Mohebbi Abolfazl, Amiri Pouya, Kearney Robert E
Annu Int Conf IEEE Eng Med Biol Soc. 2020 Jul;2020:3347-3350. doi: 10.1109/EMBC44109.2020.9175605.
During human standing, it has been previously observed that information about the position and frequency of visual surround motion improves balance by reducing sway responses to external disturbances. However, experimental limitations only allowed for independent investigation of such parameters while being incapable of providing a fully immersive experience of a real environment. The aim of this study is to investigate the effect of visual information on dynamic body sway in the human upright stance by presenting perturbations through a virtual reality (VR) system. Moreover, we designed a new perturbation signal based on trapezoidal velocity (TrapV) pulses enabling us to simultaneously examine the effects of amplitude and velocity on balance control. The experiments included four different peak-to-peak amplitudes (1-10 degrees), and three velocities (2-10 degree/sec). The body angle, ankle torques and shank angles were measured and analyzed in response to each perturbation. The results reveal that stimuli with higher amplitudes evoked larger responses, while they were initially increased and reached a peak, then decreased by increasing the motion velocity of visual surround.
在人体站立过程中,此前已有观察发现,关于视觉周围环境运动的位置和频率的信息,可通过减少对外部干扰的摇摆反应来改善平衡。然而,实验限制仅允许对这些参数进行独立研究,却无法提供真实环境的完全沉浸式体验。本研究的目的是通过虚拟现实(VR)系统呈现扰动,来研究视觉信息对人体直立姿势下动态身体摇摆的影响。此外,我们基于梯形速度(TrapV)脉冲设计了一种新的扰动信号,使我们能够同时研究幅度和速度对平衡控制的影响。实验包括四种不同的峰峰值幅度(1 - 10度)和三种速度(2 - 10度/秒)。针对每次扰动,测量并分析身体角度、踝关节扭矩和小腿角度。结果表明,幅度较高的刺激引发的反应更大,而这些反应最初会增加并达到峰值,然后随着视觉周围环境运动速度的增加而减小。