Ustinova K I, Perkins J, Szostakowski L, Tamkei L S, Leonard W A
Department of Physical Therapy, Central Michigan University, Mt. Pleasant, MI 48859, USA.
Acta Psychol (Amst). 2010 Feb;133(2):180-90. doi: 10.1016/j.actpsy.2009.11.006.
Functional arm movements, such as reaching while standing, are planned and executed according to our perception of body position in space and are relative to environmental objects. The angle under which the environment is observed is one component used in creating this perception. This suggests that manipulation of viewing angle may modulate whole body movement to affect performance. We tested this by comparing its effect on reaching in a virtually generated environment. Eleven young healthy individuals performed forward and lateral reaches in the virtual environment, presented on a flat screen in third-person perspective. Participants saw a computer-generated model (avatar) of themselves standing in a courtyard facing a semi-circular hedge with flowers. The image was presented in five different viewing angles ranging from seeing the avatar from behind (0 degrees), to viewing from overhead (90 degrees). Participants attempted to touch the furthest flower possible without losing balance or stepping. Kinematic data were collected to analyze endpoint displacement, arm-postural coordination and center of mass (COM) displacement. Results showed that reach distance was greatest with angular perspectives of approximately 45-77.5 degrees , which are larger than those used in analogous real world situations. Larger reaches were characterized by increased involvement of leg and trunk body segments, altered inter-segmental coordination, and decreased inter-segmental movement time lag. Thus a viewing angle can be a critical visuomotor variable modulating motor coordination of the whole body and related functional performance. These results can be used in designing virtual reality games, in ergonomic design, teleoperation training, and in designing virtual rehabilitation programs that re-train functional movement in vulnerable individuals.
功能性手臂动作,比如站立时伸手够物,是根据我们对自身在空间中身体位置的感知来规划和执行的,并且与环境物体相关。观察环境的角度是形成这种感知所使用的一个要素。这表明,操纵视角可能会调节全身运动以影响表现。我们通过比较其在虚拟生成环境中对伸手够物的影响来对此进行测试。11名年轻健康个体在虚拟环境中进行向前和侧向伸手够物动作,该虚拟环境以第三人称视角呈现在平板屏幕上。参与者看到自己的计算机生成模型(虚拟化身)站在一个庭院中,面对一堵种有鲜花的半圆形树篱。图像以五种不同视角呈现,从从背后看虚拟化身(0度)到从头顶上方看(90度)。参与者试图在不失去平衡或迈步的情况下触碰尽可能远的花朵。收集运动学数据以分析终点位移、手臂姿势协调和质心(COM)位移。结果表明,在大约45 - 77.5度的视角下伸手够物的距离最大,这些视角比类似现实世界情况中使用的视角更大。更大幅度的伸手够物动作的特点是腿部和躯干身体节段的参与增加、节段间协调改变以及节段间运动时间延迟减少。因此,视角可以是一个关键的视觉运动变量,调节全身的运动协调和相关功能表现。这些结果可用于设计虚拟现实游戏、人体工程学设计、远程操作训练以及设计虚拟康复程序,以重新训练易受伤个体的功能性动作。