Parijat Prakriti, Lockhart Thurmon E, Liu Jian
IEEE Trans Biomed Eng. 2015 Feb;62(2):593-9. doi: 10.1109/TBME.2014.2361324. Epub 2014 Oct 3.
The objective of the study was to design a virtual reality (VR) training to induce perturbation in older adults similar to a slip and examine the effect of the training on kinematic and muscular responses in older adults. Twenty-four older adults were involved in a laboratory study and randomly assigned to two groups (VR training and control). Both groups went through three sessions including baseline slip, training, and transfer of training on slippery surface. The training group experienced 12 simulated slips using a visual perturbation induced by tilting a VR scene while walking on the treadmill and the control group completed normal walking during the training session. Kinematic, kinetic, and electromyography data were collected during all the sessions. Results demonstrated the proactive adjustments such as increased trunk flexion at heel contact after training. Reactive adjustments included reduced time to peak activations of knee flexors, reduced knee coactivation, reduced time to trunk flexion, and reduced trunk angular velocity after training. In conclusion, the study findings indicate that the VR training was able to generate a perturbation in older adults that evoked recovery reactions and such motor skill can be transferred to the actual slip trials.
该研究的目的是设计一种虚拟现实(VR)训练,以在老年人中诱发类似于滑倒的扰动,并研究该训练对老年人运动学和肌肉反应的影响。24名老年人参与了一项实验室研究,并被随机分为两组(VR训练组和对照组)。两组都进行了三个阶段的测试,包括基线滑倒、训练以及在滑面上的训练转移。训练组在跑步机上行走时,通过倾斜VR场景产生视觉扰动,经历了12次模拟滑倒,而对照组在训练阶段进行正常行走。在所有测试阶段都收集了运动学、动力学和肌电图数据。结果表明,训练后出现了主动调整,如足跟触地时躯干前屈增加。反应性调整包括训练后屈膝肌峰值激活时间缩短、膝关节共同激活减少、躯干前屈时间缩短以及躯干角速度降低。总之,研究结果表明,VR训练能够在老年人中产生一种诱发恢复反应的扰动,并且这种运动技能可以转移到实际的滑倒测试中。