Integration of Virtual Reality-Based 3D Gaming With a Robotic Exoskeleton for Cognitive-Motor Rehabilitation: 3D VR System Architecture and Implementation

2026

Полный текст Открытый доступ: Gold Метаданные (CSL-JSON)
DOI 10.52889/1684-9280-2026-77-1-jto036
Достоверность данных 70 средняя
Как считается эта оценка

Складывается из проверяемых признаков самой записи: есть ли у статьи DOI, сколько независимых источников подтвердили её данные, заполнены ли обязательные поля и насколько свежо последнее подтверждение. Снижают оценку расхождения между источниками и отсутствие идентификатора. Значение от 80 означает, что запись опубликована без дополнительной проверки; от 60 до 79 — что она опубликована с пониженной достоверностью и ручная проверка желательна. Запись, выверенную редактором вручную, пересчёт не опускает ниже 90. Это оценка наших данных о статье, а не оценка самой статьи.

Аннотация

The aim: Todeveloptechnically validate an immersive virtual reality-based rehabilitation platform integrating three-dimensional interactive environments with a robotic lower-limb exoskeleton and treadmill system for pediatric cognitive-motor rehabilitation in orthopaedic practice.Methods. A modular immersive rehabilitation platform based on a head-mounted display system was developed to support synchronized interaction between assisted locomotion and structured cognitive tasks. The system architecture included culturally adapted interactive therapeutic environments, standardized interaction mechanics, and real-time synchronization with treadmill-assisted walking. A bidirectional communication interface was implemented to enable coordinated integration between the robotic lower-limb exoskeleton and the virtual environment. Rehabilitation sessions were structured as dual-task paradigms combining continuous assisted gait training with simultaneous cognitive decision-making activities. The platform incorporated adaptive exoskeleton assistance modes, integrated safety monitoring, and real-time recording of locomotor parameters, interaction events, task accuracy, navigation errors, and completion metrics. All collected data were stored in standardized datasets suitable for statistical analysis and future clinical investigations.Results. Five interactive rehabilitation environments containing more than fifty task-oriented interactive elements were successfully implemented. The system demonstrated stable real-time synchronization between treadmill speed and virtual locomotion across a walking velocity range from zero point one to two meters per second. Context-dependent exoskeleton assistance modes operated consistently without communication delay or mechanical instability. Continuoussafety monitoring ensured controlled interaction during training sessions. The platform generated structured datasets including gait parameters, task accuracy, navigation errors, response indicators, and completion time metrics, providing measurable outcomes for clinical research applications.Conclusion. The developed immersive virtual rehabilitation platform provides a structured and scalable framework for pediatric cognitive-motor rehabilitation in raumatology and orthopaedics. Its modular architectureenables safe integration with robotic exoskeleton systems, individualized task adaptation, and standardized clinical data acquisition. The system demonstrates technical readiness for pilot investigations and subsequent randomized controlled clinical trials.Keywords:virtual reality, rehabilitation, exoskeleton devices, gait, motor skills.