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沉浸式虚拟现实射击任务中的感觉运动学习

Sensorimotor Learning during a Marksmanship Task in Immersive Virtual Reality.

作者信息

Rao Hrishikesh M, Khanna Rajan, Zielinski David J, Lu Yvonne, Clements Jillian M, Potter Nicholas D, Sommer Marc A, Kopper Regis, Appelbaum Lawrence G

机构信息

Department of Biomedical Engineering, Pratt School of Engineering, Duke University, Durham, NC, United States.

Bioengineering Systems and Technologies, Massachusetts Institute of Technology (MIT): Lincoln Laboratory, Lexington, MA, United States.

出版信息

Front Psychol. 2018 Feb 6;9:58. doi: 10.3389/fpsyg.2018.00058. eCollection 2018.

Abstract

Sensorimotor learning refers to improvements that occur through practice in the performance of sensory-guided motor behaviors. Leveraging novel technical capabilities of an immersive virtual environment, we probed the component kinematic processes that mediate sensorimotor learning. Twenty naïve subjects performed a simulated marksmanship task modeled after Olympic Trap Shooting standards. We measured movement kinematics and shooting performance as participants practiced 350 trials while receiving trial-by-trial feedback about shooting success. Spatiotemporal analysis of motion tracking elucidated the ballistic and refinement phases of hand movements. We found systematic changes in movement kinematics that accompanied improvements in shot accuracy during training, though reaction and response times did not change over blocks. In particular, we observed longer, slower, and more precise ballistic movements that replaced effort spent on corrections and refinement. Collectively, these results leverage developments in immersive virtual reality technology to quantify and compare the kinematics of movement during early learning of full-body sensorimotor orienting.

摘要

感觉运动学习是指通过练习感觉引导的运动行为而产生的能力提升。利用沉浸式虚拟环境的新技术能力,我们探究了介导感觉运动学习的组成运动学过程。20名未经过训练的受试者执行了一项模拟射击任务,该任务以奥运飞碟射击标准为蓝本。在参与者进行350次练习并逐次获得射击成功反馈的过程中,我们测量了运动学数据和射击表现。对运动追踪的时空分析揭示了手部动作的弹道阶段和精细化阶段。我们发现,训练期间随着射击准确性的提高,运动学数据出现了系统性变化,不过反应时间和响应时间在各轮练习中并未改变。具体而言,我们观察到更长、更慢且更精确的弹道动作,这些动作取代了用于校正和精细化的努力。总体而言,这些结果借助沉浸式虚拟现实技术的发展,对全身感觉运动定向早期学习过程中的运动学数据进行了量化和比较。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/d983/5808129/2bb623c3c809/fpsyg-09-00058-g001.jpg

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