Control of Virtual Objects by Users in Virtual Reality Training Environment
In the Dodge-ball training (figure 2) for trunk control, a virtual object in the form of a ball is presented in different VR training scenarios, positioned in front of the user’s viewpoint. As the user moves the VR headset, the ball follows the movement. The user controls the movement of the ball by moving the VR headset, in order to dodge incoming attacks.
Adaptive adjustment of training difficulty
In the Dodge-ball training module of the virtual reality environment, the system generates attacking objects at random positions along the boundary of a horizontal plane, encompassing a radius of 2 meters and a height of 3 meters around the virtual object ball. The position of these attacking balls is dynamically relative to the virtual object ball's current location, with new balls appearing at each time interval based on a predetermined frequency. For instance, if the frequency is set to generate a ball every second, an attacking ball will appear at coordinate A (the position of the user's virtual object ball at the first second) and move towards it. Subsequently, at the next second, another attacking ball will emerge at coordinate B (the virtual ball's position at that moment) and so on.
The velocity of these attacking balls, measured in meters per second, varies according to the difficulty level of the training session (table 1). Different training modes, including head and neck control, seated trunk movement, and standing trunk movement evaluations, offer varying difficulty settings. The movement of the attacking ball is proportional to the VR headset's displacement, modulated by a specific coefficient: 300% for head training (e.g., a 5cm leftward movement of the headset translates to 15cm for the ball), 200% for seated training, and 100% for standing training, where the ball mirrors the headset's movement without any coefficient.
Table 1
Detailed Levels of Difficulty for Head and Neck, Seated, and Standing Training. This table presents the varying parameters across different types of training categorized by levels of difficulty. Each training type includes five key factors: Diameter of the Virtual Sphere, Diameter of the Attacking Sphere, Speed of the Attacking Sphere, Service Interval, and Movement Coefficient Bonus. Each factor is subdivided into 12 levels of difficulty (L), offering targeted training schemes. This data is crucial for understanding the specific requirements and challenges of each training level, aiding in the design of more precise and effective rehabilitation training programs.
Head and Neck Training / Factors
|
L1
|
L2
|
L 3
|
L 4
|
L 5
|
L6
|
L7
|
L8
|
L 9
|
L10
|
L 11
|
L12
|
Virtual Sphere Diameter
|
10cm
|
11cm
|
12cm
|
13cm
|
14cm
|
15cm
|
16cm
|
17cm
|
18cm
|
19cm
|
20cm
|
21cm
|
Attacking Sphere Diameter
|
5cm
|
6cm
|
7cm
|
8cm
|
9cm
|
10cm
|
11cm
|
12cm
|
13cm
|
14cm
|
15cm
|
16cm
|
Attacking Sphere Speed
|
0.50m/s
|
0.55m/s
|
0.60m/s
|
0.65m/s
|
0.70m/s
|
0.75m/s
|
0.80m/s
|
0.85m/s
|
0.90m/s
|
0.95m/s
|
0.100m/s
|
0.105m/s
|
Service Interval
|
3.0s
|
2.6s
|
2.3s
|
2.0s
|
2.3s
|
2.6s
|
2.9s
|
2.12s
|
2.15s
|
2.18s
|
2.21s
|
2.24s
|
Movement Coefficient Bonus
|
200%
|
190%
|
180%
|
170%
|
160%
|
150%
|
140%
|
130%
|
120%
|
110%
|
100%
|
90%
|
Seated Training / Factors
|
L1
|
L2
|
L 3
|
L 4
|
L 5
|
L6
|
L7
|
L8
|
L 9
|
L10
|
L 11
|
L12
|
Virtual Sphere Diameter
|
20cm
|
21cm
|
22cm
|
23cm
|
24cm
|
25cm
|
26cm
|
27cm
|
28cm
|
29cm
|
30cm
|
31cm
|
Attacking Sphere Diameter
|
10cm
|
11cm
|
12cm
|
13cm
|
14cm
|
15cm
|
16cm
|
17cm
|
18cm
|
19cm
|
20cm
|
21cm
|
Attacking Sphere Speed
|
0.50m/s
|
0.55m/s
|
0.60m/s
|
0.65m/s
|
0.70m/s
|
0.75m/s
|
0.80m/s
|
0.85m/s
|
0.90m/s
|
0.95m/s
|
0.100m/s
|
0.105m/s
|
Service Interval
|
3.0s
|
2.6s
|
3.1s
|
2.7s
|
3.2s
|
2.8s
|
3.3s
|
2.9s
|
3.4s
|
2.10s
|
3.5s
|
2.11s
|
Movement Coefficient Bonus
|
300%
|
280%
|
260%
|
240%
|
220%
|
200%
|
180%
|
160%
|
140%
|
120%
|
100%
|
80%
|
Standing Training / Factors
|
L1
|
L2
|
L 3
|
L 4
|
L 5
|
L6
|
L7
|
L8
|
L 9
|
L10
|
L 11
|
L12
|
Virtual Sphere Diameter
|
20cm
|
22cm
|
24cm
|
26cm
|
28cm
|
30cm
|
32cm
|
34cm
|
36cm
|
38cm
|
40cm
|
42cm
|
Attacking Sphere Diameter
|
10cm
|
12cm
|
14cm
|
16cm
|
18cm
|
20cm
|
22cm
|
24cm
|
26cm
|
28cm
|
30cm
|
32cm
|
Attacking Sphere Speed
|
0.50m/s
|
0.60m/s
|
0.70m/s
|
0.80m/s
|
0.90m/s
|
0.100m/s
|
0.110m/s
|
0.120m/s
|
0.130m/s
|
0.140m/s
|
0.150m/s
|
0.160m/s
|
Service Interval
|
3.0s
|
2.6s
|
3.1s
|
2.7s
|
3.2s
|
2.8s
|
3.3s
|
2.9s
|
3.4s
|
2.10s
|
3.5s
|
2.11s
|
The system's difficulty adaptive training mode allows customization of various parameters: the diameter of the virtual object ball, the diameter and speed of the attacking ball, the ball interval, and the movement coefficient. The difficulty levels range from 1 to 10, with an initial setting at level 3. Difficulty is assessed every 30 seconds; if the dodge rate is 80% or higher, the difficulty increases by one level. If the rate is between 50% and 80%, the difficulty remains unchanged. If it falls below 50%, the difficulty decreases by one level.
Quantitative evaluation of trunk control function
The VR headset's trunk control evaluation mode encompasses three key assessments: 1) Head-neck movement evaluation, involving neck flexion, extension, lateral flexion, and rotation; 2) Sitting trunk control evaluation, focusing on trunk movements in a seated position, including flexion, extension, lateral flexion, and rotation; and 3) Standing trunk control evaluation, which extends to trunk movements in a standing position, covering flexion, extension, lateral flexion, and rotation (refer to figure. 3 – 5, a, b, c). The evaluation of the activity trajectory involves establishing the initial position of the headset as the coordinate origin [0, 0, 0]. This process maps out the trajectory of head movements across the horizontal, sagittal, and coronal planes, as depicted in figures 3 to 5 (panels d, e, and f). Additionally, this assessment tracks the maximal distance traversed by the user's head in each direction during the training sessions, which is illustrated in figures 3 to 5 (panel g). Additionally, the training involves motion speed assessment, recording the speed [m/s] and average speed of the user's head movements (figure. 3 – 5, h), and stereo interval motion assessment, which calculates evasion success rate and duration within four directional intervals in the virtual stereo space (figure. 3 – 5, i). This assessment considers the initial position of the attack sphere for space division and uses the VR headset's coordinate data to locate the trainee's interval and calculate the corresponding time proportion (figure. 3 – 5, i). This comprehensive evaluation mode provided by the VR headset effectively integrates various assessments of head-neck and trunk control in different postures, along with detailed analysis of the activity trajectory and motion dynamics, offering a multifaceted approach to understanding and improving the trainee's motor control and spatial awareness in a virtual environment.