Human Movement Performance Enhancement Research Unit, Department of Physical Therapy, Faculty of Allied Health Sciences, Chulalongkorn University, Bangkok 10330, Thailand.
Human Movement Performance Enhancement Research Unit, Department of Physical Therapy, Faculty of Allied Health Sciences, Chulalongkorn University, Bangkok 10330, Thailand.
Hum Mov Sci. 2022 Jun;83:102956. doi: 10.1016/j.humov.2022.102956. Epub 2022 May 5.
Visual perception plays a role in balance control while performing a sit-to-stand movement (STS). The dynamic virtual environment could reduce effective neuromuscular regulation and instability. Nevertheless, virtual reality (VR) on the STS movement was not explored in any research.
This study's aim was to investigate the effect of the VR of an optokinetic drum on the STS movement by using optokinetic drum VR scenes.
This study used a repeated measurement research design. Ninety healthy subjects aged 18-23 years with no experience in virtual reality were recruited. Each participant was asked to stand as quickly as possible from a height-adjustable chair three times under five conditions: with eyes-open (EO), eyes-closed (EC), and three VR scenes: a limited field view of an optokinetic scene, a black and white striped scene, moving in horizontal direction (VRhori), vertical direction (VRvert), and roll (VRroll). VR scenes were generated using a mobile phone in a head-mounted display. The rising index (the upward force produced by the legs as a proportion of body weight), sway velocity, and weight transfer time were measured using a NeuroCom Balance Master.
Only VRvert condition significantly reduced weight transfer time as compared to EO and the other two VR conditions. All three VR scenes significantly reduced the rising index as compared to EO. VRvert condition significantly increased sway velocity as compared to all conditions.
These findings suggest that optokinetic environment scenes in virtual reality could be used as an alternative method to increase the challenge of maintaining the balance during STS.
在进行坐站运动(STS)时,视觉感知在平衡控制中发挥作用。动态虚拟环境可能会降低有效的神经肌肉调节和不稳定性。然而,虚拟现实(VR)在 STS 运动方面尚未在任何研究中得到探索。
本研究旨在通过使用视动鼓 VR 场景来研究视动鼓 VR 对 STS 运动的影响。
本研究采用重复测量研究设计。招募了 90 名年龄在 18-23 岁之间、没有 VR 经验的健康受试者。每个参与者被要求在 5 种条件下尽快从可调节高度的椅子上站起来 3 次:睁眼(EO)、闭眼(EC)和 3 种 VR 场景:视动场景的有限视野、黑白条纹场景、水平方向移动(VRhori)、垂直方向移动(VRvert)和滚动(VRroll)。使用头戴式显示器中的手机生成 VR 场景。使用 NeuroCom Balance Master 测量上升指数(腿部产生的向上力与体重的比例)、摆动速度和重量转移时间。
仅 VRvert 条件与 EO 和另外两种 VR 条件相比,显著缩短了重量转移时间。与 EO 相比,所有三种 VR 场景都显著降低了上升指数。VRvert 条件与所有条件相比,显著增加了摆动速度。
这些发现表明,虚拟现实中的视动环境场景可以作为一种替代方法,增加 STS 期间维持平衡的挑战。