Sensory conflicts through short, discrete visual input manipulations: Identification of balance responses to varied input characteristics

IF 1.6 3区 心理学 Q4 NEUROSCIENCES
Jakob Ketterer , Dominic Gehring , Albert Gollhofer , Steffen Ringhof
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引用次数: 0

Abstract

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.

通过短时间、不连续的视觉输入操作来解决感觉冲突:识别对不同输入特征的平衡反应
人类的平衡控制依赖于各种感觉模式,而感觉输入的冲突可能会导致姿势不稳定。虚拟现实(VR)技术通过将视觉与躯体感觉和前庭系统解耦,可以在相互冲突的感觉信息下训练平衡,从而对平衡控制的感觉重新加权提出了额外的要求。然而,目前还没有设计视觉输入操作的标准,以诱发持续的感觉冲突来扰乱平衡。这就限制了产生持续的感觉再权重过程和设计明确的训练方法的可能性。本研究旨在探讨不同的视觉输入操作的起始特征、振幅和速度对平衡控制的影响,以及它们产生持续平衡反应的能力。研究招募了 24 名年轻人。VR 使用最先进的头戴式显示器提供,在两次实验中,通过旋转视觉场景在额面的轨迹、振幅和速度的缩放星座来挑战平衡。记录显示,当视觉输入操作突然开始时,平均压力中心速度比平滑开始时更快。此外,当刺激速度低而刺激振幅大时,平衡反应最大且最持久。这些研究结果表明,姿势系统对突然开始和平稳开始的视觉操作的状态明显不同,没有迹象表明对刺激速度慢的突然操作有短期适应。这加深了我们对相互冲突的视觉信息如何影响平衡反应的理解,有助于优化训练和康复干预的概念。
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来源期刊
Human Movement Science
Human Movement Science 医学-神经科学
CiteScore
3.80
自引率
4.80%
发文量
89
审稿时长
42 days
期刊介绍: Human Movement Science provides a medium for publishing disciplinary and multidisciplinary studies on human movement. It brings together psychological, biomechanical and neurophysiological research on the control, organization and learning of human movement, including the perceptual support of movement. The overarching goal of the journal is to publish articles that help advance theoretical understanding of the control and organization of human movement, as well as changes therein as a function of development, learning and rehabilitation. The nature of the research reported may vary from fundamental theoretical or empirical studies to more applied studies in the fields of, for example, sport, dance and rehabilitation with the proviso that all studies have a distinct theoretical bearing. Also, reviews and meta-studies advancing the understanding of human movement are welcome. These aims and scope imply that purely descriptive studies are not acceptable, while methodological articles are only acceptable if the methodology in question opens up new vistas in understanding the control and organization of human movement. The same holds for articles on exercise physiology, which in general are not supported, unless they speak to the control and organization of human movement. In general, it is required that the theoretical message of articles published in Human Movement Science is, to a certain extent, innovative and not dismissible as just "more of the same."
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