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使用任天堂 Wii 在真实环境与虚拟环境中进行目标导向运动时的大脑活动。

Brain activity in goal-directed movements in a real compared to a virtual environment using the Nintendo Wii.

机构信息

Exercise & Brain Lab, Institute of Sports Medicine, Department of Exercise & Health, University of Paderborn, Warburger Str. 100, 33098 Paderborn, Germany.

出版信息

Neurosci Lett. 2010 Aug 30;481(1):47-50. doi: 10.1016/j.neulet.2010.06.051. Epub 2010 Jun 25.

Abstract

Low budget virtual environments like the Nintendo Wii increased in popularity and may play a role in motor learning related to sports and exercise. But nothing was known about the comparability of cortical activity of motor tasks in real and virtual environments. The aim of the study was to examine cortical differences between real and Wii based virtual sports performances using the golf putt as a model. Ten male golfers (26.0 +/- 0.7 years; 81.8 +/- 5.6 kg; 184.5 +/- 6.0 cm; handicap 30.0+/-10.0; 2.9+/-1.0 years of golf experience) were asked to putt for 3 min in random order in the real and the virtual Wii condition. A rest in sitting position (3 min) followed each performance. The score and cortical activity (EEG) were recorded continuously. The participants performed with a significant better score in the real condition (p < or = 0.01). Compared to virtual putting Theta spectral power showed a significant increase during real performance at F3 and F4 (p < or = 0.05). Significantly increased Alpha-2 power was demonstrated during real putting compared to the virtual putting performance at P3 (p < or = 0.05). The findings suggested that putting performance and brain activity was influenced by the choice of a real or virtual environment. The results were discussed based on the concept of the working memory where increased frontal Theta power indicated higher focused attention and higher Alpha-2 power was inversely related to the quantity of sensory information processing in the real putting compared to the virtual condition.

摘要

低成本的虚拟环境,如任天堂 Wii,越来越受欢迎,可能在与运动和锻炼相关的运动学习中发挥作用。但是,对于真实环境和虚拟环境中运动任务的皮质活动的可比性,人们知之甚少。本研究的目的是使用高尔夫推杆作为模型,检查真实和基于 Wii 的虚拟运动表现之间的皮质差异。10 名男性高尔夫球手(26.0+/-0.7 岁;81.8+/-5.6 公斤;184.5+/-6.0 厘米;差点 30.0+/-10.0;2.9+/-1.0 年高尔夫经验)被要求在真实和虚拟 Wii 条件下随机推杆 3 分钟。每次表现后都要在坐姿休息 3 分钟。记录得分和皮质活动(EEG)。参与者在真实条件下的得分明显更好(p<or=0.01)。与虚拟推杆相比,在真实表现中 F3 和 F4 的Theta 光谱功率显著增加(p<or=0.05)。与虚拟推杆表现相比,在 P3 处,在真实推杆期间显示出显著增加的 Alpha-2 功率(p<or=0.05)。研究结果表明,推杆表现和大脑活动受到真实或虚拟环境选择的影响。结果基于工作记忆的概念进行了讨论,其中增加的额Theta 功率表明注意力更高,而在真实推杆中与虚拟条件相比,Alpha-2 功率的增加与感觉信息处理的数量呈反比。

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