Effects of virtual reality immersion on postural stability during a dynamic transition task.

IF 2 3区 医学 Q3 ENGINEERING, BIOMEDICAL
Sports Biomechanics Pub Date : 2025-04-01 Epub Date: 2023-01-04 DOI:10.1080/14763141.2022.2162434
Jake B Bendixen, Ben T Biddinger, Janet E Simon, Scott M Monfort, And Dustin R Grooms
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引用次数: 0

Abstract

Dynamic postural stability paradigms with virtual reality (VR) provide a means to simulate real-world postural challenges and induce customised but controlled perturbations. The purpose of this study was to determine the effects of a VR unanticipated perceptual sport perturbation on postural stability compared to traditional methods. Sixteen individuals between the ages of 18-23 years (19.5 ± 1.4 years) with no history of injury within 12 months were recruited. A double-leg to single-leg transition task was performed on a force plate in one of the following conditions: eyes open (EO), eyes closed (EC), a sport video with a standard non-immersive computer monitor (SV), and VR. The VR and SV conditions used a pre-recorded tackle avoidance task video where participants shifted to a leg in the opposite direction of a simulated opponent, while EC and EO were completed with auditory prompts. Relative to the EO condition, EC and VR induced greater postural instability. The largest effect sizes were between VR and EO for path length (g = 3.57), mean velocity anterior-posterior centre of pressure (CoP) (g = 3.65), and mean velocity medial-lateral CoP (g = 3.27). By including VR, the difficulty of a clinically based postural stability task was increased to the level of EC while accounting for the sporting environment.

虚拟现实沉浸对动态过渡任务中姿势稳定性的影响。
虚拟现实(VR)的动态姿势稳定性范例为模拟真实世界的姿势挑战和诱发定制但可控的扰动提供了一种方法。本研究旨在确定与传统方法相比,VR 意外感知运动扰动对姿势稳定性的影响。研究人员招募了 16 名年龄在 18-23 岁之间(19.5 ± 1.4 岁)、在 12 个月内无受伤史的人。在睁眼(EO)、闭眼(EC)、带有标准非沉浸式计算机显示器的运动视频(SV)和 VR 条件之一下,在受力板上进行双腿到单腿的转换任务。VR 和 SV 条件使用的是预先录制的躲避擒抱任务视频,参与者在视频中向模拟对手的相反方向移动一条腿,而 EC 和 EO 则是在听觉提示下完成的。相对于 EO 条件,EC 和 VR 引发了更大的姿势不稳定性。在路径长度(g = 3.57)、压力中心前后平均速度(CoP)(g = 3.65)和压力中心内外侧平均速度(CoP)(g = 3.27)方面,VR 和 EO 的效应大小最大。通过加入虚拟现实技术,以临床为基础的姿势稳定性任务的难度提高到了EC水平,同时考虑到了运动环境。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
Sports Biomechanics
Sports Biomechanics 医学-工程:生物医学
CiteScore
5.70
自引率
9.10%
发文量
135
审稿时长
>12 weeks
期刊介绍: Sports Biomechanics is the Thomson Reuters listed scientific journal of the International Society of Biomechanics in Sports (ISBS). The journal sets out to generate knowledge to improve human performance and reduce the incidence of injury, and to communicate this knowledge to scientists, coaches, clinicians, teachers, and participants. The target performance realms include not only the conventional areas of sports and exercise, but also fundamental motor skills and other highly specialized human movements such as dance (both sport and artistic). Sports Biomechanics is unique in its emphasis on a broad biomechanical spectrum of human performance including, but not limited to, technique, skill acquisition, training, strength and conditioning, exercise, coaching, teaching, equipment, modeling and simulation, measurement, and injury prevention and rehabilitation. As well as maintaining scientific rigour, there is a strong editorial emphasis on ''reader friendliness''. By emphasising the practical implications and applications of research, the journal seeks to benefit practitioners directly. Sports Biomechanics publishes papers in four sections: Original Research, Reviews, Teaching, and Methods and Theoretical Perspectives.
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