Search NASA⌕ Search

SEARCH · Search NASA

Results for “guided VR training”

Search indexed NASA NTRS and DOE OSTI research on propulsion, heat transfer, battery materials and energy systems. Follow report and document links to the original sources.

Quote a phrase for an exact phrase match. Source license links do not imply unrestricted reuse.

Visual feedback and guided balance training in an immersive virtual reality environment for lower extremity rehabilitation

Balance training is essential for physical rehabilitation procedures, as it can improve functional mobility and enhance cognitive coordination. However, conventional balance training methods may have limitations in terms of motivation, real-time objective feedback, and personalization, which a virtual reality (VR) setup may provide a better alternative. In this work, we present an immersive VR training environment for lower extremity balance rehabilitation with real-time guidance and feedback. The VR training environment immerses the user in a 3D ice rink model where a virtual coach (agent) leads them through a series of balance poses, and the user controls a trainee avatar with their own movements. Here we developed two coaching styles: positive-reinforcement and autonomous-supportive, and two viewpoints of the trainee avatar: first-person and third-person. The proposed environment was evaluated in a user study with healthy, non-clinical participants (n = 16, 24.4 ± 5.7 years old, 9 females). Our results show that participants showed stronger performance in the positive-reinforcement style compared to the autonomous-supportive style. Additionally, in the third-person viewpoint, the participants exhibited more stability in the positive-reinforcement style compared to the autonomous-supportive style. For viewpoint, participants exhibited stronger performance in the first-person viewpoint compared to third-person in the autonomous-supportive style, while they were comparable in the positive-reinforcement style. We observed no significant effects on the foot height and number of mistakes. Furthermore, we report the analysis of user performance with balance training poses and subjective measures based on questionnaires to assess the user experience, usability, and task load. The proposed VR balance training could offer an interactive, adaptive, and engaging environment and open new potential research directions for lower extremity rehabilitation.

97 MATHEMATICS AND COMPUTING↗

NASA KSC Intern Final Report - Virtual Reality in STEM Engagement

For this internship, I was a part of the multi-center NextGen STEM (Science, Technology, Engineering, and Mathematics) pilot. Specifically, I worked with the Developing Commercial Crew Program (CCP) Capabilities team that focuses on human spaceflight to the space station with NASA’s commercial partners. Composed of NASA employees and contractors (who are connected to KSC, JSC, and LaRC), they work to ensure that students will experience traditional classroom content and be immersed in emerging technologies in order to explore Commercial Crew missions and launch facilities. This group is in the process of creating educational products and resources to inspire the next generation to pursue STEM and to allow educators to have access to unique and enticing STEM activities. These products include: age-appropriate classroom lessons (including activity sheets and challenges) for kindergarten through twelfth grade; a CCP app and corresponding guide; learning experiences for students as well as educators; and virtual field trips and tours using NASA-created Virtual Reality (VR) videos and a custom VR app. My particular assignment was managing the VR equipment, developing an understanding of how to maximize the use of the equipment, creating documents that explain and convey the operations and procedures concerning the equipment (including lessons learned from equipment use), and training others to utilize the equipment effectively and correctly for conference events and group demonstrations. Over the course of this internship, I helped my team outline and learn essential procedures of operation for the VR equipment, solved technology problems that arose (due to the nature of creating unique products), and encouraged audiences at KSC and various conferences to consider using the CCP VR videos in their classrooms as an opportunity to engage and challenge the next generation to pursue STEM careers.

STEM↗