Tumialis Alexey, Smirnov Alexey, Fadeev Kirill, Alikovskaia Tatiana, Khoroshikh Pavel, Sergievich Alexander, Golokhvast Kirill
NTI Center for Neurotechnology and VR/AR Technologies, Far Eastern Federal University, Vladivostok 690922, Russia.
Far Eastern Scientific Center of Russian Academy of Education, Far Eastern Federal University, Vladivostok 690922, Russia.
Brain Sci. 2020 Jan 18;10(1):55. doi: 10.3390/brainsci10010055.
The perspective of perceiving one's action affects its speed and accuracy. In the present study, we investigated the change in accuracy and kinematics when subjects throw darts from the first-person perspective and the third-person perspective with varying angles of view. To model the third-person perspective, subjects were looking at themselves as well as the scene through the virtual reality head-mounted display (VR HMD). The scene was supplied by a video feed from the camera located to the up and 0, 20 and 40 degrees to the right behind the subjects. The 28 subjects wore a motion capture suit to register their right hand displacement, velocity and acceleration, as well as torso rotation during the dart throws. The results indicated that mean accuracy shifted in opposite direction with the changes of camera location in vertical axis and in congruent direction in horizontal axis. Kinematic data revealed a smaller angle of torso rotation to the left in all third-person perspective conditions before and during the throw. The amplitude, speed and acceleration in third-person condition were lower compared to the first-person view condition, before the peak velocity of the hand in the direction toward the target and after the peak velocity in lowering the hand. Moreover, the hand movement angle was smaller in the third-person perspective conditions with 20 and 40 angle of view, compared with the first-person perspective condition just preceding the time of peak velocity, and the difference between conditions predicted the changes in mean accuracy of the throws. Thus, the results of this study revealed that subject's localization contributed to the transformation of the motor program.
对自身动作的感知视角会影响动作的速度和准确性。在本研究中,我们调查了受试者从第一人称视角和第三人称视角以不同视角角度投掷飞镖时准确性和运动学的变化。为了模拟第三人称视角,受试者通过虚拟现实头戴式显示器(VR HMD)观看自己以及场景。场景由位于受试者上方以及右侧0度、20度和40度位置的摄像头的视频馈送提供。28名受试者穿着动作捕捉套装,以记录他们在投掷飞镖过程中右手的位移、速度和加速度,以及躯干的旋转。结果表明,平均准确性在垂直轴上随着摄像头位置的变化向相反方向移动,而在水平轴上则向一致方向移动。运动学数据显示,在投掷前和投掷过程中,所有第三人称视角条件下躯干向左旋转的角度都较小。与第一人称视角条件相比,在手部朝向目标方向的峰值速度之前以及手部降低速度的峰值速度之后,第三人称条件下的幅度、速度和加速度都较低。此外,在视角为20度和40度的第三人称视角条件下,手部运动角度比峰值速度之前的第一人称视角条件下更小,并且条件之间的差异预测了投掷平均准确性的变化。因此,本研究结果表明,受试者的定位有助于运动程序的转换。