Passos Pedro, Campos Tania, Diniz Ana
CIPER, Faculdade de Motricidade Humana/Universidade de LisboaLisboa, Portugal.
Departamento de Fisioterapia, Universidade Federal do Rio Grande do NorteNatal, Brazil.
Front Psychol. 2017 Apr 28;8:640. doi: 10.3389/fpsyg.2017.00640. eCollection 2017.
Game consoles allow subjects to perform movements which are visually similar to the movements performed in 'real' world scenarios. Beyond entertainment, virtual reality devices are being used in several domains: sports performance; motor rehabilitation; training of risk professions. This article presents the Procrustes method to measure the degree of dissimilarity between movements performed in 'real' and 'virtual' scenarios. For this purpose, the 501 darts game and a video darts game played on a console were used. The participants' arm throwing movements were video recorded and digitized. The matrices of and coordinates of the movements of the wrist, elbow, and shoulder in both performance scenarios were subjected to the Procrustes method. The wrist displays the most extreme dissimilarity values (higher than elbow and shoulder). Results also revealed smaller dissimilarity values for movements performed under the same conditions (e.g., real-real) and larger dissimilarity values between movements performed in different scenarios.
游戏机允许受试者做出在视觉上与“真实”世界场景中所做动作相似的动作。除了娱乐之外,虚拟现实设备正被应用于多个领域:运动表现;运动康复;高危职业培训。本文介绍了用于测量在“真实”和“虚拟”场景中所做动作之间差异程度的普罗克汝斯忒斯方法。为此,使用了501飞镖游戏以及在游戏机上玩的视频飞镖游戏。对参与者的手臂投掷动作进行了视频录制并数字化。在两种表现场景中,手腕、肘部和肩部动作的 和 坐标矩阵都采用了普罗克汝斯忒斯方法。手腕显示出最极端的差异值(高于肘部和肩部)。结果还显示,在相同条件下(如真实-真实)所做动作的差异值较小,而在不同场景中所做动作之间的差异值较大。