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1.
PLoS One ; 18(8): e0289787, 2023.
Article in English | MEDLINE | ID: mdl-37556492

ABSTRACT

Musculoskeletal disorders (MSDs) are the main occupational diseases and are pathologies of multifactorial origin, with posture being one of them. This creates new human-robot collaboration situations that can modify operator behaviors and performance in their task. These changes raise questions about human-robot team performance and operator health. This study aims to understand the consequences of introducing a cobot on work performance, operator posture, and the quality of interactions. It also aims to evaluate the impact of two levels of difficulty in a dual task on these measures. For this purpose, thirty-four participants performed an assembly task in collaboration with a co-worker, either a human or a cobot with two articulated arms. In addition to this motor task, the participants had to perform an auditory task with two levels of difficulty (dual task). They were equipped with seventeen motion capture sensors. The collaborative work was filmed with a camera, and the actions of the participants and co-worker were coded based on the dichotomy of idle and activity. Interactions were coded based on time out, cooperation, and collaboration. The results showed that performance (number of products manufactured) was lower when the participant collaborated with a cobot rather than a human, with also less collaboration and activity time. However, RULA scores were lower-indicating a reduced risk of musculoskeletal disorders-during collaboration with a cobot compared to a human. Despite a decrease in production and a loss of fluidity, likely due to the characteristics of the cobot, working in collaboration with a cobot makes the task safer in terms of the risk of musculoskeletal disorders.


Subject(s)
Musculoskeletal Diseases , Occupational Diseases , Work Performance , Humans , Posture
2.
Front Bioeng Biotechnol ; 11: 1141507, 2023.
Article in English | MEDLINE | ID: mdl-37346797

ABSTRACT

In recent years, immersive virtual reality technology has emerged in the field of health. Its use could allow the assessment of the motor behavior of individuals in adaptable and reproducible immersive environments, simulating real situations. This study aimed to assess the effect of an immersive scenario on functional mobility during a simple locomotor task according to age. Sixty young adults and 60 older volunteers, who were autonomous and without cognitive and neurological impairment participated. A locomotor task based on the "Timed Up and Go" task was performed in real and virtual conditions. A functional mobility score was calculated by combining the time and the number of steps used and compared between young and older people. Results showed that correlations between time and the number of steps were the same in VR and real conditions, but the locomotor performance decreased significantly in VR for both populations. Additionally, older people exhibited a more reduced locomotor performance in a virtual environment than young adults, thereby their functional mobility score decreased more to complete the task, reflecting the adoption of a more secure locomotion strategy often related to the fear of falling, with an increase in time and number of steps to support balance. The major difference between reality and VR is the visual immersion with an HMD, and visual information is more important in the sensory integration of older people. Therefore, the reduction in visual field and lack of visual exproprioceptive information about the body segments in the virtual environment could explain these results. Finally, the effect of immersion in a virtual scenario on mobility exists for both populations but is accentuated by the aging process and is therefore age dependent.

3.
PLoS One ; 17(10): e0275876, 2022.
Article in English | MEDLINE | ID: mdl-36215277

ABSTRACT

Immersive virtual reality makes possible to perceive and interact in a standardized, reproductible and digital environment, with a wide range of simulated situations possibilities. This study aimed to measure the potential effect of virtual reality on time and number of steps when performing a locomotor task, in a young adult's population. Sixty young adults (32W, 28M, mean age 21.55 ± 1.32), who had their first immersive virtual reality experience, performed a locomotor task based on "Timed Up and Go" (TUG) task in real, in virtual reality in a stopped train and in virtual reality in a moving train. Time and number of steps variables representing primary locomotion indicators were measured and compared between each condition. Results showed significant increases in time and number of steps in the two virtual reality conditions compared to real but not between the two virtual reality conditions. There was an effect of virtual reality in young adults when performing the locomotor task. It means that technological and digital characteristics of the immersive virtual reality experience led to modify motor strategies employed. Adding a plausible visual optic flow did not appear to affect motor control further when the information is negligible and not essential for performing the task.


Subject(s)
Virtual Reality , Adult , Humans , Young Adult
4.
Gerontology ; 68(4): 456-464, 2022.
Article in English | MEDLINE | ID: mdl-34365451

ABSTRACT

BACKGROUND/AIMS: Falling among the elderly is a major public health issue, especially with the advancing age of the baby boomers. The fall risk assessment tests for many lack a context that would bring them closer to everyday life. Thus, immersive virtual reality, which makes it possible to simulate everyday situations, could make it possible to strengthen the quality of the assessment of the risk of falls. However, it is necessary to understand how the use of a virtual reality device influences the motor control of elderly participants. If vestibular physiotherapists use VR to virtualize their tools, what impact would a visual simulation of movement have on motor control in a locomotor task, if this simulation were plausible? METHODS: Sixty-two elders (70.8 ± 6.7 years old) completed a Timed Up and Go task under 3 conditions: real, virtual reality, and virtual reality with visual and sound movement information. The virtual reality task takes place in a train either stationary at a station or in uniform linear motion. The time and number of steps were recorded using video, and comparisons between conditions were made using Friedman's test. RESULTS: The results show a significant increase in the time and number of steps in "virtual reality" condition compared to the "real" condition. They do not show significant differences between the 2 virtual conditions. CONCLUSION: The use of a running virtual train to provide plausible movement is particularly distinguished from vestibular physiotherapy applications with first a fixed visual support partially obscuring the optical flow. This visual aid coupled with the attention dedicated to the task inhibits the effect of the moving environment on locomotion. However, the visual optical flow will potentially have an effect in people with fear of falling. Virtual reality shows great potential for the simulation of realistic environments for the assessment of the risk of falls and opens up avenues for the development of tests.


Subject(s)
Postural Balance , Virtual Reality , Accidental Falls/prevention & control , Aged , Fear , Humans , Time and Motion Studies
5.
PLoS One ; 15(3): e0229594, 2020.
Article in English | MEDLINE | ID: mdl-32168361

ABSTRACT

Today, falls constitute a substantial health problem, especially in the elderly, and the diagnostic tests used by clinicians present often a low sensitivity and specificity. This is the case for the Timed Up and Go test which lacks contextualization with regard to everyday life limiting the relevance of its diagnosis. Virtual reality enables the creation of immersive, reproducible and secure environments, close to situations encountered in daily life, and as such could improve falling risk assessment. This study aims to evaluate the effect of immersive virtual reality by wearing a virtual reality headset with a non-disturbing virtual environment compared to real world on the Timed Up and Go test completion. Thirty-one elders (73.7 ± 9 years old) volunteered to participate in the study and the mean times and number of steps to complete a Timed Up and Go were compared in two conditions: actual-world clinical and virtual reality conditions. The results showed that the mean completion times and most of the mean number of steps of the Timed Up and Go in virtual reality condition were significantly different to those in clinical condition. These results suggest that there is a virtual reality effect and this effect is significantly correlated to the time taken to complete the Timed Up and Go. This information will be of interest to quantify the potential part of virtual reality effect on the motor control, measured in a virtual task using virtual controlled disturbances.


Subject(s)
Accidental Falls , Time and Motion Studies , Virtual Reality , Accidental Falls/prevention & control , Accidental Falls/statistics & numerical data , Aged , Aged, 80 and over , Female , Humans , Male , Middle Aged , Postural Balance , Risk Assessment , Risk Factors , Spatio-Temporal Analysis , Surveys and Questionnaires , User-Computer Interface
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