 使用者用右脚踏上,将小球拖着沿运动轨迹运动,当小球达到轨迹终点,并保持至少500毫秒。进入下一次操作。如果使用者10秒内没有使小球到达终点或3秒没有任何小球位移,虚拟现实环境提示本次测试无效,进入下一次操作。当出现‘黑球’时,使用者用左脚踏上,将小球拖着沿运动轨迹运动,当小球达到轨迹终点,并保持至少500毫秒。进入下一次操作。如果使用者10秒内没有使小球到达终点或3秒没有任何小球位移,虚拟现实环境提示本次测试无效,进入下一次操作。The visual environment created by the immersive virtual reality equipment is an empty environment with simple abstract ground and sky. The user is standing. On the ground of the user's field of vision, two selectable balls of different colors will appear in sequence, such as ‘red ball’ or ‘black ball’. The two balls only appear one at a time, and they are random. The ground moves at a constant speed in front of the user and draws the movement trajectory, the trajectory will remain on the ground. At this time, the ball will appear at the starting point of the trajectory. In the virtual reality environment, the user's right foot is represented as a red square, and the left foot is represented as a black square, which is the circumscribed square of the small ball. When a "red ball" appears, the user steps on with the right foot and drags the ball Move along the trajectory, when the ball reaches the end of the trajectory, and keep it for at least 500 milliseconds. Go to the next operation. If the user does not make the ball reach the end within 10 seconds or there is no ball displacement within 3 seconds, the virtual reality environment prompts that the test is invalid and enter the next operation. When a ‘black ball’ appears, the user steps on with his left foot and drags the ball along the trajectory. When the ball reaches the end of the trajectory, keep it for at least 500 milliseconds. Go to the next operation. If the user does not make the ball reach the end within 10 seconds or there is no ball displacement within 3 seconds, the virtual reality environment prompts that the test is invalid and enter the next operation.
3测试阶段听觉手部空间运动测试工作原理3 The working principle of the auditory hand space movement test in the test phase
使用者用双手臂各绑一个空间位置模块。The user binds a space position module with both arms.
沉浸式虚拟现实设备营造的视觉环境是空旷的环境,有简单抽象的地面和天空。使用者为站立。在视野中会出现一个比例尺,提醒使用者这样线段的长度。在使用者视野中出现‘右手测试’的文字,然后文字消失。在使用者正前方出现一个立体圆球,高保真耳机中播放指令,如‘小球从左到右移动5米’,使用者的操作任务是,用绑有空间位置模块的右手,指向小球,在虚拟现实环境中指向表现为一道蓝光,如果蓝光指中小球,测试开始,控制手臂运动尽可能的使蓝光控制的小球按照语音指令操作。当小球受控制运动一段距离后停止,并保持至少100毫秒。进入下一次操作。如果使用者10秒内没有使小球到达终点或3秒没有任何小球位移,虚拟现实环境提示本次测试无效,进入下一次操作。右手测试后,是左手测试。在视野中会出现一个比例尺,提醒使用者这样线段的长度。然后在使用者视野中出现‘左手测试’的文字,然后文字消失。在使用者正前方出现一个立体圆球,高保真耳机中播放指令,如‘小球从左到右移动5米’,使用者的操作任务是,用绑有空间位置模块的左手,指向小球,在虚拟现实环境中指向表现为一道蓝光,如果蓝光指中小球,测试开始,控制 手臂运动尽可能的使蓝光控制的小球按照语音指令操作。当小球受控制运动一段距离后停止,并保持至少100毫秒。进入下一次操作。如果使用者10秒内没有使小球到达终点或3秒没有任何小球位移,虚拟现实环境提示本次测试无效,进入下一次操作。每次小球运动轨迹各不相同。The visual environment created by the immersive virtual reality equipment is an empty environment with simple abstract ground and sky. The user is standing. A scale will appear in the field of view to remind the user of the length of such a line segment. The text ‘right hand test’ appears in the user’s field of vision, and then the text disappears. A three-dimensional sphere appears directly in front of the user, and commands are played in the high-fidelity headset, such as'the ball moves 5 meters from left to right'. The user's operating task is to point to the ball with the right hand tied to the spatial position module , In the virtual reality environment, the pointing appears as a blue light. If the blue light refers to the small ball, the test starts, and the movement of the arm is controlled as much as possible to make the blue light controlled ball operate according to the voice command. When the ball is controlled to move for a certain distance, it stops and keeps it for at least 100 milliseconds. Go to the next operation. If the user does not make the ball reach the end within 10 seconds or there is no ball displacement within 3 seconds, the virtual reality environment prompts that the test is invalid and enter the next operation. After the right hand test, it is the left hand test. A scale will appear in the field of view to remind the user of the length of such a line segment. Then the text "Left Hand Test" appears in the user's field of vision, and then the text disappears. A three-dimensional sphere appears directly in front of the user, and commands are played in the high-fidelity headset, such as'the ball moves 5 meters from left to right'. The user's operating task is to point to the ball with the left hand tied to the spatial position module , In the virtual reality environment, the pointing appears as a blue light. If the blue light refers to the small ball, the test starts, and the movement of the arm is controlled as much as possible to make the blue light controlled ball operate according to the voice command. When the ball is controlled to move for a certain distance, it stops and keeps it for at least 100 milliseconds. Go to the next operation. If the user does not make the ball reach the end within 10 seconds or there is no ball displacement within 3 seconds, the virtual reality environment prompts that the test is invalid and enter the next operation. The trajectory of the ball is different each time.
4测试阶段听觉脚部空间运动测试工作原理4 The working principle of the auditory foot space exercise test during the test phase
使用者用双脚各绑一个空间位置模块。The user ties a space position module with each foot.
沉浸式虚拟现实设备营造的视觉环境是空旷的环境,有简单抽象的地面和天空。使用者为站立。在视野中会出现一个比例尺,提醒使用者这样线段的长度。在使用者视野中出现‘右脚测试’的文字,然后文字消失。在使用者面前视野范围内的地面随机位置出现。一个圆球,高保真耳机中播放指令,如‘将小球从此处竖直向前移动5米’,在虚拟现实环境中使用者右脚表现为红色方块,踩上小球,将小球拖到一个位置,并保持至少500毫秒,进入下一次操作。如果使用者10秒内没有使小球到达终点或3秒没有任何小球位移,虚拟现实环境提示本次测试无效,进入下一次操作。右脚测试后,是左脚测试。在视野中会出现一个比例尺,提醒使用者这样线段的长度。然后在使用者视野中出现‘左脚测试’的文字,然后文字消失。在使用者面前视野范围内的地面随机位置出现。一个圆球,高保真耳机中播放指令,如‘将小球从此处竖直向前移动3米’,在虚拟现实环境中使用者左脚表现为黑色方块,踩上小球,将小球拖到一个位置,并保持至少500毫秒,进入下一次操作。如果使用者10秒内没有使小球到达终点或3秒没有任何小球位移,虚拟现实环境提示本次测试无效,进入下一次操作。The visual environment created by the immersive virtual reality equipment is an empty environment with simple abstract ground and sky. The user is standing. A scale will appear in the field of view to remind the user of the length of such a line segment. The text ‘right foot test’ appears in the user’s field of vision, and then the text disappears. Appears at random locations on the ground within the field of vision in front of the user. A round ball, playing instructions in the high-fidelity headset, such as'move the ball vertically forward 5 meters from here'. In the virtual reality environment, the user's right foot appears as a red square. Step on the ball and drag the ball Go to a position and hold it for at least 500 milliseconds before proceeding to the next operation. If the user does not make the ball reach the end within 10 seconds or there is no ball displacement within 3 seconds, the virtual reality environment prompts that the test is invalid and enter the next operation. After the right foot test, it is the left foot test. A scale will appear in the field of view to remind the user of the length of such a line segment. Then the text "Left Foot Test" appears in the user's field of vision, and then the text disappears. Appears at random locations on the ground within the field of vision in front of the user. A round ball, playing instructions in the high-fidelity headset, such as'move the ball 3 meters forward from here vertically'. In the virtual reality environment, the user’s left foot appears as a black square. Step on the ball and drag the ball Go to a position and hold it for at least 500 milliseconds before proceeding to the next operation. If the user does not make the ball reach the end within 10 seconds or there is no ball displacement within 3 seconds, the virtual reality environment prompts that the test is invalid and enter the next operation.
5测试阶段视觉手部力行程控制测试工作原理5 Working principle of visual hand force stroke control test during test phase
使用者用双手各持一个手部力行程模块,可用单手的五指中 的一指按动按键作为操作。The user holds a hand force stroke module with both hands, and can use one of the five fingers of one hand to press the button as an operation.
沉浸式虚拟现实设备营造的视觉环境为白天时间的一间教室内,教室安静,有一定数量的课桌椅,但没有其他人物,使用者视角为坐姿,面向教室前方的黑板,黑板区域出现一个小球,在黑板上匀速运动并绘制出运动轨迹。轨迹会保留在黑板上。这时小球会出现在运动轨迹起始点。使用者的操作任务是,用左右手的力行程模块,控制小球尽可能的沿着轨迹准确的运动。使用者用左手按动按键控制小球的左右运动,右手按动按钮控制小球的上下运动。当小球达到轨迹终点,并保持至少100毫秒,本次测试结束,黑板清空,使用者放开按键,进入下一次操作。如果使用者10秒内没有使小球到达终点或3秒没有任何小球位移,,虚拟现实环境提示本次测试无效,并黑板清空,并进入下一次操作。每次小球运动轨迹各不相同。The visual environment created by the immersive virtual reality equipment is a classroom in daytime. The classroom is quiet and has a certain number of desks and chairs, but no other characters. The user's perspective is sitting, facing the blackboard in front of the classroom, and a blackboard appears in the blackboard area. The small ball moves at a constant speed on the blackboard and draws its trajectory. The trajectory will remain on the blackboard. At this time, the ball will appear at the starting point of the trajectory. The user's operating task is to use the left and right hand force stroke modules to control the ball to move as accurately as possible along the trajectory. The user presses the button with his left hand to control the left and right movement of the small ball, and presses the button with the right hand to control the up and down movement of the small ball. When the ball reaches the end of the trajectory and keeps it for at least 100 milliseconds, this test is over, the blackboard is cleared, and the user releases the button to enter the next operation. If the user does not make the ball reach the end within 10 seconds or does not move the ball within 3 seconds, the virtual reality environment prompts that the test is invalid, the blackboard is cleared, and the next operation is started. The trajectory of the ball is different each time.
6测试阶段视觉脚部力行程控制测试工作原理6 Working principle of visual foot force stroke control test during test phase
使用者左右脚自然放在脚部力行程模块上,用脚踏动踏板作为操作。The user's left and right feet are naturally placed on the foot force stroke module, and the pedal is used as an operation.
沉浸式虚拟现实设备营造的视觉环境为白天时间的一间教室内,教室安静,有一定数量的课桌椅,但没有其他人物,使用者视角为坐姿,面向教室前方的黑板,黑板区域出现一个小球,在黑板上匀速运动并绘制出运动轨迹。轨迹会保留在黑板上。这时小球会出现在运动轨迹起始点。使用者的操作任务是,用左右脚部的力行程模块,控制小球尽可能的沿着轨迹准确的运动。使用者用左脚踏动踏板控制小球的左右运动,右脚踏动踏板控制小球的上下运动。当小球达到轨迹终点,并保持至少100毫秒,本次测试结束,黑板清空,使用者放开踏板,进入下一次操作。如果使用者10秒内没有使小球到达终点或3秒没有任何小球位移,,虚拟现实环境提示本次测试无效,并黑板清空,并进入下一次操 作。每次小球运动轨迹各不相同。The visual environment created by the immersive virtual reality equipment is a classroom in daytime. The classroom is quiet and has a certain number of desks and chairs, but no other characters. The user's perspective is sitting, facing the blackboard in front of the classroom, and a blackboard appears in the blackboard area. The small ball moves at a constant speed on the blackboard and draws its trajectory. The trajectory will remain on the blackboard. At this time, the ball will appear at the starting point of the trajectory. The user's operating task is to use the force stroke modules of the left and right feet to control the ball to move as accurately as possible along the trajectory. The user uses the left foot pedal to control the left and right movement of the ball, and the right foot pedal controls the up and down movement of the ball. When the ball reaches the end of the trajectory and keeps it for at least 100 milliseconds, the test is over, the blackboard is cleared, and the user releases the pedal to enter the next operation. If the user does not make the ball reach the end within 10 seconds or does not move the ball within 3 seconds, the virtual reality environment will prompt that the test is invalid, the blackboard will be cleared, and the next operation will begin. The trajectory of the ball is different each time.
7测试阶段听觉手部力行程控制测试工作原理7 The working principle of the auditory hand force stroke control test during the test phase
使用者用双手各持一个手部力行程模块,可用单手的五指中的一指按动按键作为操作。The user holds a hand force stroke module with both hands, and can use one of the five fingers of one hand to press a button as an operation.
沉浸式虚拟现实设备营造的视觉环境为白天时间的一间教室内,教室安静,有一定数量的课桌椅,但没有其他人物,使用者视角为坐姿,面向教室前方的黑板,黑板下方有左右两个小球,中间位置有对应的方框,使用者坐好,并留心听高保真耳机中指令。语音指令随机播放的‘左’或‘右’代表左右手做相应的操作,语音会持续‘3000-5000’毫秒间任意时间,比如当听见‘左’时,迅速左手按动按钮使得左边小球从下到上竖直运动到上方框内,并保持位置,当‘左’语音消失的时候,马上放开按钮;比如当听见‘右’时,迅速右手按动按钮使得右边小球从下到上竖直运动到上方框内,并保持位置,当‘右’语音消失的时候,马上放开按钮。本次测试结束,黑板清空,使用者放开按键,进入下一次操作。如果使用者测试时间内没有任何小球位移,,虚拟现实环境提示本次测试无效,并黑板清空,并进入下一次操作。每次语音指令长度随机。The visual environment created by the immersive virtual reality equipment is a classroom in daytime. The classroom is quiet and has a certain number of desks and chairs, but no other characters. The user's perspective is sitting, facing the blackboard in front of the classroom, and there are left and right sides under the blackboard. The two small balls have a corresponding box in the middle. The user sits down and listens carefully to the instructions in the high-fidelity headset. The “left” or “right” played randomly by the voice command means that the left and right hands do the corresponding operations. The voice will continue for any time between “3000-5000” milliseconds. For example, when you hear “left”, quickly press the button with the left hand to make the left ball move from Move vertically from bottom to top to the upper box and keep the position. When the "left" voice disappears, immediately release the button; for example, when you hear "right", quickly press the button with your right hand to make the right ball go from bottom to top Move vertically into the upper box and keep the position. When the "right" voice disappears, immediately release the button. The test is over, the blackboard is cleared, and the user releases the button to enter the next operation. If the user does not have any ball displacement during the test time, the virtual reality environment prompts that the test is invalid, the blackboard is cleared, and the next operation is started. The length of each voice command is random.
8测试阶段听觉脚部力行程控制测试工作原理8 The working principle of the auditory foot force stroke control test during the test phase
使用者左右脚自然放在脚部力行程模块上,用脚踏动踏板作为操作。The user's left and right feet are naturally placed on the foot force stroke module, and the pedal is used as an operation.
沉浸式虚拟现实设备营造的视觉环境为白天时间的一间教室内,教室安静,有一定数量的课桌椅,但没有其他人物,使用者视角为坐姿,面向教室前方的黑板,黑板下方有左右两个小球,中间位置有对应的方框,使用者坐好,并留心听高保真耳机中指令。语音指令随机播放的‘左’或‘右’代表左右脚做相应的操作,语音会持续‘3000-5000’毫秒间任意时间,比如当听见‘左’ 时,迅速左脚踏动相应踏板使得左边小球从下到上竖直运动到上方框内,并保持位置,当‘左’语音消失的时候,马上放开踏板;比如当听见‘右’时,迅速右脚踏动相应踏板使得右边小球从下到上竖直运动到上方框内,并保持位置,当‘右’语音消失的时候,马上放开按钮。本次测试结束,黑板清空,使用者放开踏板,进入下一次操作。如果使用者测试时间内没有任何小球位移,,虚拟现实环境提示本次测试无效,并黑板清空,并进入下一次操作。每次语音指令长度随机。The visual environment created by the immersive virtual reality equipment is a classroom in daytime. The classroom is quiet and has a certain number of desks and chairs, but no other characters. The user's perspective is sitting, facing the blackboard in front of the classroom, and there are left and right sides under the blackboard. The two small balls have a corresponding box in the middle. The user sits down and listens carefully to the instructions in the high-fidelity headset. The'left' or'right' of the voice command randomly played represents the corresponding operation of the left and right feet. The voice will continue for any time between '3000-5000' milliseconds. For example, when you hear'left', quickly press the left foot on the corresponding pedal to make the left The ball moves vertically from bottom to top into the upper box and keeps its position. When the voice of "left" disappears, immediately release the pedal; for example, when you hear "right", quickly press the corresponding pedal with your right foot to make the right side small The ball moves vertically from bottom to top into the upper box and keeps its position. When the'right' voice disappears, immediately release the button. The test is over, the blackboard is cleared, and the user releases the pedal to enter the next operation. If the user does not have any ball displacement during the test time, the virtual reality environment prompts that the test is invalid, the blackboard is cleared, and the next operation is started. The length of each voice command is random.
因此,本实施例中的感觉统合失调测试工作原理:一个轮次测试共包含5次视觉手部空间运动测试,5次视觉脚部空间运动测试,5次听觉手部空间运动测试,5次听觉脚部空间运动测试;5次视觉手部力行程控制测试,5次视觉脚部力行程控制测试,5次听觉手部力行程控制测试,5次听觉脚部力行程控制测试,共40次测试。感觉统合失调测试共包含两个轮次。Therefore, the working principle of the sensory integration disorder test in this embodiment: a round test includes 5 visual hand spatial movement tests, 5 visual foot spatial movement tests, 5 auditory hand spatial movement tests, and 5 auditory tests. Foot space movement test; 5 visual hand force stroke control tests, 5 visual foot force stroke control tests, 5 auditory hand force stroke control tests, 5 auditory foot force stroke control tests, a total of 40 tests . The sensory integration disorder test consists of two rounds.
进一步地,这里的力行程数据处理模块工作原理:Further, here is the working principle of the force stroke data processing module:
力行程操作按照视听觉分类,包含视觉手和脚部力行程控制准确度,和听觉手和脚部力行程控制准确度。以及上述商数的标准差值等参数。Force stroke operations are classified according to the visual and auditory sense, including visual hand and foot force stroke control accuracy, and auditory hand and foot force stroke control accuracy. And parameters such as the standard deviation of the above quotient.
计算公式如下:Calculated as follows:
视觉下手和脚部力行程控制准确度:Visual control accuracy of hand and foot force stroke:
平均值力行程控制完成路径长/力行程控制完成时间Average force stroke control completion path length/force stroke control completion time
听觉下手和脚部力行程控制准确度:Auditory control accuracy of hand and foot force stroke:
平均值0.5×归一标准化力行程控制完成时间/播放指令时长+0.5×归一标准化力行程控制小球路径/力行程控制小球完成时间Average value 0.5×normalized force stroke control completion time/play command duration +0.5×normalized force stroke control ball path/force stroke control ball completion time
空间运动数据处理模块工作原理:Working principle of spatial motion data processing module:
空间运动数据处理按照视听觉分类,包含视觉手和脚部空间 运动操作近似度,和听觉手和脚部空间运动操作近似度。以及上述商数的标准差值等参数。Spatial motion data processing is classified according to the visual and auditory senses, including visual hand and foot spatial motion operation approximation, and auditory hand and foot spatial motion operation approximation. And parameters such as the standard deviation of the above quotient.
计算公式如下:Calculated as follows:
视觉手和脚部空间运动操作近似度:Approximation of visual hand and foot spatial movement operation:
平均值空间运动完成路径长/空间运动控制完成时间Average space motion completion path length/space motion control completion time
听觉手和脚部空间运动操作近似度Approximation of auditory hand and foot space movement operation
平均值空间运动完成路径长/指令实际路径长Average space motion completed path length/command actual path length
然后将上述数据进行标准化,使其值变化范围在0-100间,并按照0.25比例,加权求和为感觉统合综合商值。下一步是按照使用者性别和年龄访问相应的常模数据,将感觉统合综合商值进行对比分析。利用如下公式,得到使用者相对于常模数据的标准化商值,标准化商值=100+15*(使用者得分-正常平均值)/标准差。其中如果标准化商值为80-89分说明,使用者得分为该人去中平均分之下,基于差,90-109分说明得分为平均分数,记为一般,110-119分说明高于平均分数,记为良好,120-129分说明较高的分数,记为优秀,130分以上说明超高的分数,记为超群。Then standardize the above data to make the value change range between 0-100, and according to the ratio of 0.25, the weighted sum is the comprehensive quotient of sensory integration. The next step is to access the corresponding norm data according to the user's gender and age, and compare and analyze the comprehensive quotient of sensory integration. Using the following formula, the standardized quotient value of the user relative to the norm data is obtained, the standardized quotient value=100+15*(user score-normal average value)/standard deviation. Among them, if the standardized quotient is 80-89 points, the user's score is below the average score of the person. Based on the difference, 90-109 points indicate that the score is the average score, which is recorded as average, and 110-119 points indicate that the score is higher than average. Scores are recorded as good, 120-129 points indicate higher scores and are recorded as excellent, and 130 points or more indicate super high scores, which are recorded as superior.
感觉统合报告生成工作原理:The working principle of sensory integration report generation:
主要实现自动将使用者感觉统合水平参数按照一定图文结构,以图表和文字形式,word或PDF文档展示。此外自动对主要参数意义和得分情况做进一步的分析和解释。It mainly realizes the automatic display of the user's sensory integration level parameters according to a certain graphic structure, in the form of charts and texts, word or PDF documents. In addition, further analysis and explanation of the significance of the main parameters and the scores will be done automatically.
二、关于感觉统合训练阶段的工作原理:2. About the working principle of sensory integration training stage:
包含视听觉手和脚部空间运动训练和视听觉手和脚部力行程控制训练两部分。It includes two parts: audiovisual hand and foot space exercise training and audiovisual hand and foot force stroke control training.
1、训练阶段视觉手部空间运动训练工作原理1. The working principle of visual hand space exercise training in the training phase
使用者用双手臂各绑一个空间位置模块。The user binds a space position module with both arms.
沉浸式虚拟现实设备营造的视觉环境是空旷的环境,有简单 抽象的地面和天空。使用者为站立。在使用者视野中出现‘右手训练’的文字,然后文字消失。在使用者正前方出现一个立体圆球,感觉为5-10米的距离,在使用者面前匀速运动并绘制运动轨迹,轨迹会保留在使用者正前方。这时小球会出现在运动轨迹起始点。使用者的操作任务是,用绑有空间位置模块的右手,指向小球,在虚拟现实环境中指向表现为一道蓝光,如果蓝光指中小球,训练开始,控制手臂运动尽可能的使蓝光控制的小球沿着轨迹准确的运动。当小球达到轨迹终点,并保持至少100毫秒。进入下一次操作。如果使用者10秒内没有使小球到达终点或3秒没有任何小球位移,虚拟现实环境提示本次训练无效,进入下一次操作。右手训练后,是左手训练。在使用者视野中出现‘左手训练’的文字,然后文字消失。在使用者正前方出现一个立体圆球,感觉为5-10米的距离,在使用者面前匀速运动并绘制运动轨迹,轨迹会保留在使用者正前方。这时小球会出现在运动轨迹起始点。使用者的操作任务是,用绑有空间位置模块的左手,指向小球,在虚拟现实环境中指向表现为一道蓝光,如果蓝光指中小球,训练开始,控制手臂运动尽可能的使蓝光控制的小球沿着轨迹准确的运动。当小球达到轨迹终点,并保持至少100毫秒。进入下一次操作。如果使用者10秒内没有使小球到达终点或3秒没有任何小球位移,虚拟现实环境提示本次训练无效,进入下一次操作。每次小球运动轨迹各不相同。累计训练时间为5分钟。The visual environment created by the immersive virtual reality device is an empty environment with simple abstract ground and sky. The user is standing. The text "right hand training" appears in the user's field of vision, and then the text disappears. A three-dimensional sphere appears directly in front of the user, and it feels at a distance of 5-10 meters. It moves at a constant speed in front of the user and draws the trajectory. The trajectory will remain directly in front of the user. At this time, the ball will appear at the starting point of the trajectory. The user’s operating task is to use the right hand tied with the spatial position module to point to the small ball. In the virtual reality environment, the pointing is expressed as a blue light. If the blue light refers to the small and medium ball, the training starts, control the arm movement as much as possible to make the blue light control. The ball moves accurately along the trajectory. When the ball reaches the end of the trajectory, keep it for at least 100 milliseconds. Go to the next operation. If the user does not make the ball reach the end within 10 seconds or there is no ball displacement within 3 seconds, the virtual reality environment prompts that this training is invalid and enter the next operation. After right-hand training, left-hand training. The text "Left Hand Training" appears in the user's field of vision, and then the text disappears. A three-dimensional sphere appears directly in front of the user, and it feels at a distance of 5-10 meters. It moves at a constant speed in front of the user and draws the trajectory. The trajectory will remain directly in front of the user. At this time, the ball will appear at the starting point of the trajectory. The user’s operating task is to use the left hand tied with the spatial position module to point to the small ball. In the virtual reality environment, the pointing is shown as a blue light. If the blue light refers to the small and medium ball, the training starts, control the arm movement as much as possible to make the blue light control. The ball moves accurately along the trajectory. When the ball reaches the end of the trajectory, keep it for at least 100 milliseconds. Go to the next operation. If the user does not make the ball reach the end within 10 seconds or there is no ball displacement in 3 seconds, the virtual reality environment prompts that this training is invalid and enter the next operation. The trajectory of the ball is different each time. The cumulative training time is 5 minutes.
2、训练阶段视觉脚部空间运动训练工作原理2. The working principle of visual foot space exercise training during the training phase
使用者用双脚各绑一个空间位置模块。The user ties a space position module with each foot.
沉浸式虚拟现实设备营造的视觉环境是空旷的环境,有简单抽象的地面和天空。使用者为站立。在使用者视野的地面会依次出现两种可选择的不同颜色小球,比如‘红球’或‘黑球’,两个球一次只出现一个,且是随机的。在使用者面前地面匀速运动并 绘制运动轨迹,轨迹会保留在地面。这时小球会出现在运动轨迹起始点。在虚拟现实环境中使用者右脚表现为红色方块,左脚表现为黑色方块,大小为小球的外接正方形,当出现‘红球’时,使用者用右脚踏上,将小球拖着沿运动轨迹运动,当小球达到轨迹终点,并保持至少500毫秒。进入下一次操作。如果使用者10秒内没有使小球到达终点或3秒没有任何小球位移,虚拟现实环境提示本次训练无效,进入下一次操作。当出现‘黑球’时,使用者用左脚踏上,将小球拖着沿运动轨迹运动,当小球达到轨迹终点,并保持至少500毫秒。进入下一次操作。如果使用者10秒内没有使小球到达终点或3秒没有任何小球位移,虚拟现实环境提示本次训练无效,进入下一次操作。累计训练时间为5分钟。The visual environment created by the immersive virtual reality equipment is an empty environment with simple abstract ground and sky. The user is standing. On the ground of the user's field of vision, two selectable balls of different colors will appear in sequence, such as ‘red ball’ or ‘black ball’. The two balls only appear one at a time, and they are random. The ground moves at a constant speed in front of the user and draws the trajectory. The trajectory will remain on the ground. At this time, the ball will appear at the starting point of the trajectory. In the virtual reality environment, the user's right foot is represented as a red square, and the left foot is represented as a black square, which is the circumscribed square of the small ball. When a "red ball" appears, the user steps on with his right foot and drags the ball Move along the trajectory, when the ball reaches the end of the trajectory, and keep it for at least 500 milliseconds. Go to the next operation. If the user does not make the ball reach the end within 10 seconds or there is no ball displacement in 3 seconds, the virtual reality environment prompts that this training is invalid and enter the next operation. When a "black ball" appears, the user steps on with his left foot and drags the ball along the trajectory. When the ball reaches the end of the trajectory, keep it for at least 500 milliseconds. Go to the next operation. If the user does not make the ball reach the end within 10 seconds or there is no ball displacement in 3 seconds, the virtual reality environment prompts that this training is invalid and enter the next operation. The cumulative training time is 5 minutes.
3、训练阶段听觉手部空间运动训练工作原理3. Working principle of auditory hand space exercise training in the training phase
使用者用双手臂各绑一个空间位置模块。The user binds a space position module with both arms.
沉浸式虚拟现实设备营造的视觉环境是空旷的环境,有简单抽象的地面和天空。使用者为站立。在视野中会出现一个比例尺,提醒使用者这样线段的长度。在使用者视野中出现‘右手训练’的文字,然后文字消失。在使用者正前方出现一个立体圆球,高保真耳机中播放指令,如‘小球从左到右移动5米’,使用者的操作任务是,用绑有空间位置模块的右手,指向小球,在虚拟现实环境中指向表现为一道蓝光,如果蓝光指中小球,训练开始,控制手臂运动尽可能的使蓝光控制的小球按照语音指令操作。当小球受控制运动一段距离后停止,并保持至少100毫秒。进入下一次操作。如果使用者10秒内没有使小球到达终点或3秒没有任何小球位移,虚拟现实环境提示本次训练无效,进入下一次操作。右手训练后,是左手训练。在视野中会出现一个比例尺,提醒使用者这样线段的长度。然后在使用者视野中出现‘左手训练’的文字,然后文字消失。在使用者正前方出现一个立体圆球,高保 真耳机中播放指令,如‘小球从左到右移动5米’,使用者的操作任务是,用绑有空间位置模块的左手,指向小球,在虚拟现实环境中指向表现为一道蓝光,如果蓝光指中小球,训练开始,控制手臂运动尽可能的使蓝光控制的小球按照语音指令操作。当小球受控制运动一段距离后停止,并保持至少100毫秒。进入下一次操作。如果使用者10秒内没有使小球到达终点或3秒没有任何小球位移,虚拟现实环境提示本次训练无效,进入下一次操作。每次小球运动轨迹各不相同。累计训练时间为5分钟。The visual environment created by the immersive virtual reality equipment is an empty environment with simple abstract ground and sky. The user is standing. A scale will appear in the field of view to remind the user of the length of such a line segment. The text "right hand training" appears in the user's field of vision, and then the text disappears. A three-dimensional sphere appears directly in front of the user, and commands are played in the high-fidelity headset, such as'the ball moves 5 meters from left to right'. The user's operating task is to point to the ball with the right hand tied to the spatial position module , In the virtual reality environment, the pointing is shown as a blue light. If the blue light refers to the small ball, the training starts, control the arm movement as much as possible to make the blue light controlled ball follow the voice instructions. When the ball is controlled to move for a certain distance, it stops and keeps it for at least 100 milliseconds. Go to the next operation. If the user does not make the ball reach the end within 10 seconds or there is no ball displacement within 3 seconds, the virtual reality environment prompts that this training is invalid and enter the next operation. After right-hand training, left-hand training. A scale will appear in the field of view to remind the user of the length of such a line segment. Then the text "Left Hand Training" appears in the user's field of vision, and then the text disappears. A three-dimensional sphere appears directly in front of the user, and commands are played in the high-fidelity headset, such as'the ball moves 5 meters from left to right'. The user's operating task is to point to the ball with the left hand tied to the spatial position module , In the virtual reality environment, the pointing is shown as a blue light. If the blue light refers to the small ball, the training starts, control the arm movement as much as possible to make the blue light controlled ball follow the voice instructions. When the ball is controlled to move for a certain distance, it stops and keeps it for at least 100 milliseconds. Go to the next operation. If the user does not make the ball reach the end within 10 seconds or there is no ball displacement within 3 seconds, the virtual reality environment prompts that this training is invalid and enter the next operation. The trajectory of the ball is different each time. The cumulative training time is 5 minutes.
4、训练阶段听觉脚部空间运动训练工作原理4. Working principle of auditory foot space exercise training in the training phase
使用者用双脚各绑一个空间位置模块。The user ties a space position module with each foot.
沉浸式虚拟现实设备营造的视觉环境是空旷的环境,有简单抽象的地面和天空。使用者为站立。在视野中会出现一个比例尺,提醒使用者这样线段的长度。在使用者视野中出现‘右脚训练’的文字,然后文字消失。在使用者面前视野范围内的地面随机位置出现。一个圆球,高保真耳机中播放指令,如‘将小球从此处竖直向前移动5米’,在虚拟现实环境中使用者右脚表现为红色方块,踩上小球,将小球拖到一个位置,并保持至少500毫秒,进入下一次操作。如果使用者10秒内没有使小球到达终点或3秒没有任何小球位移,虚拟现实环境提示本次训练无效,进入下一次操作。右脚训练后,是左脚训练。在视野中会出现一个比例尺,提醒使用者这样线段的长度。然后在使用者视野中出现‘左脚训练’的文字,然后文字消失。在使用者面前视野范围内的地面随机位置出现。一个圆球,高保真耳机中播放指令,如‘将小球从此处竖直向前移动3米’,在虚拟现实环境中使用者左脚表现为黑色方块,踩上小球,将小球拖到一个位置,并保持至少500毫秒,进入下一次操作。如果使用者10秒内没有使小球到达终点或3秒没有任何小球位移,虚拟现实环境提示本次训练无效,进入下 一次操作。每次小球运动轨迹各不相同。累计训练时间为5分钟。The visual environment created by the immersive virtual reality equipment is an empty environment with simple abstract ground and sky. The user is standing. A scale will appear in the field of view to remind the user of the length of such a line segment. The text "Right Foot Training" appears in the user's field of vision, and then the text disappears. Appears at random locations on the ground within the field of vision in front of the user. A round ball, playing instructions in the high-fidelity headset, such as'move the ball vertically forward 5 meters from here'. In the virtual reality environment, the user's right foot appears as a red square. Step on the ball and drag the ball Go to a position and hold it for at least 500 milliseconds, and enter the next operation. If the user does not make the ball reach the end within 10 seconds or there is no ball displacement in 3 seconds, the virtual reality environment prompts that this training is invalid and enter the next operation. After right foot training, left foot training. A scale will appear in the field of view to remind the user of the length of such a line segment. Then the text "Left Foot Training" appears in the user's field of vision, and then the text disappears. Appears at random locations on the ground within the field of vision in front of the user. A round ball, playing instructions in the high-fidelity headset, such as "move the ball 3 meters forward from here". In the virtual reality environment, the user’s left foot appears as a black square. Step on the ball and drag the ball Go to a position and hold it for at least 500 milliseconds, and enter the next operation. If the user does not make the ball reach the end within 10 seconds or does not move the ball within 3 seconds, the virtual reality environment prompts that this training is invalid and enter the next operation. The trajectory of the ball is different each time. The cumulative training time is 5 minutes.
5、训练阶段视觉手部力行程控制训练工作原理5. Working principle of visual hand force stroke control training during the training phase
使用者用双手各持一个手部力行程模块,可用单手的五指中的一指按动按键作为操作。The user holds a hand force stroke module with both hands, and can use one of the five fingers of one hand to press a button as an operation.
沉浸式虚拟现实设备营造的视觉环境为白天时间的一间教室内,教室安静,有一定数量的课桌椅,但没有其他人物,使用者视角为坐姿,面向教室前方的黑板,黑板区域出现一个小球,在黑板上匀速运动并绘制出运动轨迹。轨迹会保留在黑板上。这时小球会出现在运动轨迹起始点。使用者的操作任务是,用左右手的力行程模块,控制小球尽可能的沿着轨迹准确的运动。使用者用左手按动按键控制小球的左右运动,右手按动按钮控制小球的上下运动。当小球达到轨迹终点,并保持至少100毫秒,本次训练结束,黑板清空,使用者放开按键,进入下一次操作。如果使用者10秒内没有使小球到达终点或3秒没有任何小球位移,,虚拟现实环境提示本次训练无效,并黑板清空,并进入下一次操作。每次小球运动轨迹各不相同。累计训练时间为5分钟。The visual environment created by the immersive virtual reality equipment is a classroom in daytime. The classroom is quiet and has a certain number of desks and chairs, but no other characters. The user's perspective is sitting, facing the blackboard in front of the classroom, and a blackboard appears in the blackboard area. The small ball moves at a constant speed on the blackboard and draws its trajectory. The trajectory will remain on the blackboard. At this time, the ball will appear at the starting point of the trajectory. The user's operating task is to use the left and right hand force stroke modules to control the ball to move as accurately as possible along the trajectory. The user presses the button with his left hand to control the left and right movement of the small ball, and presses the button with the right hand to control the up and down movement of the small ball. When the ball reaches the end of the trajectory and keeps it for at least 100 milliseconds, the training is over, the blackboard is cleared, and the user releases the button to enter the next operation. If the user does not make the ball reach the end within 10 seconds or there is no ball displacement within 3 seconds, the virtual reality environment will prompt that this training is invalid, the blackboard will be cleared, and the next operation will begin. The trajectory of the ball is different each time. The cumulative training time is 5 minutes.
6、训练阶段视觉脚部力行程控制训练工作原理6. The working principle of visual foot force stroke control training during the training phase
使用者左右脚自然放在脚部力行程模块上,用脚踏动踏板作为操作。The user's left and right feet are naturally placed on the foot force stroke module, and the pedal is used as an operation.
沉浸式虚拟现实设备营造的视觉环境为白天时间的一间教室内,教室安静,有一定数量的课桌椅,但没有其他人物,使用者视角为坐姿,面向教室前方的黑板,黑板区域出现一个小球,在黑板上匀速运动并绘制出运动轨迹。轨迹会保留在黑板上。这时小球会出现在运动轨迹起始点。使用者的操作任务是,用左右脚部的力行程模块,控制小球尽可能的沿着轨迹准确的运动。使用者用左脚踏动踏板控制小球的左右运动,右脚踏动踏板控制小球的上下运动。当小球达到轨迹终点,并保持至少100毫秒,本次 训练结束,黑板清空,使用者放开踏板,进入下一次操作。如果使用者10秒内没有使小球到达终点或3秒没有任何小球位移,,虚拟现实环境提示本次训练无效,并黑板清空,并进入下一次操作。每次小球运动轨迹各不相同。累计训练时间为5分钟。The visual environment created by the immersive virtual reality equipment is a classroom in daytime. The classroom is quiet and has a certain number of desks and chairs, but no other characters. The user's perspective is sitting, facing the blackboard in front of the classroom, and a blackboard appears in the blackboard area. The small ball moves at a constant speed on the blackboard and draws its trajectory. The trajectory will remain on the blackboard. At this time, the ball will appear at the starting point of the trajectory. The user's operating task is to use the force stroke modules of the left and right feet to control the ball to move as accurately as possible along the trajectory. The user uses the left foot pedal to control the left and right movement of the ball, and the right foot pedal controls the up and down movement of the ball. When the ball reaches the end of the trajectory and keeps it for at least 100 milliseconds, the training ends, the blackboard is cleared, and the user releases the pedal to enter the next operation. If the user does not make the ball reach the end within 10 seconds or there is no ball displacement within 3 seconds, the virtual reality environment will prompt that this training is invalid, the blackboard will be cleared, and the next operation will begin. The trajectory of the ball is different each time. The cumulative training time is 5 minutes.
7、训练阶段听觉手部力行程控制训练工作原理7. Working principle of auditory hand force stroke control training during training
使用者用双手各持一个手部力行程模块,可用单手的五指中的一指按动按键作为操作。The user holds a hand force stroke module with both hands, and can use one of the five fingers of one hand to press a button as an operation.
沉浸式虚拟现实设备营造的视觉环境为白天时间的一间教室内,教室安静,有一定数量的课桌椅,但没有其他人物,使用者视角为坐姿,面向教室前方的黑板,黑板下方有左右两个小球,中间位置有对应的方框,使用者坐好,并留心听高保真耳机中指令。语音指令随机播放的‘左’或‘右’代表左右手做相应的操作,语音会持续‘3000-5000’毫秒间任意时间,比如当听见‘左’时,迅速左手按动按钮使得左边小球从下到上竖直运动到上方框内,并保持位置,当‘左’语音消失的时候,马上放开按钮;比如当听见‘右’时,迅速右手按动按钮使得右边小球从下到上竖直运动到上方框内,并保持位置,当‘右’语音消失的时候,马上放开按钮。本次训练结束,黑板清空,使用者放开按键,进入下一次操作。如果使用者训练时间内没有任何小球位移,,虚拟现实环境提示本次训练无效,并黑板清空,并进入下一次操作。每次语音指令长度随机。累计训练时间为5分钟。The visual environment created by the immersive virtual reality equipment is a classroom in daytime. The classroom is quiet and has a certain number of desks and chairs, but no other characters. The user's perspective is sitting, facing the blackboard in front of the classroom, and there are left and right sides under the blackboard. The two small balls have a corresponding box in the middle. The user sits down and listens carefully to the instructions in the high-fidelity headset. The “left” or “right” played randomly by the voice command means that the left and right hands do the corresponding operations. The voice will continue for any time between “3000-5000” milliseconds. For example, when you hear “left”, quickly press the button with the left hand to make the left ball move from Move vertically from bottom to top to the upper box and keep the position. When the "left" voice disappears, immediately release the button; for example, when you hear "right", quickly press the button with your right hand to make the right ball go from bottom to top Move vertically into the upper box and keep the position. When the "right" voice disappears, immediately release the button. After this training is over, the blackboard is cleared, and the user releases the button to enter the next operation. If the user does not have any ball displacement during the training time, the virtual reality environment prompts that the training is invalid, the blackboard is cleared, and the next operation is started. The length of each voice command is random. The cumulative training time is 5 minutes.
8、训练阶段听觉脚部力行程控制训练工作原理8. Working principle of auditory foot force and stroke control training during training
使用者左右脚自然放在脚部力行程模块上,用脚踏动踏板作为操作。The user's left and right feet are naturally placed on the foot force stroke module, and the pedal is used as an operation.
沉浸式虚拟现实设备营造的视觉环境为白天时间的一间教室内,教室安静,有一定数量的课桌椅,但没有其他人物,使用者视角为坐姿,面向教室前方的黑板,黑板下方有左右两个小球, 中间位置有对应的方框,使用者坐好,并留心听高保真耳机中指令。语音指令随机播放的‘左’或‘右’代表左右脚做相应的操作,语音会持续‘3000-5000’毫秒间任意时间,比如当听见‘左’时,迅速左脚踏动相应踏板使得左边小球从下到上竖直运动到上方框内,并保持位置,当‘左’语音消失的时候,马上放开踏板;比如当听见‘右’时,迅速右脚踏动相应踏板使得右边小球从下到上竖直运动到上方框内,并保持位置,当‘右’语音消失的时候,马上放开按钮。本次训练结束,黑板清空,使用者放开踏板,进入下一次操作。如果使用者训练时间内没有任何小球位移,,虚拟现实环境提示本次训练无效,并黑板清空,并进入下一次操作。每次语音指令长度随机。累计训练时间为5分钟。The visual environment created by the immersive virtual reality equipment is a classroom in daytime. The classroom is quiet and has a certain number of desks and chairs, but no other characters. The user's perspective is sitting, facing the blackboard in front of the classroom, and there are left and right sides under the blackboard. The two small balls have a corresponding box in the middle position. The user sits down and listens carefully to the instructions in the high-fidelity headset. The'left' or'right' played by the voice command randomly means that the left and right feet do the corresponding operations. The voice will continue for any time between '3000-5000' milliseconds. For example, when you hear'left', quickly press the left foot on the corresponding pedal to make the left The ball moves vertically from bottom to top into the upper box and keeps its position. When the voice of "left" disappears, immediately release the pedal; for example, when you hear "right", quickly press the corresponding pedal with your right foot to make the right side small The ball moves vertically from bottom to top into the upper box and keeps its position. When the'right' voice disappears, immediately release the button. This training is over, the blackboard is cleared, and the user releases the pedal to enter the next operation. If the user does not have any ball displacement during the training time, the virtual reality environment prompts that the training is invalid, the blackboard is cleared, and the next operation is started. The length of each voice command is random. The cumulative training time is 5 minutes.
因此,本实施例中的感觉统合训练方案工作原理:Therefore, the working principle of the sensory integration training program in this embodiment:
根据感觉统合测试数据分析模块结果,按照感觉统合水平结果的‘差’,‘一般’,‘良好’,‘优秀’和‘超群’等。将感觉统合训练方案分为100,80,60,40和20次等五种方案。每次训练包括8小节的子训练项目,按照先视听觉手和脚部空间运动操作,再视听觉手和脚部力行程控制操作的次序,每小节5分钟,每两个小节中间休息约5分钟,一次训练时间约1小时。According to the results of the sensory integration test data analysis module, according to the results of the sensory integration level of ‘poor’, ‘fair’, ‘good’, ‘excellent’ and ‘excellent’ etc. The sensory integration training program is divided into five programs: 100, 80, 60, 40, and 20. Each training includes 8 sub-training items, according to the sequence of visual and auditory hand and foot space movement operations, and then visual and auditory hand and foot force stroke control operations. Each session is 5 minutes, and every two sessions has about 5 rests. Minutes, one training time is about 1 hour.
感觉统合训练进程控制工作原理:主要实现使用者训练方案的保存,方案开展的情况记录,已完成训练的历史成绩记录如计算训练中将小球移动到黑板最上方所用时间越少则成绩约高和查询等功能。The working principle of sensory integration training process control: It mainly realizes the preservation of the user training program, the record of the program development, and the historical record of the completed training. For example, the less time it takes to move the ball to the top of the blackboard during the calculation training, the higher the score And query functions.
下面对本实施例中感觉统合测试过程和感觉统合训练过程进行详细说明:The sensory integration test process and sensory integration training process in this embodiment will be described in detail below:
如图8所示,视觉手部空间运动测试和训练:As shown in Figure 8, the visual hand space movement test and training:
使用者用双手臂各绑一个空间位置模块。The user binds a space position module with both arms.
沉浸式虚拟现实设备营造的视觉环境是空旷的环境,有简单抽象的地面和天空。使用者为站立。在使用者视野中出现‘右手测试’的文字,然后文字消失。在使用者正前方出现一个立体圆球,感觉为5-10米的距离,在使用者面前匀速运动并绘制运动轨迹,轨迹会保留在使用者正前方。这时小球会出现在运动轨迹起始点。使用者的操作任务是,用绑有空间位置模块的右手,指向小球,在虚拟现实环境中指向表现为一道蓝光,如果蓝光指中小球,测试训练开始,控制手臂运动尽可能的使蓝光控制的小球沿着轨迹准确的运动。当小球达到轨迹终点,并保持至少100毫秒。进入下一次操作。如果使用者10秒内没有使小球到达终点或3秒没有任何小球位移,虚拟现实环境提示本次测试训练无效,进入下一次操作。右手测试训练后,是左手测试训练。在使用者视野中出现‘左手测试训练’的文字,然后文字消失。在使用者正前方出现一个立体圆球,感觉为5-10米的距离,在使用者面前匀速运动并绘制运动轨迹,轨迹会保留在使用者正前方。这时小球会出现在运动轨迹起始点。使用者的操作任务是,用绑有空间位置模块的左手,指向小球,在虚拟现实环境中指向表现为一道蓝光,如果蓝光指中小球,测试训练开始,控制手臂运动尽可能的使蓝光控制的小球沿着轨迹准确的运动。当小球达到轨迹终点,并保持至少100毫秒。进入下一次操作。如果使用者10秒内没有使小球到达终点或3秒没有任何小球位移,虚拟现实环境提示本次测试训练无效,进入下一次操作。每次小球运动轨迹各不相同。The visual environment created by the immersive virtual reality equipment is an empty environment with simple abstract ground and sky. The user is standing. The text ‘right hand test’ appears in the user’s field of vision, and then the text disappears. A three-dimensional sphere appears directly in front of the user, and it feels at a distance of 5-10 meters. It moves at a constant speed in front of the user and draws the trajectory. The trajectory will remain directly in front of the user. At this time, the ball will appear at the starting point of the trajectory. The user’s operating task is to use the right hand tied with the spatial position module to point to the small ball. In the virtual reality environment, the pointing will appear as a blue light. If the blue light refers to the small ball, the test training starts, and the arm movement is controlled as much as possible to control the blue light. The ball moves accurately along the trajectory. When the ball reaches the end of the trajectory, keep it for at least 100 milliseconds. Go to the next operation. If the user does not make the ball reach the end within 10 seconds or there is no ball displacement in 3 seconds, the virtual reality environment prompts that the test training is invalid and enter the next operation. After the right-hand test training, it is the left-hand test training. The text "Left Hand Test Training" appears in the user's field of vision, and then the text disappears. A three-dimensional sphere appears directly in front of the user, and it feels at a distance of 5-10 meters. It moves at a constant speed in front of the user and draws the trajectory. The trajectory will remain directly in front of the user. At this time, the ball will appear at the starting point of the trajectory. The user’s operating task is to use the left hand tied with the spatial position module to point to the small ball. In the virtual reality environment, the pointing will appear as a blue light. If the blue light refers to the small and medium ball, the test training starts, and the arm movement is controlled as much as possible to control the blue light. The ball moves accurately along the trajectory. When the ball reaches the end of the trajectory, keep it for at least 100 milliseconds. Go to the next operation. If the user does not make the ball reach the end within 10 seconds or there is no ball displacement in 3 seconds, the virtual reality environment prompts that the test training is invalid and enter the next operation. The trajectory of the ball is different each time.
如图9所示,视觉脚部空间运动测试和训练As shown in Figure 9, the visual foot space movement test and training
使用者用双脚各绑一个空间位置模块。The user ties a space position module with each foot.
沉浸式虚拟现实设备营造的视觉环境是空旷的环境,有简单抽象的地面和天空。使用者为站立。在使用者视野的地面会依次出现两种可选择的不同颜色小球,比如‘红球’或‘黑球’,两个 球一次只出现一个,且是随机的。在使用者面前地面匀速运动并绘制运动轨迹,轨迹会保留在地面。这时小球会出现在运动轨迹起始点。在虚拟现实环境中使用者右脚表现为红色方块,左脚表现为黑色方块,大小为小球的外接正方形,当出现‘红球’时,使用者用右脚踏上,将小球拖着沿运动轨迹运动,当小球达到轨迹终点,并保持至少500毫秒。进入下一次操作。如果使用者10秒内没有使小球到达终点或3秒没有任何小球位移,虚拟现实环境提示本次测试训练无效,进入下一次操作。当出现‘黑球’时,使用者用左脚踏上,将小球拖着沿运动轨迹运动,当小球达到轨迹终点,并保持至少500毫秒。进入下一次操作。如果使用者10秒内没有使小球到达终点或3秒没有任何小球位移,虚拟现实环境提示本次测试训练无效,进入下一次操作。The visual environment created by the immersive virtual reality equipment is an empty environment with simple abstract ground and sky. The user is standing. On the ground of the user's field of vision, two selectable balls of different colors will appear in sequence, such as a ‘red ball’ or a ‘black ball’. The two balls only appear one at a time, and they are random. The ground moves at a constant speed in front of the user and draws the movement trajectory, the trajectory will remain on the ground. At this time, the ball will appear at the starting point of the trajectory. In the virtual reality environment, the user's right foot is represented as a red square, and the left foot is represented as a black square, which is the circumscribed square of the small ball. When a "red ball" appears, the user steps on with his right foot and drags the ball Move along the trajectory, when the ball reaches the end of the trajectory, and keep it for at least 500 milliseconds. Go to the next operation. If the user does not make the ball reach the end within 10 seconds or there is no ball displacement in 3 seconds, the virtual reality environment prompts that the test training is invalid and enter the next operation. When a ‘black ball’ appears, the user steps on with his left foot and drags the ball along the trajectory. When the ball reaches the end of the trajectory, keep it for at least 500 milliseconds. Go to the next operation. If the user does not make the ball reach the end within 10 seconds or there is no ball displacement in 3 seconds, the virtual reality environment prompts that the test training is invalid and enter the next operation.
如图10所示,听觉手部空间运动测试和训练As shown in Figure 10, the auditory hand space movement test and training
使用者用双手臂各绑一个空间位置模块。The user binds a space position module with both arms.
沉浸式虚拟现实设备营造的视觉环境是空旷的环境,有简单抽象的地面和天空。使用者为站立。在视野中会出现一个比例尺,提醒使用者这样线段的长度。在使用者视野中出现‘右手测试训练’的文字,然后文字消失。在使用者正前方出现一个立体圆球,高保真耳机中播放指令,如‘小球从左到右移动5米’,使用者的操作任务是,用绑有空间位置模块的右手,指向小球,在虚拟现实环境中指向表现为一道蓝光,如果蓝光指中小球,测试训练开始,控制手臂运动尽可能的使蓝光控制的小球按照语音指令操作。当小球受控制运动一段距离后停止,并保持至少100毫秒。进入下一次操作。如果使用者10秒内没有使小球到达终点或3秒没有任何小球位移,虚拟现实环境提示本次测试训练无效,进入下一次操作。右手测试训练后,是左手测试训练。在视野中会出现一个比例尺,提醒使用者这样线段的长度。然后在使用者视野中出 现‘左手测试训练’的文字,然后文字消失。在使用者正前方出现一个立体圆球,高保真耳机中播放指令,如‘小球从左到右移动5米’,使用者的操作任务是,用绑有空间位置模块的左手,指向小球,在虚拟现实环境中指向表现为一道蓝光,如果蓝光指中小球,测试训练开始,控制手臂运动尽可能的使蓝光控制的小球按照语音指令操作。当小球受控制运动一段距离后停止,并保持至少100毫秒。进入下一次操作。如果使用者10秒内没有使小球到达终点或3秒没有任何小球位移,虚拟现实环境提示本次测试训练无效,进入下一次操作。每次小球运动轨迹各不相同。The visual environment created by the immersive virtual reality equipment is an empty environment with simple abstract ground and sky. The user is standing. A scale will appear in the field of view to remind the user of the length of such a line segment. The text ‘right hand test training’ appears in the user’s field of vision, and then the text disappears. A three-dimensional ball appears directly in front of the user, and commands are played in the high-fidelity headset, such as'the ball moves 5 meters from left to right'. The user's operating task is to point the ball with the right hand tied to the spatial position module , In the virtual reality environment, the pointing is shown as a blue light. If the blue light refers to the small ball, the test training starts, and control the arm movement as much as possible to make the blue light controlled ball operate according to the voice instructions. When the ball is controlled to move for a certain distance, it stops and keeps it for at least 100 milliseconds. Go to the next operation. If the user does not make the ball reach the end within 10 seconds or there is no ball displacement in 3 seconds, the virtual reality environment prompts that the test training is invalid and enter the next operation. After the right-hand test training, it is the left-hand test training. A scale will appear in the field of view to remind the user of the length of such a line segment. Then the text of "Left Hand Test Training" appears in the user's field of vision, and then the text disappears. A three-dimensional sphere appears directly in front of the user, and commands are played in the high-fidelity headset, such as'the ball moves 5 meters from left to right'. The user's operating task is to point to the ball with the left hand tied to the spatial position module , In the virtual reality environment, the pointing is shown as a blue light. If the blue light refers to the small ball, the test training starts, and control the arm movement as much as possible to make the blue light controlled ball operate according to the voice instructions. When the ball is controlled to move for a certain distance, it stops and keeps it for at least 100 milliseconds. Go to the next operation. If the user does not make the ball reach the end within 10 seconds or there is no ball displacement in 3 seconds, the virtual reality environment prompts that the test training is invalid and enter the next operation. The trajectory of the ball is different each time.
如图11所示,听觉脚部空间运动测试和训练As shown in Figure 11, the auditory foot space exercise test and training
使用者用双脚各绑一个空间位置模块。The user ties a space position module with each foot.
沉浸式虚拟现实设备营造的视觉环境是空旷的环境,有简单抽象的地面和天空。使用者为站立。在视野中会出现一个比例尺,提醒使用者这样线段的长度。在使用者视野中出现‘右脚测试训练’的文字,然后文字消失。在使用者面前视野范围内的地面随机位置出现。一个圆球,高保真耳机中播放指令,如‘将小球从此处竖直向前移动5米’,在虚拟现实环境中使用者右脚表现为红色方块,踩上小球,将小球拖到一个位置,并保持至少500毫秒,进入下一次操作。如果使用者10秒内没有使小球到达终点或3秒没有任何小球位移,虚拟现实环境提示本次测试训练无效,进入下一次操作。右脚测试训练后,是左脚测试训练。在视野中会出现一个比例尺,提醒使用者这样线段的长度。然后在使用者视野中出现‘左脚测试训练’的文字,然后文字消失。在使用者面前视野范围内的地面随机位置出现。一个圆球,高保真耳机中播放指令,如‘将小球从此处竖直向前移动3米’,在虚拟现实环境中使用者左脚表现为黑色方块,踩上小球,将小球拖到一个位置,并保持至少500毫秒,进入下一次操作。如果使用者10秒内没有 使小球到达终点或3秒没有任何小球位移,虚拟现实环境提示本次测试训练无效,进入下一次操作。The visual environment created by the immersive virtual reality equipment is an empty environment with simple abstract ground and sky. The user is standing. A scale will appear in the field of view to remind the user of the length of such a line segment. The text of "Right Foot Test Training" appears in the user's field of vision, and then the text disappears. Appears at random locations on the ground within the field of vision in front of the user. A round ball, playing instructions in the high-fidelity headset, such as'move the ball vertically forward 5 meters from here'. In the virtual reality environment, the user's right foot appears as a red square. Step on the ball and drag the ball Go to a position and hold it for at least 500 milliseconds before proceeding to the next operation. If the user does not make the ball reach the end within 10 seconds or there is no ball displacement in 3 seconds, the virtual reality environment prompts that the test training is invalid and enter the next operation. After the right foot test training, it is the left foot test training. A scale will appear in the field of view to remind the user of the length of such a line segment. Then the text "Left Foot Test Training" appears in the user's field of vision, and then the text disappears. Appears at random locations on the ground within the field of vision in front of the user. A round ball, playing instructions in the high-fidelity headset, such as'move the ball 3 meters forward from here vertically'. In the virtual reality environment, the user’s left foot appears as a black square. Step on the ball and drag the ball Go to a position and hold it for at least 500 milliseconds before proceeding to the next operation. If the user does not make the ball reach the end within 10 seconds or there is no ball displacement within 3 seconds, the virtual reality environment prompts that the test training is invalid and enter the next operation.
如图12所示,视觉手部力行程控制测试和训练As shown in Figure 12, the visual hand force stroke control test and training
使用者用双手各持一个手部力行程模块,可用单手的五指中的一指按动按键作为操作。The user holds a hand force stroke module with both hands, and can use one of the five fingers of one hand to press a button as an operation.
沉浸式虚拟现实设备营造的视觉环境为白天时间的一间教室内,教室安静,有一定数量的课桌椅,但没有其他人物,使用者视角为坐姿,面向教室前方的黑板,黑板区域出现一个小球,在黑板上匀速运动并绘制出运动轨迹。轨迹会保留在黑板上。这时小球会出现在运动轨迹起始点。使用者的操作任务是,用左右手的力行程模块,控制小球尽可能的沿着轨迹准确的运动。使用者用左手按动按键控制小球的左右运动,右手按动按钮控制小球的上下运动。当小球达到轨迹终点,并保持至少100毫秒,本次测试训练结束,黑板清空,使用者放开按键,进入下一次操作。如果使用者10秒内没有使小球到达终点或3秒没有任何小球位移,,虚拟现实环境提示本次测试训练无效,并黑板清空,并进入下一次操作。每次小球运动轨迹各不相同。The visual environment created by the immersive virtual reality equipment is a classroom in daytime. The classroom is quiet and has a certain number of desks and chairs, but no other characters. The user's perspective is sitting, facing the blackboard in front of the classroom, and a blackboard appears in the blackboard area. The small ball moves at a constant speed on the blackboard and draws its trajectory. The trajectory will remain on the blackboard. At this time, the ball will appear at the starting point of the trajectory. The user's operating task is to use the left and right hand force stroke modules to control the ball to move as accurately as possible along the trajectory. The user presses the button with his left hand to control the left and right movement of the small ball, and presses the button with the right hand to control the up and down movement of the small ball. When the ball reaches the end of the trajectory and keeps it for at least 100 milliseconds, this test training is over, the blackboard is cleared, and the user releases the button to enter the next operation. If the user does not make the ball reach the end within 10 seconds or there is no ball displacement within 3 seconds, the virtual reality environment will prompt that the test training is invalid, the blackboard will be cleared, and the next operation will begin. The trajectory of the ball is different each time.
如图13所示,视觉脚部力行程控制测试和训练As shown in Figure 13, the visual foot force stroke control test and training
使用者左右脚自然放在脚部力行程模块上,用脚踏动踏板作为操作。The user's left and right feet are naturally placed on the foot force stroke module, and the pedal is used as an operation.
沉浸式虚拟现实设备营造的视觉环境为白天时间的一间教室内,教室安静,有一定数量的课桌椅,但没有其他人物,使用者视角为坐姿,面向教室前方的黑板,黑板区域出现一个小球,在黑板上匀速运动并绘制出运动轨迹。轨迹会保留在黑板上。这时小球会出现在运动轨迹起始点。使用者的操作任务是,用左右脚部的力行程模块,控制小球尽可能的沿着轨迹准确的运动。使用者用左脚踏动踏板控制小球的左右运动,右脚踏动踏板控制小球 的上下运动。当小球达到轨迹终点,并保持至少100毫秒,本次测试训练结束,黑板清空,使用者放开踏板,进入下一次操作。如果使用者10秒内没有使小球到达终点或3秒没有任何小球位移,,虚拟现实环境提示本次测试训练无效,并黑板清空,并进入下一次操作。每次小球运动轨迹各不相同。The visual environment created by the immersive virtual reality equipment is a classroom in daytime. The classroom is quiet and has a certain number of desks and chairs, but no other characters. The user's perspective is sitting, facing the blackboard in front of the classroom, and a blackboard appears in the blackboard area. The small ball moves at a constant speed on the blackboard and draws its trajectory. The trajectory will remain on the blackboard. At this time, the ball will appear at the starting point of the trajectory. The user's operating task is to use the force stroke modules of the left and right feet to control the ball to move as accurately as possible along the trajectory. The user uses the left foot pedal to control the left and right movement of the ball, and the right foot pedal controls the up and down movement of the ball. When the ball reaches the end of the trajectory and keeps it for at least 100 milliseconds, this test training is over, the blackboard is cleared, and the user releases the pedal to enter the next operation. If the user does not make the ball reach the end within 10 seconds or there is no ball displacement within 3 seconds, the virtual reality environment will prompt that the test training is invalid, the blackboard will be cleared, and the next operation will begin. The trajectory of the ball is different each time.
如图14所示,听觉手部力行程控制测试和训练As shown in Figure 14, the auditory hand force stroke control test and training
使用者用双手各持一个手部力行程模块,可用单手的五指中的一指按动按键作为操作。The user holds a hand force stroke module with both hands, and can use one of the five fingers of one hand to press a button as an operation.
沉浸式虚拟现实设备营造的视觉环境为白天时间的一间教室内,教室安静,有一定数量的课桌椅,但没有其他人物,使用者视角为坐姿,面向教室前方的黑板,黑板下方有左右两个小球,中间位置有对应的方框,使用者坐好,并留心听高保真耳机中指令。语音指令随机播放的‘左’或‘右’代表左右手做相应的操作,语音会持续‘3000-5000’毫秒间任意时间,比如当听见‘左’时,迅速左手按动按钮使得左边小球从下到上竖直运动到上方框内,并保持位置,当‘左’语音消失的时候,马上放开按钮;比如当听见‘右’时,迅速右手按动按钮使得右边小球从下到上竖直运动到上方框内,并保持位置,当‘右’语音消失的时候,马上放开按钮。本次测试训练结束,黑板清空,使用者放开按键,进入下一次操作。如果使用者测试训练时间内没有任何小球位移,,虚拟现实环境提示本次测试训练无效,并黑板清空,并进入下一次操作。每次语音指令长度随机。The visual environment created by the immersive virtual reality equipment is a classroom in daytime. The classroom is quiet and has a certain number of desks and chairs, but no other characters. The user's perspective is sitting, facing the blackboard in front of the classroom, and there are left and right sides under the blackboard. The two small balls have a corresponding box in the middle. The user sits down and listens carefully to the instructions in the high-fidelity headset. The “left” or “right” played randomly by the voice command means that the left and right hands do the corresponding operations. The voice will continue for any time between “3000-5000” milliseconds. For example, when you hear “left”, quickly press the button with the left hand to make the left ball move from Move vertically from bottom to top to the upper box and keep the position. When the "left" voice disappears, immediately release the button; for example, when you hear "right", quickly press the button with your right hand to make the right ball go from bottom to top Move vertically into the upper box and keep the position. When the "right" voice disappears, immediately release the button. The test training is over, the blackboard is cleared, and the user releases the button to enter the next operation. If the user does not have any ball displacement during the test training period, the virtual reality environment will prompt that the test training is invalid, the blackboard will be cleared, and the next operation will be started. The length of each voice command is random.
如图15所示,听觉脚部力行程控制测试和训练As shown in Figure 15, auditory foot force stroke control test and training
使用者左右脚自然放在脚部力行程模块上,用脚踏动踏板作为操作。The user's left and right feet are naturally placed on the foot force stroke module, and the pedal is used as an operation.
沉浸式虚拟现实设备营造的视觉环境为白天时间的一间教室内,教室安静,有一定数量的课桌椅,但没有其他人物,使用者 视角为坐姿,面向教室前方的黑板,黑板下方有左右两个小球,中间位置有对应的方框,使用者坐好,并留心听高保真耳机中指令。语音指令随机播放的‘左’或‘右’代表左右脚做相应的操作,语音会持续‘3000-5000’毫秒间任意时间,比如当听见‘左’时,迅速左脚踏动相应踏板使得左边小球从下到上竖直运动到上方框内,并保持位置,当‘左’语音消失的时候,马上放开踏板;比如当听见‘右’时,迅速右脚踏动相应踏板使得右边小球从下到上竖直运动到上方框内,并保持位置,当‘右’语音消失的时候,马上放开按钮。本次测试训练结束,黑板清空,使用者放开踏板,进入下一次操作。如果使用者测试训练时间内没有任何小球位移,,虚拟现实环境提示本次测试训练无效,并黑板清空,并进入下一次操作。每次语音指令长度随机。The visual environment created by the immersive virtual reality equipment is in a classroom during the daytime. The classroom is quiet, with a certain number of desks and chairs, but no other characters. The user's perspective is sitting, facing the blackboard in front of the classroom, and there are left and right sides under the blackboard. The two small balls have a corresponding box in the middle. The user sits down and listens carefully to the instructions in the high-fidelity headset. The'left' or'right' played by the voice command randomly means that the left and right feet do the corresponding operations. The voice will continue for any time between '3000-5000' milliseconds. For example, when you hear'left', quickly press the left foot on the corresponding pedal to make the left The ball moves vertically from bottom to top into the upper box and keeps its position. When the voice of "left" disappears, immediately release the pedal; for example, when you hear "right", quickly press the corresponding pedal with your right foot to make the right side small The ball moves vertically from bottom to top into the upper box and keeps its position. When the'right' voice disappears, immediately release the button. This test training is over, the blackboard is cleared, and the user releases the pedal to enter the next operation. If the user does not have any ball displacement during the test training period, the virtual reality environment will prompt that the test training is invalid, the blackboard will be cleared, and the next operation will begin. The length of each voice command is random.
如图16所示,感觉统合失调测试流程:一个轮次测试共包含5次视觉手部空间运动测试,5次视觉脚部空间运动测试,5次听觉手部空间运动测试,5次听觉脚部空间运动测试;5次视觉手部力行程控制测试,5次视觉脚部力行程控制测试,5次听觉手部力行程控制测试,5次听觉脚部力行程控制测试,共40次测试。感觉统合失调测试共包含两个轮次。As shown in Figure 16, the sensory integration disorder test process: a round of testing includes 5 visual hand space movement tests, 5 visual foot space movement tests, 5 auditory hand space movement tests, and 5 auditory feet Spatial movement test; 5 visual hand force stroke control tests, 5 visual foot force stroke control tests, 5 auditory hand force stroke control tests, 5 auditory foot force stroke control tests, a total of 40 tests. The sensory integration disorder test consists of two rounds.
如图17所示,感觉统合训练流程:As shown in Figure 17, the sensory integration training process:
根据感觉统合测试数据分析模块结果,按照感觉统合水平结果的‘差’,‘一般’,‘良好’,‘优秀’和‘超群’等。将感觉统合训练方案分为100,80,60,40和20次等五种方案。每次训练包括8小节的子训练项目,按照先视听觉手和脚部空间运动操作,再视听觉手和脚部力行程控制操作的次序,每小节5分钟,每两个小节中间休息约5分钟,一次训练时间约1小时。According to the results of the sensory integration test data analysis module, according to the results of the sensory integration level of ‘poor’, ‘fair’, ‘good’, ‘excellent’ and ‘excellent’ etc. The sensory integration training program is divided into five programs: 100, 80, 60, 40, and 20. Each training includes 8 sub-training items, according to the sequence of visual and auditory hand and foot space movement operations, and then visual and auditory hand and foot force stroke control operations. Each session is 5 minutes, and every two sessions has about 5 rests. Minutes, one training time is about 1 hour.
本文中所描述的具体实施例仅仅是对本发明精神作举例说明。本发明所属技术领域的技术人员可以对所描述的具体实施例 做各种各样的修改或补充或采用类似的方式替代,但并不会偏离本发明的精神或者超越所附权利要求书所定义的范围。The specific embodiments described herein are merely examples to illustrate the spirit of the present invention. Those skilled in the art to which the present invention pertains can make various modifications or additions to the specific embodiments described or use similar alternatives, but they will not deviate from the spirit of the present invention or exceed the definition of the appended claims. Range.
尽管本文较多地使用了力行程数据处理模块1、手部力行程采集模块11、手持设备111、按键112、脚部力行程采集模块12、底座121、踏板122、供电模块2、空间运动数据处理模块3、手部空间位置采集模块31、脚部空间位置采集模块32、主控模块4、力行程变电压输出机构5、第一电阻件51、第二电阻件52、弹簧53、连杆54、球状连接端541、连接环542、变阻导电簧片55、定值电阻56、盒体6、绑带61。虚拟现实头戴模块7、虚拟现实视听觉认知任务呈现模块71、感觉统合测试阶段单元8、常模数据库模块81、感觉统合测试数据分析模块82、报告生成模块83、感觉统合训练阶段单元9、感觉统合训练方案生成模块91、感觉统合训练进程控制模块92等术语,但并不排除使用其它术语的可能性。使用这些术语仅仅是为了更方便地描述和解释本发明的本质;把它们解释成任何一种附加的限制都是与本发明精神相违背的。Although this article uses force stroke data processing module 1, hand force stroke collection module 11, handheld device 111, buttons 112, foot force stroke collection module 12, base 121, pedal 122, power supply module 2, spatial movement data Processing module 3, hand space position acquisition module 31, foot space position acquisition module 32, main control module 4, force-stroke variable voltage output mechanism 5, first resistor 51, second resistor 52, spring 53, connecting rod 54. The spherical connecting end 541, the connecting ring 542, the varistor conductive reed 55, the fixed value resistor 56, the box body 6, and the strap 61. Virtual reality headset module 7, virtual reality audiovisual cognitive task presentation module 71, sensory integration test phase unit 8, norm database module 81, sensory integration test data analysis module 82, report generation module 83, sensory integration training phase unit 9 , Sensory integration training program generation module 91, sensory integration training process control module 92 and other terms, but the possibility of using other terms is not excluded. These terms are used only to describe and explain the essence of the present invention more conveniently; to interpret them as any additional limitation is contrary to the spirit of the present invention.

Claims (10)

  1. 一种基于虚拟现实视听觉通路的感觉统合失调测训系统,其特征在于,本系统包括手部力行程采集模块(11)和/或脚部力行程采集模块(12),所述的手部力行程采集模块(11)和脚部力行程采集模块(12)分别与力行程数据处理模块(1)相连,且所述的手部力行程采集模块(11)、脚部力行程采集模块(12)和力行程数据处理模块(1)均与供电模块(2)相连,且所述的供电模块(2)分别连接有手部空间位置采集模块(31)、脚部空间位置采集模块(32)以及空间运动数据处理模块(3),且所述的手部空间位置采集模块(31)和/或脚部空间位置采集模块(32)分别和空间运动数据处理模块(3)相连,且所述的力行程数据处理模块(1)和空间运动数据处理模块(3)均与主控模块(4)相连,且所述的主控模块(4)上分别连接有虚拟现实头戴模块(7)与虚拟现实视听觉认知任务呈现模块(71),且所述的主控模块(4)与感觉统合测试阶段单元(8)和/或感觉统合训练阶段单元(9)相连。A sensory integration disorder testing and training system based on virtual reality audiovisual pathways is characterized in that the system includes a hand force stroke acquisition module (11) and/or a foot force stroke acquisition module (12). The force stroke acquisition module (11) and the foot force stroke acquisition module (12) are respectively connected to the force stroke data processing module (1), and the hand force stroke acquisition module (11) and the foot force stroke acquisition module ( 12) and the force stroke data processing module (1) are connected to the power supply module (2), and the power supply module (2) is respectively connected with the hand space position acquisition module (31) and the foot space position acquisition module (32). ) And the spatial movement data processing module (3), and the hand spatial position acquisition module (31) and/or the foot spatial position acquisition module (32) are respectively connected to the spatial movement data processing module (3), and all The force stroke data processing module (1) and the spatial motion data processing module (3) are both connected to the main control module (4), and the main control module (4) is respectively connected with a virtual reality headset module (7) ) Is connected with the virtual reality visual and auditory cognitive task presentation module (71), and the main control module (4) is connected with the sensory integration test phase unit (8) and/or the sensory integration training phase unit (9).
  2. 根据权利要求1所述的基于虚拟现实视听觉通路的感觉统合失调测训系统,其特征在于,所述的感觉统合测试阶段单元(8)包括分别和主控模块(4)相连的常模数据库模块(81)、感觉统合测试数据分析模块(82)以及报告生成模块(83);其中,The sensory integration disorder testing and training system based on virtual reality audiovisual pathways according to claim 1, characterized in that the sensory integration testing phase unit (8) comprises a normal model database connected to the main control module (4) respectively Module (81), sensory integration test data analysis module (82) and report generation module (83); among them,
    所述感觉统合测试数据分析模块(82)被配置为主要实现在视听觉任务环境下,与常模数据库同年龄同性别数据对比,求解相对于常模数据使用者的感觉统合水平参数;The sensory integration test data analysis module (82) is configured to mainly realize the comparison of data of the same age and gender with the norm database in an audiovisual task environment to solve the sensory integration level parameters relative to the user of the norm data;
    所述报告生成模块(83)被配置为主要实现自动将使用者感觉统合水平参数按照一定图文结构,以图表和文字形式,word或PDF文档展示,此外自动对主要参数意义和得分情况做进一步的分析和解释。The report generation module (83) is configured to automatically display the user's sensory integration level parameters according to a certain graphic structure, in the form of charts and texts, word or PDF documents, and automatically further the meaning of the main parameters and the score Analysis and interpretation.
    所述常模数据库模块(81)被配置为主要存储了感觉统合正常人群使用的测试系统收集和统计的感觉统合参数。The norm database module (81) is configured to mainly store sensory integration parameters collected and statistic by the test system used by normal people of sensory integration.
  3. 根据权利要求2所述的基于虚拟现实视听觉通路的感觉统合失调测训系统,其特征在于,所述的感觉统合训练阶段单元(9)包括分别和主控模块(4)相连的感觉统合训练方案生成模块(91)和感觉统合训练进程控制模块(92),其中,The sensory integration disorder testing and training system based on virtual reality audiovisual pathways according to claim 2, wherein the sensory integration training phase unit (9) includes sensory integration training connected to the main control module (4) respectively The plan generation module (91) and the sensory integration training process control module (92), among which,
    所述感觉统合训练方案生成模块(91)被配置为根据感觉统合测试数据分析模块(82)结果;The sensory integration training program generation module (91) is configured to analyze the results of the sensory integration test data analysis module (82);
    感觉统合训练进程控制模块(92)被配置为主要实现使用者训练方案的保存,方案开展的情况记录,已完成训练的历史成绩记录和查询功能。The sensory integration training process control module (92) is configured to mainly realize the storage of the user's training program, the record of the program development, the historical performance record of the completed training and the query function.
  4. 根据权利要求1或2或3所述的基于虚拟现实视听觉通路的感觉统合失调测训系统,其特征在于,所述的虚拟现实头戴模块(7)为可头戴的虚拟现实设备和/或高保真耳机;所述的虚拟现实视听觉认知任务呈现模块(71)为虚拟现实头戴设备,主要完成沉浸式视觉和听觉信息呈现。The sensory integration disorder testing and training system based on virtual reality audiovisual pathways according to claim 1 or 2 or 3, characterized in that, the virtual reality headset module (7) is a headset capable of wearing virtual reality equipment and/ Or a high-fidelity headset; the virtual reality audiovisual cognitive task presentation module (71) is a virtual reality headset, which mainly completes immersive visual and auditory information presentation.
  5. 根据权利要求4所述的基于虚拟现实视听觉通路的感觉统合失调测训系统,其特征在于,所述的手部力行程采集模块(11)包括手持设备(111),所述的手持设备(111)上具有若干个分别和手指位置相对应的按键(112),且每一个按键(112)分别对应连接有一个设置在手持设备(111)内的力行程变电压输出机构(5);所述的脚部力行程采集模块(12)包括底座(121),在底座(121)上铰接有踏板(122),所述的踏板(122)倾斜设置,在底座(121)上设有位于踏板(122)上端下方的力行程变电压输出机构(5),所述的踏板(122)上端作用于力行程变电压输出机构(5)且当踏板(122)动作时所述的力行程变电压输出机构(5)的输出电压随着踏板(122)行程变化。The sensory integration disorder testing and training system based on virtual reality audiovisual pathways according to claim 4, wherein the hand force stroke acquisition module (11) comprises a handheld device (111), and the handheld device ( 111) has several buttons (112) corresponding to the positions of the fingers, and each button (112) is respectively connected to a force-stroke variable voltage output mechanism (5) provided in the handheld device (111); The foot force stroke collection module (12) includes a base (121), a pedal (122) is hinged on the base (121), the pedal (122) is inclined, and the pedal (121) is provided on the base (121). (122) The force-stroke variable voltage output mechanism (5) below the upper end, the upper end of the pedal (122) acts on the force-stroke variable voltage output mechanism (5) and when the pedal (122) moves, the force-stroke variable voltage output mechanism (5) The output voltage of the output mechanism (5) changes with the stroke of the pedal (122).
  6. 根据权利要求5所述的基于虚拟现实视听觉通路的感觉统合失调测训系统,其特征在于,所述的力行程变电压输出机构(5)包括竖直固定在底座(121)上或手持设备(111)上的第一电阻 件(51)和第二电阻件(52),所述的第一电阻件(51)和第二电阻件(52)相互平行设置且在两者之间设有弹簧(53)和压于弹簧(53)之间的连杆(54),所述的连杆(54)下端设有变阻导电簧片(55),所述的变阻导电簧片(55)的两端分别与第一电阻件(51)和第二电阻件(52)电接触,所述的第一电阻件(51)和第二电阻件(52)分别连接于供电模块(2)的的正极和负极,且所述的第一电阻件(51)或第二电阻件(52)和供电模块(2)之间设有定值电阻(56),所述的连杆(54)上端与踏板(122)和/或按键(112)上端相连。The sensory integration disorder testing and training system based on virtual reality audiovisual pathways according to claim 5, characterized in that the force-stroke variable voltage output mechanism (5) comprises vertically fixed on a base (121) or a handheld device (111) on the first resistive element (51) and second resistive element (52), the first resistive element (51) and the second resistive element (52) are arranged in parallel with each other and are arranged between the two The spring (53) and the connecting rod (54) pressed between the spring (53), the lower end of the connecting rod (54) is provided with a varistor conductive reed (55), the varistor conductive reed (55) The two ends of) are respectively in electrical contact with the first resistor (51) and the second resistor (52), and the first resistor (51) and the second resistor (52) are respectively connected to the power supply module (2) The positive and negative poles of the, and a fixed-value resistor (56) is provided between the first resistor (51) or the second resistor (52) and the power supply module (2), the connecting rod (54) The upper end is connected with the upper end of the pedal (122) and/or the button (112).
  7. 根据权利要求6所述的基于虚拟现实视听觉通路的感觉统合失调测训系统,其特征在于,所述的连杆(54)上端设有球状连接端(541),所述的踏板(122)上端背面设有连接环(542),且所述的脚部力行程采集模块(12)的数量为两个且并联设置,其中一个供左脚使用,另一个供右脚使用;所述的手部力行程采集模块(11)的数量为两个且并联设置,其中一个供左手使用,另一个供右手使用。The sensory integration disorder testing and training system based on virtual reality audiovisual pathways according to claim 6, wherein the upper end of the connecting rod (54) is provided with a spherical connecting end (541), and the pedal (122) A connecting ring (542) is provided on the back of the upper end, and the number of the foot force and stroke collection modules (12) is two and they are arranged in parallel, one of which is for the left foot and the other for the right foot; the hand The number of the force stroke collection modules (11) is two and they are arranged in parallel, one of which is for the left hand and the other is for the right hand.
  8. 根据权利要求1所述的基于虚拟现实视听觉通路的感觉统合失调测训系统,其特征在于,所述的力行程数据处理模块(1)包括基于Mega2560、mini或Nano架构的Arduino芯片或stm32单片机,所述的力行程数据处理模块(1)用于力行程变电压输出机构(5)的电压变化的模拟信号转换为数字信号,模数转换精度为10-16位,采样率为500Hz;所述的力行程数据处理模块(1)将电压变化引起的电流数字信号进行卡尔曼滤波,去除采集过程中的干扰和噪音信号,通过USB数据线或无线蓝牙协议将力行程数据发送至主控模块(4);所述的供电模块(2)为3.3-5V直流电源,所述的供电模块(2)为外接直流电源或连接于主控模块(4)的USB接口。The sensory integration disorder testing and training system based on virtual reality audiovisual pathways according to claim 1, wherein the force stroke data processing module (1) comprises an Arduino chip or a stm32 microcontroller based on the Mega2560, mini or Nano architecture The force stroke data processing module (1) is used to convert the analog signal of the voltage change of the force stroke variable voltage output mechanism (5) into a digital signal, the analog-to-digital conversion accuracy is 10-16 bits, and the sampling rate is 500 Hz; The force stroke data processing module (1) performs Kalman filtering on the current digital signal caused by the voltage change, removes interference and noise signals in the acquisition process, and sends the force stroke data to the main control module through a USB data cable or wireless Bluetooth protocol (4); The power supply module (2) is a 3.3-5V DC power supply, and the power supply module (2) is an external DC power supply or a USB interface connected to the main control module (4).
  9. 根据权利要求1所述的基于虚拟现实视听觉通路的感觉统 合失调测训系统,其特征在于,所述的手部空间位置采集模块(31)、脚部空间位置采集模块(32)均包括一个通过绑带(61)穿戴于手部或脚部的盒体(6),所述的盒体(6)内设有具有三轴加速度传感器和三轴陀螺仪传感器的六轴运动处理组件,用于手部或脚部空间运动参数记录;所述空间运动数据处理模块包括所述的力行程数据处理模块(1)包括基于Mega2560、mini或Nano架构的Arduino芯片或stm32单片机,去除采集过程中的干扰和噪音信号,通过USB数据线或无线蓝牙协议将力行程数据发送至主控模块(4)。The sensory integration disorder testing and training system based on the visual and auditory pathway of virtual reality according to claim 1, wherein the hand space position acquisition module (31) and the foot space position acquisition module (32) each include one A box (6) worn on the hands or feet through a strap (61). The box (6) is provided with a six-axis motion processing component with a three-axis acceleration sensor and a three-axis gyroscope sensor. In the hand or foot spatial movement parameter recording; the spatial movement data processing module includes the force stroke data processing module (1) includes an Arduino chip or stm32 microcontroller based on the Mega2560, mini or Nano architecture, which removes the collection process The interference and noise signals are sent to the main control module (4) through the USB data cable or wireless Bluetooth protocol.
  10. 根据权利要求1所述的基于虚拟现实视听觉通路的感觉统合失调测训系统,其特征在于,所述的主控模块(4)包括台式计算机、笔记本计算机、一体机、单片机中的任意一种,所述的主控模块(4)上连接有扬声器或耳机,所述的主控模块(4)自带或者外接有显示屏、数字电视屏幕、一体机屏幕、平板屏幕中的任意一种。The sensory integration disorder testing and training system based on virtual reality audiovisual pathways according to claim 1, wherein the main control module (4) includes any one of a desktop computer, a notebook computer, an all-in-one computer, and a single-chip computer. A speaker or earphone is connected to the main control module (4), and the main control module (4) is built-in or externally connected with any one of a display screen, a digital TV screen, an all-in-one screen, and a flat screen.
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