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虚拟现实飞镖投掷训练的权衡:促进感知运动学习但损害表现。

The Trade-Off of Virtual Reality Training for Dart Throwing: A Facilitation of Perceptual-Motor Learning With a Detriment to Performance.

作者信息

Drew Stefanie A, Awad Madeline F, Armendariz Jazlyn A, Gabay Bar, Lachica Isaiah J, Hinkel-Lipsker Jacob W

机构信息

Visual Information Sciences and Neuroscience Laboratory, Department of Psychology, California State University, Northridge, CA, United States.

Move-Learn Laboratory, Department of Kinesiology, California State University, Northridge, CA, United States.

出版信息

Front Sports Act Living. 2020 May 21;2:59. doi: 10.3389/fspor.2020.00059. eCollection 2020.

Abstract

Advancements in virtual reality (VR) technology now allow for the creation of highly immersive virtual environments and for systems to be commercially available at an affordable price. Despite increased availability, this access does not ensure that VR is appropriate for training for all motor skills. Before the implementation of VR for training sport-related skills takes place, it must first be established whether VR utilization is appropriate. To this end, it is crucial to better understand the mechanisms that drive learning in these new environments which will allow for optimization of VR to best facilitate transfer of learned skills to the real world. In this study we sought to examine how a skill acquired in VR compares to one acquired in the real world (RW), utilizing training to complete a dart-throwing task in either a virtual or real environment. We adopted a perceptual-motor approach in this study, employing measures of task performance (i.e., accuracy), as well as of perception (i.e., visual symptoms and oculomotor behavior) and motor behaviors (i.e., throwing kinematics and coordination). Critically, the VR-trained group performed significantly worse in terms of throwing accuracy compared to both the RW-trained group and their own baseline performance. In terms of perception, the VR-trained group reported greater acute visual symptoms compared to the RW-trained group, though oculomotor behaviors were largely the same across groups. In terms of motor behaviors, the VR-trained group exhibited different dart-throwing kinematics during training, but in the follow-up test adapted their throwing pattern to one similar to the RW-trained group. In total, VR training impaired real-world task performance, suggesting that virtual environments may offer different learning constraints compared to the real world. These results thus emphasize the need to better understand how some elements of virtual learning environments detract from transfer of an acquired sport skill to the real world. Additional work is warranted to further understand how perceptual-motor behaviors are acquired differently in virtual spaces.

摘要

虚拟现实(VR)技术的进步如今使得高度沉浸式虚拟环境得以创建,并且相关系统能够以实惠的价格实现商业销售。尽管其可用性有所提高,但这种获取途径并不能确保VR适用于所有运动技能的训练。在将VR用于与运动相关技能的训练实施之前,必须首先确定VR的使用是否合适。为此,至关重要的是要更好地理解在这些新环境中驱动学习的机制,这将有助于优化VR,以最好地促进所学技能向现实世界的迁移。在本研究中,我们试图通过在虚拟或真实环境中训练完成飞镖投掷任务,来检验在VR中习得的技能与在现实世界(RW)中习得的技能相比如何。在本研究中,我们采用了感知 - 运动方法,采用任务表现(即准确性)、感知(即视觉症状和眼动行为)以及运动行为(即投掷运动学和协调性)的测量方法。至关重要的是,与RW训练组及其自身的基线表现相比,VR训练组在投掷准确性方面表现明显更差。在感知方面,与RW训练组相比,VR训练组报告的急性视觉症状更严重,尽管各组的眼动行为大致相同。在运动行为方面,VR训练组在训练期间表现出不同的飞镖投掷运动学,但在后续测试中,他们将投掷模式调整为与RW训练组相似。总体而言,VR训练损害了现实世界任务的表现,这表明虚拟环境与现实世界相比可能提供不同的学习限制。因此,这些结果强调了需要更好地理解虚拟学习环境的某些元素如何妨碍习得的运动技能向现实世界的迁移。有必要开展更多工作,以进一步了解感知 - 运动行为在虚拟空间中是如何以不同方式习得的。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/4ccb/7739782/476072e10d5a/fspor-02-00059-g0001.jpg

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