Hodgson Daniel D, Butt Taha, Dalton Brian H, Cluff Tyler, Peters Ryan M
Faculty of Kinesiology, University of Calgary, Calgary, Alberta, Canada.
School of Health and Exercise Sciences, University of British Columbia Okanagan, Kelowna, British Columbia, Canada.
PLoS One. 2025 Aug 13;20(8):e0330129. doi: 10.1371/journal.pone.0330129. eCollection 2025.
The mechanisms influencing neuromuscular adaptations in the upper limb within dynamic environments remain understudied, especially when exposed to altered visual and emotional conditions such as those simulated in virtual reality (VR). Here we utilize VR to manipulate visual feedback, inducing motion sickness and modulating sympathetic arousal, while assessing adaptations in sensorimotor integration in the upper extremity using electrically evoked and muscle stretch reflexes.
Eighteen healthy young adults experienced four experimental conditions while sustaining submaximal activation of their flexor carpi radialis (FCR) muscle by isometrically supporting a weighted load: baseline real-world (Pre-VR), stationary VR (VR-BL), dynamic VR with motion perception via a virtual rollercoaster ride (VR-C), and post-VR following re-entry to the real environment (Post-VR). Muscle activity was monitored via electromyography (EMG), while reflex activity was assessed using electrical (H-reflexes) and mechanically induced (noisy tendon vibration; NTV) reflexes in the FCR. Additionally, electrodermal activity (EDA) and psychosocial indicators of motion sickness (subjective questionnaires) were measured throughout.
H-reflex amplitude was suppressed during VR-C, which persisted into Post-VR; whereas NTV-reflexes were unaffected across conditions. Sympathetic arousal (e.g., EDA) and motion sickness symptoms increased significantly during VR-C compared to Pre-VR, but rapidly returned to baseline Post-VR. EMG within the target muscle (FCR) as well as in the brachioradialis was maintained across conditions, though increased activation was observed in the biceps brachii beginning at the onset of VR immersion (VR-BL).
These findings suggest suppression of spinal excitability (H-reflex) when the perception of motion (VR-C) was added to a stationary VR experience. Meanwhile, muscle spindle sensitivity (NTV-reflex) remained consistent, highlighting potential fusimotor adaptations to maintain sensorimotor function under altered visual and emotional states. Persistent H-reflex suppression post-VR indicates lingering neuromuscular effects of immersive VR, underscoring the need for further exploration of VR's implications for rehabilitation and virtual training environments.
在动态环境中影响上肢神经肌肉适应性的机制仍未得到充分研究,尤其是当暴露于虚拟现实(VR)模拟的视觉和情绪条件改变时。在这里,我们利用VR来操纵视觉反馈,诱发晕动病并调节交感神经兴奋,同时使用电诱发和肌肉牵张反射评估上肢感觉运动整合的适应性。
18名健康的年轻成年人在通过等长支撑重物维持桡侧腕屈肌(FCR)肌肉次最大激活的同时,经历了四种实验条件:基线真实世界(VR前)、静止VR(VR-BL)、通过虚拟过山车骑行进行运动感知的动态VR(VR-C)以及重新进入真实环境后的VR后(VR后)。通过肌电图(EMG)监测肌肉活动,同时使用FCR中的电(H反射)和机械诱发(噪声肌腱振动;NTV)反射评估反射活动。此外,在整个过程中测量皮肤电活动(EDA)和晕动病的心理社会指标(主观问卷)。
在VR-C期间H反射幅度受到抑制,并持续到VR后;而NTV反射在各条件下均未受影响。与VR前相比,VR-C期间交感神经兴奋(如EDA)和晕动病症状显著增加,但在VR后迅速恢复到基线水平。目标肌肉(FCR)以及肱桡肌内的EMG在各条件下均保持稳定,尽管在VR沉浸开始时(VR-BL)肱二头肌的激活增加。
这些发现表明,当将运动感知(VR-C)添加到静止VR体验中时,脊髓兴奋性(H反射)受到抑制。同时,肌梭敏感性(NTV反射)保持一致,突出了潜在的梭内肌运动适应,以在视觉和情绪状态改变时维持感觉运动功能。VR后H反射持续抑制表明沉浸式VR对神经肌肉有持续影响,强调需要进一步探索VR对康复和虚拟训练环境的影响。