Hülsmann Felix, Frank Cornelia, Senna Irene, Ernst Marc O, Schack Thomas, Botsch Mario
Computer Graphics and Geometry Processing, Bielefeld University, Bielefeld, Germany.
Social Cognitive Systems, Bielefeld University, Bielefeld, Germany.
Front Robot AI. 2019 Jun 21;6:43. doi: 10.3389/frobt.2019.00043. eCollection 2019.
Feedback is essential for skill acquisition as it helps identifying and correcting performance errors. Nowadays, Virtual Reality can be used as a tool to guide motor learning, and to provide innovative types of augmented feedback that exceed real world opportunities. Concurrent feedback has shown to be especially beneficial for novices. Moreover, watching skilled performances helps novices to acquire a motor skill, and this effect depends on the perspective taken by the observer. To date, however, the impact of watching one's own performance together with full body superimposition of a skilled performance, either from the front or from the side, remains to be explored. Here we used an immersive, state-of-the-art, low-latency cave automatic virtual environment (CAVE), and we asked novices to perform squat movements in front of a virtual mirror. Participants were assigned to one of three concurrent visual feedback groups: participants either watched their own avatar performing full body movements or were presented with the movement of a skilled individual superimposed on their own performance during movement execution, either from a frontal or from a side view. Motor performance and cognitive representation were measured in order to track changes in movement quality as well as motor memory across time. Consistent with our hypotheses, results showed an advantage of the groups that observed their own avatar performing the squat together with the superimposed skilled performance for some of the investigated parameters, depending on perspective. Specifically, for the deepest point of the squat, participants watching the squat from the front adapted their height, while those watching from the side adapted their backward movement. In a control experiment, we ruled out the possibility that the observed improvements were due to the mere fact of performing the squat movements-irrespective of the type of visual feedback. The present findings indicate that it can be beneficial for novices to watch themselves together with a skilled performance during execution, and that improvement depends on the perspective chosen.
反馈对于技能习得至关重要,因为它有助于识别和纠正表现错误。如今,虚拟现实可作为一种工具来指导运动学习,并提供超越现实世界机会的创新型增强反馈。同时反馈已被证明对新手特别有益。此外,观看熟练的表现有助于新手习得运动技能,而这种效果取决于观察者所采取的视角。然而,迄今为止,观看自己的表现并同时叠加正面或侧面的熟练表现的全身影像所产生的影响仍有待探索。在此,我们使用了一种沉浸式、先进的、低延迟的洞穴自动虚拟环境(CAVE),并要求新手在虚拟镜子前进行深蹲动作。参与者被分配到三个同时进行视觉反馈的组之一:参与者要么观看自己的虚拟形象进行全身动作,要么在动作执行过程中看到一个熟练个体的动作叠加在自己的表现上,视角可以是正面或侧面。测量运动表现和认知表征,以跟踪运动质量以及运动记忆随时间的变化。与我们的假设一致,结果表明,对于某些研究参数,根据视角不同,观察自己的虚拟形象与叠加的熟练表现一起进行深蹲的组具有优势。具体而言,对于深蹲的最低点,从正面观看深蹲的参与者调整了他们的高度,而从侧面观看的参与者调整了他们的向后移动。在一项对照实验中,我们排除了观察到的改善仅仅是由于进行深蹲动作这一事实的可能性,而与视觉反馈的类型无关。目前的研究结果表明,新手在执行过程中观看自己与熟练表现一起的影像可能是有益的,并且改善取决于所选择的视角。