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在虚拟和物理环境中行走时对行人的规避。

Circumvention of Pedestrians While Walking in Virtual and Physical Environments.

出版信息

IEEE Trans Neural Syst Rehabil Eng. 2018 Sep;26(9):1813-1822. doi: 10.1109/TNSRE.2018.2865907. Epub 2018 Aug 17.

Abstract

Virtual environments (VEs) are increasingly used in the context of scientific inquiries and rehabilitation for tasks that are otherwise difficult to control or perform safely in physical environments (PEs), such as avoiding other pedestrians during locomotion. The usefulness of VEs, however, remains constrained by the extent to which they can elicit natural responses. The objectives of the study were to examine circumvention strategies in response to pedestrians approaching from different directions in the VE versus PE and to determine the effects of repeated practice on the circumvention strategies. Twelve participants were assessed over five blocks of eight trials that consisted of walking toward a target while circumventing pedestrians approaching from different directions (0°, ± 30° right or left or none) in the VE and the PE. Similar onset distances of circumvention strategy and preferred side of circumvention were observed between the two environments. Participants, however, maintained enlarged minimum distances from the interferer (13%) and walked slower (11.5%) in the VE. Repeated practice resulted in walking speed increments of 7.4% over the entire session that were similar in the VE versus PE. While the changes observed in VE may reflect the use of more cautious circumvention strategies, the similarities in strategies between the two environments and the advantages of VEs (e.g., controlled exposure, reproduction of ecologically valid conditions, and safety) suggest that virtual reality is a valuable tool to study visually guided locomotor tasks, such as pedestrian circumvention, and shows great potential for assessment and intervention in physical rehabilitation.

摘要

虚拟环境(VE)越来越多地用于科学研究和康复领域,用于执行那些在物理环境(PE)中难以控制或安全执行的任务,例如在运动中避开其他行人。然而,VE 的有用性仍然受到其能够引发自然反应的程度的限制。本研究的目的是在 VE 和 PE 中检查针对来自不同方向的行人接近的回避策略,并确定重复练习对回避策略的影响。12 名参与者在五个 8 次试验的块中进行了评估,其中包括在 VE 和 PE 中朝着目标行走,同时避开来自不同方向(0°,±30°右或左或无)的行人接近。在两种环境中观察到相似的回避策略起始距离和回避偏好侧。然而,参与者在 VE 中保持与干扰者的最小距离增加了 13%,并且行走速度较慢(11.5%)。重复练习导致整个会话中的行走速度增加了 7.4%,在 VE 和 PE 中相似。虽然在 VE 中观察到的变化可能反映了更谨慎的回避策略的使用,但两种环境中策略的相似性以及 VE 的优势(例如,受控暴露、生态有效条件的再现和安全性)表明虚拟现实是研究视觉引导的运动任务(例如行人回避)的有价值的工具,并且在物理康复的评估和干预方面具有很大的潜力。

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