Ida Hirofumi, Fukuhara Kazunobu, Ogata Takahiro
Department of Sports and Health Management, Jobu University, Isesaki, Japan.
Department of Health Promotion Science, Tokyo Metropolitan University, Hachioji, Japan.
Front Sports Act Living. 2022 Oct 6;4:926542. doi: 10.3389/fspor.2022.926542. eCollection 2022.
There remains a question about whether and to what extent perception-action coupled response in virtual reality are equal/unequal to those in the real world or physical reality. The purpose of this study was to identify the differences in the environmental effect of virtual presentation on the motor responses of a one-handed ball catching. Thirteen healthy participants were instructed to catch an approaching ball projected at three speeds in a real laboratory room and in a room-sized virtual reality system (CAVE) that simulated those real situations with two- or three-dimensional display settings. The results showed that the arm movement time, which denotes the duration of arm-raising motion (shoulder flexion), was significantly longer in the virtual reality than that in the physical reality at the fast ball speed condition. The shoulder flexion velocities, calculated as the average angular velocity of shoulder flexion over the arm movement time, were significantly lower in the virtual reality than in the physical reality at the medium and fast ball speed conditions. The electromyography onsets, derived from anterior deltoid, biceps brachii, and flexor carpi radialis muscles of the catching arm, appeared before and significantly closer to the initiation of arm raising in the two-dimensional virtual reality than both in the physical reality and in the three-dimensional virtual reality. The findings suggest that simulation of virtual reality may induce a modulation in the motor responses of the catching arm, which is different from natural motion that appeared in the real world. On the contrary, the effect of ball speed generally found in real setting was maintained in the current CAVE experiment.
虚拟现实中的感知 - 动作耦合反应是否以及在何种程度上等同于/不等同于现实世界或物理现实中的反应,这仍然是一个问题。本研究的目的是确定虚拟呈现对单手接球运动反应的环境影响差异。13名健康参与者被要求在真实实验室房间以及一个房间大小的虚拟现实系统(CAVE)中接住以三种速度飞来的球,该虚拟现实系统通过二维或三维显示设置模拟真实场景。结果表明,在快球速度条件下,表示手臂上举运动(肩部屈曲)持续时间的手臂运动时间在虚拟现实中显著长于在物理现实中。在中等和快球速度条件下,以手臂运动时间内肩部屈曲的平均角速度计算的肩部屈曲速度在虚拟现实中显著低于在物理现实中。从接球手臂的三角肌前部、肱二头肌和桡侧腕屈肌得出的肌电图起始时间,在二维虚拟现实中比在物理现实和三维虚拟现实中都更早且显著更接近手臂上举的起始时间。研究结果表明,虚拟现实模拟可能会引起接球手臂运动反应的调节,这与现实世界中出现的自然运动不同。相反,在当前的CAVE实验中保持了在真实环境中通常发现的球速影响。