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Task-Oriented and Imitation-Oriented Movements in Virtual Reality Exercise Performance and Design
Human Factors: The Journal of the Human Factors and Ergonomics Society ( IF 2.9 ) Pub Date : 2021-04-19 , DOI: 10.1177/00187208211010100
Ken Chen 1 , Karen B Chen 1
Affiliation  

Objective

This study investigated the influence of game features and practice type on human kinematic and muscular performance in a virtual reality exercise (VRE). Participants demonstrated changes in shoulder flexion angle and muscle activation under different virtual scenarios.

Background

Conventional VRE studies often compared the outcomes between an experimental group that underwent exercise in VR and a real-world exercise control group, whereas comparisons between VRE programs are lacking. Besides, the attributes of VREs received little attention.

Method

Thirteen able-bodied participants performed upper extremity exercise movements in immersive VR using a head-mounted display. Participants performed task-oriented and imitation-oriented movements with different game features. Shoulder muscle activity (the deltoid, supraspinatus, and infraspinatus) and shoulder motion were collected.

Results

Practice type (task-oriented, imitation-oriented) significantly influenced the flexion angle of the shoulder complex (F(1,11) = 9.53, p = .01), and the muscle activity of the supraspinatus (F(1,9) = 12.61, p = .006) and the infraspinatus (F(1,9) = 12.71, p = .006). Game features did not have a statistically significant effect on shoulder flexion angle or shoulder muscles’ activations.

Conclusions

Compared to imitation-oriented practice, task-oriented practice elicited more intensive shoulder movements and muscular efforts but also induced greater movement variations. Substantial differences across game features levels should be further investigated to have significant effects.

Applications

This research may help guide the design of future VREs. For strength training or rehabilitation where intensive practice is required, task-oriented practice should be considered; for movement learning where movement consistency is required, imitation oriented practice should be adopted.



中文翻译:

虚拟现实运动表现和设计中的任务导向和模仿导向运动

客观的

本研究调查了游戏功能和练习类型对虚拟现实练习 (VRE) 中人体运动学和肌肉表现的影响。参与者展示了不同虚拟场景下肩部屈曲角度和肌肉激活的变化。

背景

传统的 VRE 研究通常比较在 VR 中进行锻炼的实验组和真实世界的锻炼对照组之间的结果,而缺乏 VRE 程序之间的比较。此外,VRE 的属性很少受到关注。

方法

十三名身体健全的参与者使用头戴式显示器在身临其境的 VR 中进行上肢锻炼动作。参与者执行具有不同游戏功能的面向任务和面向模仿的动作。收集肩部肌肉活动(三角肌、冈上肌和冈下肌)和肩部运动。

结果

练习类型(任务导向、模仿导向)显着影响肩复合体的屈曲角度 ( F (1,11) = 9.53, p = .01) 和冈上肌的肌肉活动 ( F (1,9) = 12.61, p = .006) 和冈下肌 ( F (1,9) = 12.71, p = .006)。游戏功能对肩部屈曲角度或肩部肌肉的激活没有统计学上的显着影响。

结论

与以模仿为导向的练习相比,以任务为导向的练习引发了更强烈的肩部运动和肌肉力量,但也引发了更大的运动变化。应进一步研究游戏功能级别之间的实质性差异,以产生显着影响。

应用

这项研究可能有助于指导未来 VRE 的设计。对于需要强化练习的力量训练或康复,应考虑以任务为导向的练习;对于需要动作一致性的动作学习,应采用模仿导向的练习。

更新日期:2021-04-20
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