• 文献检索
  • 文档翻译
  • 深度研究
  • 学术资讯
  • Suppr Zotero 插件Zotero 插件
  • 邀请有礼
  • 套餐&价格
  • 历史记录
应用&插件
Suppr Zotero 插件Zotero 插件浏览器插件Mac 客户端Windows 客户端微信小程序
定价
高级版会员购买积分包购买API积分包
服务
文献检索文档翻译深度研究API 文档MCP 服务
关于我们
关于 Suppr公司介绍联系我们用户协议隐私条款
关注我们

Suppr 超能文献

核心技术专利:CN118964589B侵权必究
粤ICP备2023148730 号-1Suppr @ 2026

文献检索

告别复杂PubMed语法,用中文像聊天一样搜索,搜遍4000万医学文献。AI智能推荐,让科研检索更轻松。

立即免费搜索

文件翻译

保留排版,准确专业,支持PDF/Word/PPT等文件格式,支持 12+语言互译。

免费翻译文档

深度研究

AI帮你快速写综述,25分钟生成高质量综述,智能提取关键信息,辅助科研写作。

立即免费体验

感觉运动不匹配对虚拟现实眩晕及用户体验的影响:一项随机试验中的年龄差异

Impact of sensorimotor mismatch on virtual reality sickness and user experience: age-related differences in a randomized trial.

作者信息

Jochmann Elisabeth, Jochmann Thomas, Weber Maximilian, Weigel Karolin, Klingner Carsten

机构信息

Department of Neurology, Jena University Hospital, Jena, Germany.

Department of Computer Science and Automation, Technische Universität Ilmenau, Ilmenau, Germany.

出版信息

J Neuroeng Rehabil. 2025 Jul 3;22(1):143. doi: 10.1186/s12984-025-01677-x.

DOI:10.1186/s12984-025-01677-x
PMID:40611269
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC12226871/
Abstract

BACKGROUND

Virtual reality (VR) technology offers immersive and interactive experiences and is increasingly being explored for rehabilitation therapies. However, concerns about side effects such as nausea and dizziness-collectively referred to as VR sickness-are holding back clinical translation. Sensorimotor mismatches, while potentially beneficial for motor learning, may exacerbate these effects. The age groups in VR applications differ, with younger users common in gaming and older adults prevalent in rehabilitation. This study investigated whether sensorimotor mismatches in a VR-based motor task make the experience more uncomfortable and whether older adults are more affected by these mismatches.

METHODS

We conducted a randomized controlled trial with 104 healthy right-handed adults, including elderly participants up to 84 years old, to cover the relevant demographics for rehabilitation. Participants were divided into three intervention groups and performed a VR ball-throwing task using an Oculus Rift S head-mounted display. The groups differed in task difficulty and exposure to deliberately induced sensorimotor mismatches. The design avoided visual-vestibular conflicts typically responsible for VR sickness and instead introduced proprioceptive mismatches during hand-object interaction. VR sickness was measured using the Simulator Sickness Questionnaire (SSQ), and user experience was assessed through a self-developed questionnaire. Statistical analysis was performed using rank-transformed ANOVA, ordinal logistic regression, and Spearman's rho with FDR correction for multiple comparisons.

RESULTS

Results indicated no significant differences in SSQ scores among the three intervention groups, suggesting that sensorimotor mismatches do not increase VR sickness. However, the Mismatch group reported higher levels of exhaustion and frustration compared to the Error-based and Errorless groups, indicating the impact of cognitive strain and task difficulty on user experience. Interestingly, younger participants reported higher (worse) SSQ scores, while older participants experienced weaker symptoms.

CONCLUSIONS

VR environments with sensorimotor mismatches during hand-object interaction tasks may be feasible for rehabilitation, as they did not lead to significant discomfort in this setting. Moreover, despite concerns about age-related susceptibility to dizziness, older adults showed high tolerance to VR, supporting its potential for broader applications in rehabilitation settings. This study was reported in accordance with the CONSORT guidelines. It was registered in the German Clinical Trials Register (DRKS00034901).

摘要

背景

虚拟现实(VR)技术提供沉浸式和交互式体验,并且越来越多地被用于康复治疗的探索。然而,对诸如恶心和头晕等副作用(统称为VR病)的担忧阻碍了其临床转化。感觉运动不匹配虽然可能对运动学习有益,但可能会加剧这些影响。VR应用中的年龄组各不相同,年轻用户在游戏中较为常见,而老年人在康复领域更为普遍。本研究调查了基于VR的运动任务中的感觉运动不匹配是否会使体验更加不舒服,以及老年人是否更容易受到这些不匹配的影响。

方法

我们对104名健康的右利手成年人进行了一项随机对照试验,其中包括年龄最大84岁的老年参与者,以涵盖康复所需的相关人口统计学特征。参与者被分为三个干预组,并使用Oculus Rift S头戴式显示器执行VR投球任务。各组在任务难度和故意诱发的感觉运动不匹配程度上有所不同。该设计避免了通常导致VR病的视觉-前庭冲突,而是在手部与物体交互过程中引入本体感觉不匹配。使用模拟器晕动病问卷(SSQ)测量VR病,并通过自行开发的问卷评估用户体验。使用秩转换方差分析、有序逻辑回归和经FDR校正的Spearman等级相关进行多重比较的统计分析。

结果

结果表明,三个干预组之间的SSQ分数没有显著差异,这表明感觉运动不匹配不会增加VR病。然而,与基于错误和无错误组相比,不匹配组报告的疲惫和沮丧程度更高,表明认知压力和任务难度对用户体验的影响。有趣的是,年轻参与者报告的SSQ分数更高(更差),而老年参与者的症状较轻。

结论

在手部与物体交互任务中存在感觉运动不匹配的VR环境可能适用于康复,因为在这种情况下它们不会导致明显不适。此外,尽管担心年龄相关的头晕易感性,但老年人对VR表现出高耐受性,这支持了其在康复环境中更广泛应用的潜力。本研究按照CONSORT指南进行报告。它已在德国临床试验注册中心(DRKS00034901)注册。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/dd69/12226871/24090a1e10f2/12984_2025_1677_Fig7_HTML.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/dd69/12226871/050ac3fb941a/12984_2025_1677_Fig1_HTML.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/dd69/12226871/4957362e945f/12984_2025_1677_Fig2_HTML.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/dd69/12226871/cafa041decb0/12984_2025_1677_Fig3_HTML.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/dd69/12226871/8bf0ee554c44/12984_2025_1677_Fig4_HTML.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/dd69/12226871/eec1d6dfdf14/12984_2025_1677_Fig5_HTML.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/dd69/12226871/10f7dd6f8841/12984_2025_1677_Fig6_HTML.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/dd69/12226871/24090a1e10f2/12984_2025_1677_Fig7_HTML.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/dd69/12226871/050ac3fb941a/12984_2025_1677_Fig1_HTML.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/dd69/12226871/4957362e945f/12984_2025_1677_Fig2_HTML.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/dd69/12226871/cafa041decb0/12984_2025_1677_Fig3_HTML.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/dd69/12226871/8bf0ee554c44/12984_2025_1677_Fig4_HTML.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/dd69/12226871/eec1d6dfdf14/12984_2025_1677_Fig5_HTML.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/dd69/12226871/10f7dd6f8841/12984_2025_1677_Fig6_HTML.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/dd69/12226871/24090a1e10f2/12984_2025_1677_Fig7_HTML.jpg

相似文献

1
Impact of sensorimotor mismatch on virtual reality sickness and user experience: age-related differences in a randomized trial.感觉运动不匹配对虚拟现实眩晕及用户体验的影响:一项随机试验中的年龄差异
J Neuroeng Rehabil. 2025 Jul 3;22(1):143. doi: 10.1186/s12984-025-01677-x.
2
Virtual reality for stroke rehabilitation.用于中风康复的虚拟现实技术。
Cochrane Database Syst Rev. 2025 Jun 20;6:CD008349. doi: 10.1002/14651858.CD008349.pub5.
3
Virtual reality for multiple sclerosis rehabilitation.用于多发性硬化症康复的虚拟现实技术。
Cochrane Database Syst Rev. 2025 Jan 7;1(1):CD013834. doi: 10.1002/14651858.CD013834.pub2.
4
Sexual Harassment and Prevention Training性骚扰与预防培训
5
The Black Book of Psychotropic Dosing and Monitoring.《精神药物剂量与监测黑皮书》
Psychopharmacol Bull. 2024 Jul 8;54(3):8-59.
6
Virtual reality for stroke rehabilitation.用于中风康复的虚拟现实技术。
Cochrane Database Syst Rev. 2017 Nov 20;11(11):CD008349. doi: 10.1002/14651858.CD008349.pub4.
7
Falls prevention interventions for community-dwelling older adults: systematic review and meta-analysis of benefits, harms, and patient values and preferences.社区居住的老年人跌倒预防干预措施:系统评价和荟萃分析的益处、危害以及患者的价值观和偏好。
Syst Rev. 2024 Nov 26;13(1):289. doi: 10.1186/s13643-024-02681-3.
8
Reading aids for adults with low vision.针对视力低下成年人的阅读辅助工具。
Cochrane Database Syst Rev. 2018 Apr 17;4(4):CD003303. doi: 10.1002/14651858.CD003303.pub4.
9
Antihistamines for motion sickness.抗组胺药治疗晕动病。
Cochrane Database Syst Rev. 2022 Oct 17;10(10):CD012715. doi: 10.1002/14651858.CD012715.pub2.
10
Using Pupillometry in Virtual Reality as a Tool for Speech-in-Noise Research.在虚拟现实中使用瞳孔测量法作为噪声环境下语音研究的工具。
Ear Hear. 2025 Jul 2. doi: 10.1097/AUD.0000000000001692.

本文引用的文献

1
In too deep? A systematic literature review of fully-immersive virtual reality and cybersickness among older adults.深陷其中?关于老年人中完全沉浸式虚拟现实与晕动症的系统文献综述。
J Am Geriatr Soc. 2023 Dec;71(12):3906-3915. doi: 10.1111/jgs.18553. Epub 2023 Aug 10.
2
Tolerance of immersive head-mounted virtual reality among older nursing home residents.沉浸式头戴虚拟现实在老年养老院居民中的耐受性。
Front Public Health. 2023 Jul 19;11:1163484. doi: 10.3389/fpubh.2023.1163484. eCollection 2023.
3
Fully immersive virtual reality exergames with dual-task components for patients with Parkinson's disease: a feasibility study.
沉浸式虚拟现实健身体育游戏与帕金森病患者的双重任务组件:一项可行性研究。
J Neuroeng Rehabil. 2023 Jul 18;20(1):92. doi: 10.1186/s12984-023-01215-7.
4
An Immersive Virtual Kitchen Training System for People with Multiple Sclerosis: A Development and Validation Study.一种用于多发性硬化症患者的沉浸式虚拟厨房训练系统:一项开发与验证研究。
J Clin Med. 2023 Apr 30;12(9):3222. doi: 10.3390/jcm12093222.
5
Acceptability, Feasibility, and Effectiveness of Immersive Virtual Technologies to Promote Exercise in Older Adults: A Systematic Review and Meta-Analysis.沉浸式虚拟技术在促进老年人运动方面的可接受性、可行性和有效性:系统评价和荟萃分析。
Sensors (Basel). 2023 Feb 24;23(5):2506. doi: 10.3390/s23052506.
6
Correction to "Terahertz Magnon-Polaritons in TmFeO".《TmFeO 中的太赫兹磁振子极化激元》的更正
ACS Photonics. 2023 Jan 24;10(2):552-553. doi: 10.1021/acsphotonics.2c01805. eCollection 2023 Feb 15.
7
A review on ergonomics evaluations of virtual reality.虚拟现实的人体工程学评估综述。
Work. 2023;74(3):831-841. doi: 10.3233/WOR-205232.
8
Comparing virtual reality exergaming with conventional exercise in rehabilitation of people with multiple sclerosis: A systematic review.虚拟现实运动与常规运动在多发性硬化症康复中的比较:系统评价。
Neuropsychol Rehabil. 2023 Sep;33(8):1430-1455. doi: 10.1080/09602011.2022.2107021. Epub 2022 Aug 5.
9
Motion sickness: current concepts and management.运动病:当前的概念和管理。
Curr Opin Neurol. 2022 Feb 1;35(1):107-112. doi: 10.1097/WCO.0000000000001018.
10
Age-Associated Characteristics of Patients With Chronic Dizziness and Vertigo.年龄相关特征的慢性头晕和眩晕患者。
J Geriatr Psychiatry Neurol. 2022 Jul;35(4):580-585. doi: 10.1177/08919887211036185. Epub 2021 Aug 2.