Ketterer Jakob, Gehring Dominic, Gollhofer Albert, Ringhof Steffen
Department of Sport and Sport Science, University of Freiburg, Freiburg, Germany.
Department of Sport and Sport Science, University of Freiburg, Freiburg, Germany.
Hum Mov Sci. 2024 Feb;93:103181. doi: 10.1016/j.humov.2024.103181. Epub 2024 Jan 31.
Human balance control relies on various sensory modalities, and conflict of sensory input may result in postural instability. Virtual reality (VR) technology allows to train balance under conflicting sensory information by decoupling visual from somatosensory and vestibular systems, creating additional demands on sensory reweighting for balance control. However, there is no metric for the design of visual input manipulations that can induce persistent sensory conflicts to perturb balance. This limits the possibilities to generate sustained sensory reweighting processes and design well-defined training approaches. This study aimed to investigate the effects that different onset characteristics, amplitudes and velocities of visual input manipulations may have on balance control and their ability to create persistent balance responses. Twenty-four young adults were recruited for the study. The VR was provided using a state-of-the-art head-mounted display and balance was challenged in two experiments by rotations of the visual scene in the frontal plane with scaled constellations of trajectories, amplitudes and velocities. Mean center of pressure speed was recorded and revealed to be greater when the visual input manipulation had an abrupt onset compared to a smooth onset. Furthermore, the balance response was greatest and most persistent when stimulus velocity was low and stimulus amplitude was large. These findings show clear dissociation in the state of the postural system for abrupt and smooth visual manipulation onsets with no indication of short-term adaption to abrupt manipulations with slow stimulus velocity. This augments our understanding of how conflicting visual information affect balance responses and could help to optimize the conceptualization of training and rehabilitation interventions.
人体平衡控制依赖于多种感觉模态,感觉输入的冲突可能导致姿势不稳定。虚拟现实(VR)技术通过将视觉与体感和前庭系统解耦,允许在冲突的感觉信息下训练平衡,这对平衡控制的感觉重新加权提出了额外要求。然而,目前尚无用于设计视觉输入操作的指标,这些操作可诱发持续的感觉冲突以干扰平衡。这限制了产生持续感觉重新加权过程和设计明确训练方法的可能性。本研究旨在调查视觉输入操作的不同起始特征、幅度和速度可能对平衡控制产生的影响,以及它们产生持续平衡反应的能力。本研究招募了24名年轻成年人。使用最先进的头戴式显示器提供VR,并在两个实验中通过在额平面中以缩放的轨迹、幅度和速度星座旋转视觉场景来挑战平衡。记录平均压力中心速度,结果显示与平滑起始相比,视觉输入操作突然起始时平均压力中心速度更大。此外,当刺激速度低且刺激幅度大时,平衡反应最大且最持久。这些发现表明,对于突然和平滑的视觉操作起始,姿势系统状态存在明显分离,没有迹象表明对缓慢刺激速度的突然操作有短期适应。这加深了我们对冲突视觉信息如何影响平衡反应的理解,并有助于优化训练和康复干预的概念化。