Jung Yeonhak, Dingwell Jonathan B, Baker Brett, Chopra Preeti, Castelli Darla M
Department of Kinesiology & Health Education, The University of Texas at Austin, Austin, TX, United States.
Department of Curriculum & Instruction, The University of Texas at Austin, Austin, TX, United States.
Front Sports Act Living. 2021 Feb 11;2:543676. doi: 10.3389/fspor.2020.543676. eCollection 2020.
Dual-task research is limited in its transferability to authentic contexts because laboratory conditions do not replicate real-world physical activity and decision-making scenarios. Creating valid, reliable methodologies to assess physiological and behavioral responses under varying physical and cognitive demands using virtual reality (VR) environment addresses this limitation. This study determined the feasibility of using VR to investigate the effects of dual-tasking on healthy young adults' cognitive performance. Three dual-tasking conditions (i.e., standing, preferred-paced walking, and fast-paced walking, each with blocked congruent and incongruent tasks) were developed. Using a within-subjects, randomized design, thirty-two young adults (17 female, mean age = 21.03 ± 2.86) were randomly assigned to a starting condition but experienced all three conditions. Physiological responses of heart rate (HR) and accelerometry data measured energy expenditure as the physical demand. Behavioral responses of reaction time and error rate quantified cognitive performance. Results indicated that (a) each condition verified independent physiological and behavioral responses; (b) reaction time and error rate during preferred walking or fast-paced walking dual-tasking conditions was significantly lower than standing condition; and surprisingly, (c) congruent tasks showed lower reaction time than the incongruent tasks. These findings suggest that it is feasible to use VR to assess the effects of dual-task conditions. Specifically, walking can optimize the motor-cognitive dual-task performance, compared to standing. These findings may be attributed to the dose-response effects of exercise intensity. Future studies should incorporate advanced technology such as the VR exercise.
双重任务研究在向真实情境的可转移性方面存在局限性,因为实验室条件无法复制现实世界中的身体活动和决策场景。利用虚拟现实(VR)环境创建有效、可靠的方法来评估在不同身体和认知需求下的生理和行为反应,解决了这一局限性。本研究确定了使用VR来研究双重任务对健康年轻成年人认知表现影响的可行性。开发了三种双重任务条件(即站立、自选步速行走和快步行走,每种条件下都有一致性和不一致性任务的分组)。采用被试内随机设计,32名年轻成年人(17名女性,平均年龄 = 21.03 ± 2.86)被随机分配到一个起始条件,但体验了所有三种条件。心率(HR)的生理反应和加速度计数据测量了作为身体需求的能量消耗。反应时间和错误率的行为反应量化了认知表现。结果表明:(a)每种条件都验证了独立的生理和行为反应;(b)在自选步速行走或快步行走双重任务条件下的反应时间和错误率显著低于站立条件;令人惊讶的是,(c)一致性任务的反应时间比不一致性任务更低。这些发现表明使用VR评估双重任务条件的影响是可行的。具体而言,与站立相比,行走可以优化运动 - 认知双重任务表现。这些发现可能归因于运动强度的剂量反应效应。未来的研究应纳入诸如VR运动等先进技术。