Chen Ken, Chen Karen B
6798 North Carolina State University, Raleigh, USA.
Hum Factors. 2023 Feb;65(1):125-136. doi: 10.1177/00187208211010100. Epub 2021 Apr 19.
This study investigated the influence of game features and practice type on human kinematic and muscular performance in a virtual reality exercise (VRE). Participants demonstrated changes in shoulder flexion angle and muscle activation under different virtual scenarios.
Conventional VRE studies often compared the outcomes between an experimental group that underwent exercise in VR and a real-world exercise control group, whereas comparisons between VRE programs are lacking. Besides, the attributes of VREs received little attention.
Thirteen able-bodied participants performed upper extremity exercise movements in immersive VR using a head-mounted display. Participants performed task-oriented and imitation-oriented movements with different game features. Shoulder muscle activity (the deltoid, supraspinatus, and infraspinatus) and shoulder motion were collected.
Practice type (task-oriented, imitation-oriented) significantly influenced the flexion angle of the shoulder complex ((1,11) = 9.53, = .01), and the muscle activity of the supraspinatus ((1,9) = 12.61, = .006) and the infraspinatus ((1,9) = 12.71, = .006). Game features did not have a statistically significant effect on shoulder flexion angle or shoulder muscles' activations.
Compared to imitation-oriented practice, task-oriented practice elicited more intensive shoulder movements and muscular efforts but also induced greater movement variations. Substantial differences across game features levels should be further investigated to have significant effects.
This research may help guide the design of future VREs. For strength training or rehabilitation where intensive practice is required, task-oriented practice should be considered; for movement learning where movement consistency is required, imitation oriented practice should be adopted.
本研究调查了游戏特征和练习类型对虚拟现实运动(VRE)中人体运动学和肌肉表现的影响。参与者在不同虚拟场景下展示了肩部屈曲角度和肌肉激活的变化。
传统的VRE研究通常比较在VR中进行运动的实验组与现实世界运动对照组之间的结果,而缺乏VRE程序之间的比较。此外,VRE的属性很少受到关注。
13名身体健全的参与者使用头戴式显示器在沉浸式VR中进行上肢运动。参与者进行具有不同游戏特征的任务导向型和模仿导向型运动。收集肩部肌肉活动(三角肌、冈上肌和冈下肌)和肩部运动情况。
练习类型(任务导向型、模仿导向型)对肩部复合体的屈曲角度有显著影响((1,11) = 9.53,P = .01),对冈上肌的肌肉活动有显著影响((1,9) = 12.61,P = .006),对冈下肌的肌肉活动也有显著影响((1,9) = 12.71,P = .006)。游戏特征对肩部屈曲角度或肩部肌肉激活没有统计学上的显著影响。
与模仿导向型练习相比,任务导向型练习引发了更强烈的肩部运动和肌肉用力,但也导致了更大的运动变化。游戏特征水平上的实质性差异应进一步研究以产生显著影响。
本研究可能有助于指导未来VRE的设计。对于需要强化练习的力量训练或康复,应考虑任务导向型练习;对于需要运动一致性的运动学习,应采用模仿导向型练习。