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视觉反馈和年龄会影响健康成年人在沉浸式虚拟现实环境中上肢的运动准确性和运动学。

Visual feedback and age affect upper limb reaching accuracy and kinematics in immersive virtual reality among healthy adults.

机构信息

Université catholique de Louvain, Secteur des Sciences de la Santé, Institut de Recherche Expérimentale et Clinique, Neuro Musculo Skeletal Lab (NMSK), Brussels, Belgium.

Centre interdisciplinaire de recherche en réadaptation et intégration sociale, Université Laval.

出版信息

Int J Rehabil Res. 2023 Sep 1;46(3):221-229. doi: 10.1097/MRR.0000000000000588. Epub 2023 Jun 16.

Abstract

This cross-sectional study aimed to evaluate the effect of visual feedback, age and movement repetition on the upper limb (UL) accuracy and kinematics during a reaching task in immersive virtual reality (VR). Fifty-one healthy participants were asked to perform 25 trials of a reaching task in immersive VR with and without visual feedback of their hand. They were instructed to place, as accurately and as fast as possible, a controller held in their non-dominant hand in the centre of a virtual red cube of 3 cm side length. For each trial, the end-point error (distance between the tip of the controller and the centre of the cube), a coefficient of linearity (CL), the movement time (MT), and the spectral arc length of the velocity signal (SPARC), which is a movement smoothness index, were calculated. Multivariate analyses of variance were conducted to assess the influence of visual feedback, age and trial repetition on the average end-point error, SPARC, CL and MT, and their time course throughout the 25 trials. Providing visual feedback of the hand reduced average end-point error ( P  < 0.001) and MT ( P  = 0.044), improved SPARC ( P  < 0.001) but did not affect CL ( P  = 0.07). Younger participants obtained a lower mean end-point error ( P  = 0.037), a higher SPARC ( P  = 0.021) and CL ( P  = 0.013). MT was not affected by age ( P  = 0.671). Trial repetition increased SPARC ( P  < 0.001) and CL ( P  < 0.001), and reduced MT ( P  = 0.001) but did not affect end-point error ( P  = 0.608). In conclusion, the results of this study demonstrated that providing visual feedback of the hand and being younger improves UL accuracy and movement smoothness in immersive VR. UL kinematics but not accuracy can be improved with more trial repetitions. These findings could guide the future development of protocols in clinical rehabilitation and research.

摘要

本横断面研究旨在评估视觉反馈、年龄和运动重复对沉浸式虚拟现实 (VR) 中上肢 (UL) 准确性和运动学的影响。51 名健康参与者被要求在具有和不具有手部视觉反馈的沉浸式 VR 中完成 25 次伸手任务。他们被指示尽可能准确和快速地将非主导手握住的控制器放置在边长为 3 厘米的虚拟红色立方体的中心。对于每个试验,计算末端点误差(控制器尖端与立方体中心之间的距离)、线性系数(CL)、运动时间(MT)和速度信号的谱弧长(SPARC),这是运动平滑度指数。进行了多变量方差分析,以评估视觉反馈、年龄和试验重复对平均末端点误差、SPARC、CL 和 MT 及其在 25 次试验过程中的时间进程的影响。提供手部的视觉反馈降低了平均末端点误差(P<0.001)和 MT(P=0.044),提高了 SPARC(P<0.001),但不影响 CL(P=0.07)。年轻参与者获得的平均末端点误差较低(P=0.037),SPARC 较高(P=0.021)和 CL(P=0.013)。MT 不受年龄影响(P=0.671)。试验重复增加了 SPARC(P<0.001)和 CL(P<0.001),并降低了 MT(P=0.001),但不影响末端点误差(P=0.608)。综上所述,本研究结果表明,提供手部的视觉反馈和更年轻可以提高沉浸式 VR 中 UL 的准确性和运动平滑度。随着试验重复次数的增加,可以改善 UL 运动学,但不能提高准确性。这些发现可以为临床康复和研究中的协议制定提供指导。

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