| Literature DB >> 35741219 |
Cathy M Craig1, James Stafford2, Anastasiia Egorova3, Carla McCabe4, Mark Matthews4.
Abstract
Balance is the foundation upon which all other motor skills are built. Indeed, many neurological diseases and injuries often present clinically with deficits in balance control. With recent advances in virtual reality (VR) hardware bringing low-cost headsets into the mainstream market, the question remains as to whether this technology could be used in a clinical context to assess balance. We compared the head tracking performance of a low-cost VR headset (Oculus Quest) with a gold standard motion tracking system (Qualisys). We then compared the recorded head sway with the center of pressure (COP) measures collected from a force platform in different stances and different visual field manipulations. Firstly, our analysis showed that there was an excellent correspondence between the two different head movement signals (ICCs > 0.99) with minimal differences in terms of accuracy (<5 mm error). Secondly, we found that head sway mapped onto COP measures more strongly when the participant adopted a Tandem stance during balance assessment. Finally, using the power of virtual reality to manipulate the visual input to the brain, we showed how the Oculus Quest can reliably detect changes in postural control as a result of different types of visual field manipulations. Given the high levels of accuracy of the motion tracking of the Oculus Quest headset, along with the strong relationship with the COP and ability to manipulate the visual field, the Oculus Quest makes an exciting alternative to traditional lab-based balance assessments.Entities:
Keywords: VR; balance assessment; low-cost; postural control; visual field manipulation
Year: 2022 PMID: 35741219 PMCID: PMC9221913 DOI: 10.3390/diagnostics12061409
Source DB: PubMed Journal: Diagnostics (Basel) ISSN: 2075-4418
Figure 1(a) A participant wearing the Oculus Quest headset and holding the two hand controllers. Any movements of the head and hands are captured by the motion controllers at 50 Hz. (b) An image showing what the participant saw inside the Oculus Quest headset when they were subjected to the ‘tilt’ visual field manipulation. Note the virtual green spheres at the bottom of the image which acted as a standardized visual reference for the hand position.
Figure 2Three stabilogram plots representing the head sway (distance in mm) captured by the Oculus Quest (green) and the Qualisys motion capture cameras (red) in the three different stances (Double (a), Tandem (b), Single (c)) in two different axes (AP and ML).
The average ICC and RMSE values for the Head movements recorded from the Qualisys and the Oculus Quest systems. The values are for the three axes (ML, AP and Vertical) and the calculated distance (sway) are presented for the three different stances (Double, Tandem, Single). ICC values can be interpreted as follows: ICC > 0.8 is excellent; ICC < 0.8 > 0.6 is good; ICC < 0.6 > 0.4 is moderate, while ICC < 0.4 is poor [19]. RMSE values are measured in mm with values closest to 0.0 indicating the highest levels of precision.
| Oculus vs. Qualisys Head Movement | ||||||||
|---|---|---|---|---|---|---|---|---|
| Stance | ICC | RMSE (mm) | ||||||
| ML | AP | Vertical | Distance | ML | AP | Vertical | Distance | |
| Double | 0.877 | 0.983 | 0.978 | 0.936 | 4.2 | 1.3 | 3.3 | 3.8 |
| Tandem | 0.994 | 0.996 | 0.937 | 0.994 | 3.4 | 4.2 | 1.6 | 3.9 |
| Single | 0.990 | 0.998 | 0.994 | 0.998 | 3.9 | 4.3 | 4.4 | 4.7 |
Figure 3Graphs showing the distance covered by each of the three signals calculated in all three data sets for the COP (blue), Head Sway Qualisys (red) and Head Sway Oculus (green) measures. Notice how the correspondence is closest for all 3 signals in the Tandem stance data. This is also reflected in the ICC values presented in Table 2.
The ICC values for head sway and CoP data in the ML, AP axes of motion for each of the three stances (Double, Tandem, Single). The ICC values for COP excursion and Head Sway (distance column) combine movement in both axes.
| Stance | Oculus Head vs. COP | Qualisys Head vs. COP | ||||
|---|---|---|---|---|---|---|
| ML | AP | Distance | ML | AP | Distance | |
| Double | 0.875 | 0.765 | 0.546 | 0.782 | 0.720 | 0.451 |
| Tandem | 0.687 | 0.858 | 0.888 | 0.697 | 0.850 | 0.879 |
| Single | 0.667 | 0.658 | 0.654 | 0.685 | 0.642 | 0.643 |
Figure 4A graph showing the differences in mean total sway for the four different visual field conditions and for the dominant (light grey) and non-dominant (dark grey) stances. The error bars represent the standard deviations for the two different stance conditions.