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使用虚拟现实角色进行脚步移动的定时和校正。

Timing and correction of stepping movements with a virtual reality avatar.

机构信息

Warwick Manufacturing Group, Institute of Digital Healthcare, University of Warwick, Coventry, United Kingdom.

Warwick Medical School, University of Warwick, Coventry, United Kingdom.

出版信息

PLoS One. 2020 Feb 28;15(2):e0229641. doi: 10.1371/journal.pone.0229641. eCollection 2020.

Abstract

Research into the ability to coordinate one's movements with external cues has focussed on the use of simple rhythmic, auditory and visual stimuli, or interpersonal coordination with another person. Coordinating movements with a virtual avatar has not been explored, in the context of responses to temporal cues. To determine whether cueing of movements using a virtual avatar is effective, people's ability to accurately coordinate with the stimuli needs to be investigated. Here we focus on temporal cues, as we know from timing studies that visual cues can be difficult to follow in the timing context. Real stepping movements were mapped onto an avatar using motion capture data. Healthy participants were then motion captured whilst stepping in time with the avatar's movements, as viewed through a virtual reality headset. The timing of one of the avatar step cycles was accelerated or decelerated by 15% to create a temporal perturbation, for which participants would need to correct to, in order to remain in time. Step onset times of participants relative to the corresponding step-onsets of the avatar were used to measure the timing errors (asynchronies) between them. Participants completed either a visual-only condition, or auditory-visual with footstep sounds included, at two stepping tempo conditions (Fast: 400ms interval, Slow: 800ms interval). Participants' asynchronies exhibited slow drift in the Visual-Only condition, but became stable in the Auditory-Visual condition. Moreover, we observed a clear corrective response to the phase perturbation in both the fast and slow tempo auditory-visual conditions. We conclude that an avatar's movements can be used to influence a person's own motion, but should include relevant auditory cues congruent with the movement to ensure a suitable level of entrainment is achieved. This approach has applications in physiotherapy, where virtual avatars present an opportunity to provide the guidance to assist patients in adhering to prescribed exercises.

摘要

研究协调自身动作与外部提示的能力主要集中在使用简单的节奏、听觉和视觉刺激,或与另一个人进行人际协调。在响应时间提示的背景下,尚未探索与虚拟化身协调动作,以确定使用虚拟化身提示运动是否有效,需要研究人们准确协调刺激的能力。在这里,我们专注于时间提示,因为从定时研究中我们知道,在定时环境中,视觉提示可能难以遵循。使用运动捕捉数据将实际的踏步动作映射到虚拟化身。然后,健康参与者在虚拟现实耳机中观看虚拟化身的动作,同时进行踏步行走。通过将虚拟化身的一个步循环的时间加速或减速 15%来创建时间扰动,参与者需要进行校正,以保持同步。参与者相对于虚拟化身的对应步起点的步起点时间用于测量它们之间的定时误差(异步)。参与者在两种踏步行进速度条件下(快:400ms 间隔,慢:800ms 间隔)完成了仅视觉条件或听觉-视觉条件,其中包括脚步声。参与者在仅视觉条件下的异步表现出缓慢漂移,但在听觉-视觉条件下变得稳定。此外,我们在快和慢的听觉-视觉条件下都观察到对相位扰动的明显校正反应。我们得出结论,虚拟化身的动作可以用来影响一个人的自身运动,但应该包括与运动一致的相关听觉提示,以确保达到适当的同步水平。这种方法在物理治疗中有应用,其中虚拟化身提供了提供指导以帮助患者遵守规定的运动的机会。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/ece0/7048307/3f55a6050997/pone.0229641.g001.jpg

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