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混合现实改变运动规划与控制。

Mixed reality alters motor planning and control.

作者信息

Wang Xiaoye Michael, Nitsche Michael, Resch Gabby, Mazalek Ali, Welsh Timothy N

机构信息

Faculty of Kinesiology & Physical Education, University of Toronto, Toronto, ON, Canada.

Ivan Allen College of Liberal Arts, Georgia Institute of Technology, Atlanta, GA, USA.

出版信息

Behav Brain Res. 2025 Mar 5;480:115373. doi: 10.1016/j.bbr.2024.115373. Epub 2024 Dec 3.

Abstract

Compared to physical unmediated reality (UR), mixed reality technologies, such as Virtual (VR) and Augmented (AR) Reality, entail perturbations across multiple sensory modalities (visual, haptic, etc.) that could alter how actors move within the different environments. Because of the mediated nature, goal-directed movements in VR and AR may rely on planning and control processes that are different from movements in UR, resulting in less efficient motor control. The current study involved participants performing manual pointing movements on Müller-Lyer illusion stimuli to examine the relative contributions of movement planning and online control in UR, VR, and AR. Compared to UR, movements in VR were slower but were equally variable with a comparable level of online control, whereas movements in AR showed comparable speed but exhibited higher variability and less online control. Further, movements in VR and AR demonstrated a greater illusory effect in endpoint accuracy relative to UR. These findings suggested that participants in VR adopted an active compensation strategy to overcome the impact of less efficient online control, whereas participants in AR did not. The findings that movement planning and execution in VR and AR are fundamentally different from those in UR provide valuable insights into the potential neural systems engaged during movements in different realities.

摘要

与物理无中介现实(UR)相比,混合现实技术,如虚拟现实(VR)和增强现实(AR),会在多种感官模态(视觉、触觉等)上带来干扰,这可能会改变参与者在不同环境中的移动方式。由于其媒介性质,VR和AR中的目标导向运动可能依赖于与UR中运动不同的规划和控制过程,从而导致运动控制效率降低。当前的研究让参与者在缪勒-莱尔错觉刺激上进行手动指向运动,以检验UR、VR和AR中运动规划和在线控制的相对贡献。与UR相比,VR中的运动较慢,但在线控制水平相当,运动变化程度相同,而AR中的运动速度相当,但变化性更高,在线控制更少。此外,相对于UR,VR和AR中的运动在终点准确性上表现出更大的错觉效应。这些发现表明,VR中的参与者采用了积极的补偿策略来克服在线控制效率较低的影响,而AR中的参与者则没有。VR和AR中的运动规划和执行与UR中的根本不同,这一发现为不同现实中运动过程中潜在的神经系统提供了有价值的见解。

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