Human-Machine Interaction in Dual-Task Application Using a Self-paced Treadmill and Serious Video Games
摘要
In this study it was proposted to develop and validate a physical rehabilitation exercise strategy enabling human-machine interaction through the performance of dual tasks. This strategy was validated with young, healthy subjects who engaged in the study utilizing instrumented treadmill technology in conjunction with serious video games. The results of this study indicate that the gait patterns and cognitive load of the participants observed at constant speed (Experiment 1) were similar during feedback-controlled walking (Experiment 2) and feedback-controlled walking with obstacle avoidance (Experiment 3). However, the perceived effort and task difficulty were higher in Experiment 3. These results suggest that the addition of dual-task during exercise on an instrumented treadmill associated with serious games was sufficient to increase the challenge imposed on the participants without compromising the quality of gait. Furthermore, during Experiment 3, a higher consistency was observed in the conservation of the target speed set through the game compared to Experiment 2. These results indicate that the dual-task challenge appears to have increased the attention and coordination of the participants. Additionally, the accuracy of treadmill speed control by the participants was high in Experiments 2 and 3, indicating the effectiveness of the instrumented treadmill in adjusting to the pace of gait. In conclusion, the proposed dual-task exercise on an instrumented treadmill associated with serious games appears to be a safe strategy for developing dual-task ability. However, future studies should investigate the use of this technology in populations with motor and/or cognitive impairments.