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Improvement potentials in balance and visuo-motor reaction time after mixed reality action game play: a pilot study
Virtual Reality ( IF 4.4 ) Pub Date : 2019-07-17 , DOI: 10.1007/s10055-019-00392-y
Amanda C. Glueck , Dong Y. Han

Over the past several decades, there has been much interest regarding the effects of video game play. Research has evaluated the behavioral, cognitive, and psychological effects of video game play, and found individuals who play games using complex and dynamic game settings and require focused attention with quick responses, such as action video games, demonstrate improved cognitive performance. Action video game training has also yielded rehabilitation efficacy for a myriad of patients, such as stroke patients and individuals with vestibular and balance deficits. Recently, new technology platforms have been developed such as mixed reality (MR); however, little to no research has been conducted examining the effects of advanced technology platforms. The purpose of the current study was to explore whether MR game training improved visuo-motor reaction time and balance performances. Fourteen participants (11 male; 18–50 years of age) underwent baseline and post-intervention assessments, and then complete 8 h of MR action game training. Visuo-motor reaction times were obtained via computerized Automated Neurocognitive Assessment Metric testing and balance measures were obtained via Sensory Organizational Testing. Baseline and post-intervention comparisons were analyzed using Wilcoxon signed-rank tests. Baseline and post-intervention visuo-motor reaction time and balance comparisons revealed that MR game training yielded significant reaction time improvements (p < 0.05) and vestibular performances (p < 0.05) following game training. Our results suggest visuo-motor reaction time and balance performances were significantly improved following of 8 h of action MR game training.

中文翻译:

混合现实动作游戏后,平衡能力和视觉运动反应时间的改善潜力:一项初步研究

在过去的几十年中,人们对视频游戏的效果产生了浓厚的兴趣。研究评估了视频游戏的行为,认知和心理影响,发现使用复杂和动态游戏设置玩游戏并需要快速反应(例如动作视频游戏)集中注意力的个人表现出改善的认知性能。动作视频游戏培训还为众多患者(例如中风患者和前庭和平衡缺陷患者)提供了康复功效。最近,已经开发了诸如混合现实(MR)等新技术平台。但是,几乎没有研究进行过研究先进技术平台的影响。本研究的目的是探讨MR游戏训练是否可以改善视觉运动反应时间和平衡表现。14名参与者(11名男性; 18–50岁)接受了基线和干预后评估,然后完成了8小时的MR动作游戏培训。视觉运动反应时间是通过计算机自动神经认知评估指标测试获得的,平衡措施是通过感觉组织测试获得的。使用Wilcoxon符号秩检验分析基线和干预后的比较。基线和干预后视觉运动反应时间和平衡的比较显示,MR游戏训练显着改善了反应时间(18–50岁)接受基线评估和干预后评估,然后完成MR动作游戏训练的8小时。视觉运动反应时间是通过计算机自动神经认知评估指标测试获得的,平衡措施是通过感觉组织测试获得的。使用Wilcoxon符号秩检验分析基线和干预后的比较。基线和干预后视觉运动反应时间和平衡的比较显示,MR游戏训练显着改善了反应时间(18–50岁)接受基线评估和干预后评估,然后完成MR动作游戏训练的8小时。视觉运动反应时间是通过计算机自动神经认知评估指标测试获得的,而平衡措施是通过感觉组织测试获得的。使用Wilcoxon符号秩检验分析基线和干预后的比较。基线和干预后视觉运动反应时间和平衡的比较显示,MR游戏训练显着改善了反应时间(使用Wilcoxon符号秩检验分析基线和干预后的比较。基线和干预后视觉运动反应时间和平衡的比较显示,MR游戏训练显着改善了反应时间(使用Wilcoxon符号秩检验分析基线和干预后的比较。基线和干预后视觉运动反应时间和平衡的比较显示,MR游戏训练显着改善了反应时间(p  <0.05)和 游戏训练后的前庭表现(p <0.05)。我们的研究结果表明,经过8小时的MR游戏训练后,视觉运动反应时间和平衡能力得到了显着改善。
更新日期:2019-07-17
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