Betker Aimee L, Moussavi Zahra, Szturm Tony
Department of Electrical and Computer Engineering, University of Manitoba, Winnipeg, MB R3T 5V6 Canada.
Annu Int Conf IEEE Eng Med Biol Soc. 2007;2007:6110-3. doi: 10.1109/IEMBS.2007.4353743.
In this research, we applied a transformation to the normal trajectory used to move and track a visual target in a virtual environment, in order to evaluate adaptation to a visual-based sensory motor transformation. The ability to recalibrate internal to external spatial reference frames is important when changing the relationship between the self and the environment. The virtual task was controlled by the subject's center of foot pressure (COP); the physical COP location is mapped (slaved) to an on-screen cursor (avatar). Target balloons appeared randomly on the screen and the subject was instructed to move the cursor (COP) to intersect the balloon and burst it. When the experimental transformation was applied, the trajectory of the avatar underwent a counter-clockwise rotation of 60 degrees; this required the subjects to update their spatial reference coordinates between the physical COP position and the game avatar. Two parameters were calculated in order to investigate if learning occurred: 1) the displacement angle between the COP trajectory and the direct line path between the starting COP position and target position; and 2) the maximum perpendicular displacement between the COP trajectory and the direct line path to the balloon target. The results showed a decrease in movement error with learning.
在本研究中,我们对用于在虚拟环境中移动和跟踪视觉目标的正常轨迹进行了变换,以评估对基于视觉的感觉运动变换的适应性。当改变自我与环境之间的关系时,重新校准内部到外部空间参考框架的能力很重要。虚拟任务由受试者的足底压力中心(COP)控制;物理COP位置被映射(从属)到屏幕上的光标(化身)。目标气球随机出现在屏幕上,受试者被指示移动光标(COP)与气球相交并使其破裂。当应用实验变换时,化身的轨迹逆时针旋转60度;这要求受试者更新其在物理COP位置和游戏化身之间的空间参考坐标。为了研究是否发生了学习,计算了两个参数:1)COP轨迹与起始COP位置和目标位置之间的直线路径之间的位移角度;2)COP轨迹与气球目标直线路径之间的最大垂直位移。结果表明,随着学习,运动误差减小。