5/27/2023 0 Comments Htc eye pro![]() ![]() The results reveal that the oscillating OKR VR environment induced different postural sway in the anterior-posterior direction in the real world. Results: 20 healthy older adults (70.4 ± 4.9 years 27.2 ± 1.6 MoCA score) and 3 people with mild cognitive impairment (74.7 ± 4.0 years 20.3 ± 2.1 MoCA score) were assessed. The frequency response of COP was compared to the cognitive performance of the Montreal Cognitive Assessment (MoCA). Center of pressure (COP) displacement was measured in older adults aged 65 years and over in the OKR VR environment. Method: Using a cross-sectional study design, we investigated the effect of an optokinetic design-based room with stripes (OKR) VR environment oscillating forwards and backwards at 23/60Hz. Objective: The purpose of this study is to evaluate the effect of HMD-based VR visual stimuli on posture in older adults and the relationship between the stimulated body sway behaviors and cognitive performance. Since head-mounted display (HMD) virtual reality (VR) technology has the potential to activate the vestibular function, assessing postural sway with visual stimulation using HMD VR technology could be potentially useful for dementia screening. Vestibular dysfunction is likely to be associated with cognitive impairment. A simple screening at an early stage will be important to detect the risk of developing dementia. The present work provides insights into the development of potential supporting intention predicting systems, revealing the dynamics of the pick-and-place task behavior once it is realized in a realistic context-rich scenario.īackground: Dementia is becoming a relevant problem worldwide. As the main result, the scene context had a significant effect on the search and transport phases, but not on the reach phase of the task. Thereafter, the impact of the scene context on different stages of the task was examined using head and hand movement, as well as eye tracking. During the experiment, participants were instructed to find the target object in a room, pick it up, and transport it to a predefined final location. In the present study, it was investigated how the scene context affects human object manipulation in a pick-and-place task in a realistic scenario implemented in VR. Very little is known about the impact of the scene context on how we manipulate objects in an interactive task. Up until now, the vast majority of studies investigating the coordinated eye and hand movement in a grasping task focused on single objects manipulation without placing them in a meaningful scene. * Driver is required to download and install before using VIVE Pro Eye's dual cameras with Windows® 7.When considering external assistive systems for people with motor impairments, gaze has been shown to be a powerful tool as it is anticipatory to motor actions and is promising for understanding intentions of an individual even before the action. ![]() Upgrade to Windows® 10 for the best results with the dual front facing cameras Windows® 7, Windows® 8.1 or later, Windows® 10 NVIDIA® GeForce® GTX 970 or AMD Radeon™ R9 290 equivalent or better. Intel® Core™ i5-4590 or AMD FX™ 8350, equivalent or better. Maximum size is 32' x 32' with 4 SteamVR 2.0 Base Stations. Multifunction trackpad, Grip buttons, Dual-stage trigger, System button, Menu buttonĪ minimum play of 6' 6 x 4' 11 is required. **Eye surgery, eye disease, heavy makeup, and high myopia may affect eye tracking performance With two SteamVR Base Station 1.0 Units, it will support a 11’5” x 11’5” area. With the included two SteamVR Base Station 2.0 Units, it will support up to a 22’11” x 22’11” area. *VIVE Pro Eye is capable of supporting up to a 32' x 32' area using four SteamVR Base Station 2.0 Units. SteamVR Tracking, G-sensor, gyroscope, proximity, IPD sensor, eye tracking ![]()
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