A subscription to JoVE is required to view this content. Sign in or start your free trial.
Method Article
We designed a virtual reality test to assess instrumental activities of daily living (IADL) with a motion capture system. We propose a detailed kinematic analysis to interpret the participant's various movements, including trajectory, moving distance, and time to completion to evaluate IADL capabilities.
The inability to complete instrumental activities of daily living (IADL) is a precursor to various neuropsychological diseases. Questionnaire-based assessments of IADL are easy to use but prone to subjective bias. Here, we describe a novel virtual reality (VR) test to assess two complex IADL tasks: handling financial transactions and using public transportation. While a participant performs the tasks in a VR setting, a motion capture system traces the position and orientation of the dominant hand and head in a three-dimensional Cartesian coordinate system. Kinematic raw data are collected and converted into 'kinematic performance measures,' i.e., motion trajectory, moving distance, and time to completion. Motion trajectory is the path of a particular body part (e.g., dominant hand or head) in space. Moving distance refers to the total distance of the trajectory, and time to completion is how long it took to complete an IADL task. These kinematic measures could discriminate patients with cognitive impairment from healthy controls. The development of this kinematic measuring protocol allows detection of early IADL-related cognitive impairments.
Instrumental activities of daily living (IADL), such as handling financial transactions, using public transportation, and cooking, are medical markers since they require multiple neuropsychological functions1. Impaired IADL capabilities are thus considered precursors to neurological diseases, such as mild cognitive impairment (MCI) and dementia2. Gold's comprehensive review of IADL tasks3 indicated that more cognitively demanding tasks, such as managing finances and using public transportation, were the earliest predictor of MCI and dementia.
To date, the most commonly used assessments of IADL are self-reported questionnaires, informant-based questionnaires, and performance-based assessments4. Questionnaire-based assessments of IADL are cost-effective and easy to use, but are prone to subjective bias. For instance, when self-reporting, patients tend to over- or under-estimate their IADL capabilities5. Similarly, informants misjudge IADL capabilities due to the observer's misperceptions or knowledge gaps4. Thus, performance-based assessments that ask patients to carry out specific IADL tasks have been preferred, although many of the tasks are inappropriate for a general clinical setting6.
Recently, virtual reality (VR) studies have shown that this technology could have significant applications in medicine and healthcare, which includes everything from training to rehabilitation to medical assessment7. All participants can be tested under the same VR conditions, which mimic the real world. For instance, Allain et al.8 developed a virtual coffee-making task and showed that patients with cognitive impairment performed the task poorly. Klinger et al.9 developed another VR environment for mailing and shopping tasks and found a meaningful relationship between task completion time in VR and neuropsychological test results. Previous VR studies of IADL assessment have mostly focused on simple performance measures such as reaction time or accuracy when using conventional input devices such as a mouse and keyboard8,9. More detailed performance data about IADL is thus needed to efficiently screen for patients with MCI4.
Kinematic analysis of real-time motion capture data is a powerful approach to quantitatively document detailed performance data associated with IADL tasks. For example, White et al.10 developed a virtual kitchen that captures the participant's joint angle data during daily living tasks and used captured data to quantitatively assess the effectiveness of physical therapy. Dimbwadyo-Terrer et al.11 developed an immersive VR environment to assess upper limb performance when conducting basic daily living tasks and showed that kinematic data recorded in a VR environment highly correlated with functional scales of the upper limb. These kinematic analyses with motion capture systems could provide further opportunity to quickly assess a patient's cognitive impairment12. Inclusion of the detailed kinematic data in screening for patients with MCI significantly improved the classification of patients compared to healthy controls13.
Here, we describe a protocol to assess the kinematics of daily living movements with motion capture systems in an immersive VR environment. The protocol comprised two complex IADL tasks: "Task 1: Withdraw money" (handling financial transactions) and "Task 2: Take a bus" (using public transportation). While the tasks were performed, a motion capture system traced the position and orientation of the dominant hand and head. After completing Task 1, dominant hand trajectory, moving distance, and time to completion were collected. In Task 2, head trajectory, moving distance, and time to completion were collected. The Representative Results section in this article details the preliminary test of patients with MCI (i.e., IADL capabilities are impaired) compared to healthy controls (i.e., IADL capabilities are intact).
All experimental procedures described here were approved by the Institutional Review Board of Hanyang University, according to the Declaration of Helsinki (HYI-15-029-2). 6 healthy controls (4 males and 2 females) and 6 MCI patients (3 males and 3 females) were recruited from a tertiary medical center, Hanyang University Hospital.
1. Recruit Participants
2. Install VR Software and Connect Computers
3. Set Up Motion Capture Systems in a Virtual Environment
4. Prepare a Virtual Environment for Use
5. Familiarize the Participant with the Virtual Environment
6. Perform "Task 1: Withdraw money"
CAUTION: Counterbalance the sequences of Task 1 and Task 2 to remove the carry-over effect.
7. Perform "Task 2: Take a bus"
CSV files from "Task 1: Withdraw money" were analyzed using the statistical software R to calculate the dominant hand trajectory, moving distance, and time to completion. The trajectory of the dominant hand movement is visualized (Figure 6). The moving distance of the dominant hand is calculated by summing the total distances between sequential hand positions while performing Task 1. The distance between positions is the Euclidian distance. Time to co...
We detailed a kinematic measuring protocol of daily living movements with motion capture systems in an immersive VR environment. First, the experimental setting guided to how to set up, prepare, and familiarize participants with the immersive VR environment. Second, we developed two standardized IADL tasks in VR. Third, Step 3 and Step 5 in the Protocol section are the most critical steps to minimize VR sickness. When setting up the motion capture systems in the virtual environment (Step 3), it is important to mount the ...
The authors declare no conflicts of interest.
K.S. and A.L. contribute equally. This research was supported by the Basic Science Research Program through the National Research Foundation of Korea (NRF) funded by the Ministry of Science, ICT & Future Planning (NRF-2016R1D1A1B03931389).
Name | Company | Catalog Number | Comments |
Computer | N/A | N/A | Computer requirements: - Single socket H3 (LGA 1150) supports - Intel® Xeon® E3-1200 v3, 4th gen. Core i7/i5/i3 processors - Intel® C226 Express PCH - Up to 32GB DDR3 ECC/non-ECC 1600MHz UDIMM in 4 sockets - Dual Gigabit Ethernet LAN ports - 8x SATA3 (6Gbps) - 2x PCI-E 3.0 x16, 3x PCI-E 2.0 x1, and 2x PCI 5V 32-bit slots - 6x USB 3.0 (2 rear + 4 via headers) - 10x USB 2.0 (4 rear + 6 via headers) - HD Audio 7.1 channel connector by Realtek ALC1150 - 1x DOM power connector and 1x SPDIF Out Header - 800W High Efficiency Power Supply - Intel Xeon E3-1230v3 - DDR3 PC12800 8GB ECC - WD 1TB BLUE WD 10EZEX 3.5" - NVIDIA QUADRO K5000 & SYNC |
Stereoscopic 3D Projector | Barco | F35 AS3D WUXGA | Resolution: - WQXGA (2,560 x 1,600) - Panorama (2,560 x 1,080) - WUXGA (1,920 x 1,200), 1080p (1,920 x 1,080) |
Stereoscopic Glasses | Volfoni | Edge 1.2 | For further information, visit http://volfoni.com/en/edge-1-2/ |
Motion Capture Systems | NaturalPoint OptiTrack | 17W | For further information, visit http://optitrack.com/products/prime-17w/ |
OptiTrack (Motion capture software) | NaturalPoint OptiTrack | Motive 2.0 | For further information, visit https://optitrack.com/downloads/motive.html |
MiddleVR (Middleware software) | MiddleVR | MiddleVR For Unity | For further information, visit http://www.middlevr.com/middlevr-for-unity/ |
VRDaemon (Middleware software) | MiddleVR | MiddleVR For Unity | For further information, visit http://www.middlevr.com/middlevr-for-unity/ |
Unity3D (Game engine) | Unity Technologies | Personal | For further information, visit https://unity3d.com/unity |
Request permission to reuse the text or figures of this JoVE article
Request PermissionThis article has been published
Video Coming Soon
Copyright © 2025 MyJoVE Corporation. All rights reserved