在真实和虚拟环境中执行视觉运动技能时的运动学和姿势控制差异。
Movement kinematic and postural control differences when performing a visuomotor skill in real and virtual environments.
机构信息
School of Public Health and Sport Sciences, Faculty of Health and Life Sciences, University of Exeter, St Luke's Campus, Exeter, EX1 2LU, UK.
出版信息
Exp Brain Res. 2023 Jul;241(7):1797-1810. doi: 10.1007/s00221-023-06639-0. Epub 2023 May 24.
Immersive technologies, like virtual and mixed reality, pose a novel challenge for our sensorimotor systems as they deliver simulated sensory inputs that may not match those of the natural environment. These include reduced fields of view, missing or inaccurate haptic information, and distortions of 3D space; differences that may impact the control of motor actions. For instance, reach-to-grasp movements without end-point haptic feedback are characterised by slower and more exaggerated movements. A general uncertainty about sensory input may also induce a more conscious form of movement control. We tested whether a more complex skill like golf putting was also characterized by more consciously controlled movement. In a repeated-measures design, kinematics of the putter swing and postural control were compared between (i) real-world putting, (ii) VR putting, and (iii) VR putting with haptic feedback from a real ball (i.e., mixed reality). Differences in putter swing were observed both between the real world and VR, and between VR conditions with and without haptic information. Further, clear differences in postural control emerged between real and virtual putting, with both VR conditions characterised by larger postural movements, which were more regular and less complex, suggesting a more conscious form of balance control. Conversely, participants actually reported less conscious awareness of their movements in VR. These findings highlight how fundamental movement differences may exist between virtual and natural environments, which may pose challenges for transfer of learning within applications to motor rehabilitation and sport.
沉浸式技术,如虚拟现实和混合现实,对我们的感觉运动系统构成了新的挑战,因为它们提供的模拟感觉输入可能与自然环境不匹配。这些差异包括视野缩小、触觉信息缺失或不准确,以及 3D 空间的扭曲;这些差异可能会影响运动动作的控制。例如,没有终点触觉反馈的伸手抓握动作的特点是动作更慢、更夸张。对感觉输入的一般不确定性也可能导致更有意识的运动控制形式。我们测试了像高尔夫推杆这样更复杂的技能是否也以更有意识控制的运动为特征。在重复测量设计中,我们比较了(i)真实世界推杆、(ii)VR 推杆和(iii)具有真实球触觉反馈的 VR 推杆(即混合现实)中推杆摆动和姿势控制的运动学。在真实世界和 VR 之间以及在有和没有触觉信息的 VR 条件之间观察到推杆摆动的差异。此外,在真实和虚拟推杆之间出现了明显的姿势控制差异,VR 条件下的姿势运动更大,更规则,更简单,表明平衡控制更有意识。相反,参与者实际上报告在 VR 中对自己的运动的意识较少。这些发现强调了虚拟和自然环境之间可能存在的基本运动差异,这可能会对运动康复和运动等应用中的学习转移带来挑战。