A comparison of pointing movement kinematics between virtual and physical environments.

IF 1.6 4区 医学 Q4 NEUROSCIENCES
Shinji Yamamoto, Gavin Buckingham, Tom Arthur, David Harris
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引用次数: 0

Abstract

Humans control their body movements by exploiting gravity to minimise muscle effort while achieving task goals. Most of these findings have been observed in physical environments, although some have also been confirmed in virtual environments. However, research using virtual environments to explore gravity-related motor control mechanisms has yet to directly compare motor performance between virtual and physical environments. Therefore, the present study aimed to examine in detail the potential differences in upper-limb pointing movements between virtual and physical environments. To this end, participants performed pointing tasks in four directions (upward, downward, leftward, and rightward, from an allocentric perspective) in both upright and lying postures, under both virtual and physical conditions. Our results showed that relative duration to peak velocity-a well-established kinematic indicator of gravity utilisation-was consistently shorter for upward than for downward movements across both environments and both postures. However, no differences were observed between the two environments when posture and movement direction were held constant. Furthermore, no differences were observed between the environments in terms of whole velocity and acceleration profiles, as well as in movement duration, peak velocity, peak acceleration, peak deceleration, and the relative durations to peak acceleration and peak deceleration. The similarity in relative duration to peak velocity between virtual and physical environments suggests that the effects of gravity on pointing movements can be reliably assessed in virtual environments as in physical ones. This supports the use of virtual environments as valid tools for studying pointing movements.

虚拟和物理环境中指向运动运动学的比较。
人类通过利用重力来控制自己的身体运动,从而在完成任务时最大限度地减少肌肉的消耗。这些发现大多是在物理环境中观察到的,尽管有些在虚拟环境中也得到了证实。然而,利用虚拟环境探索与重力相关的运动控制机制的研究尚未直接比较虚拟环境和物理环境之间的运动性能。因此,本研究旨在详细研究虚拟环境和物理环境中上肢指向运动的潜在差异。为此,参与者在虚拟和现实条件下,以直立和躺姿向四个方向(从非中心角度看,向上、向下、向左和向右)执行指向任务。我们的研究结果表明,在两种环境和两种姿势中,向上运动的相对持续时间比向下运动的相对持续时间短,这是一种公认的重力利用的运动学指标。然而,当姿势和运动方向保持不变时,两种环境之间没有观察到差异。此外,在整体速度和加速度曲线,以及运动持续时间,峰值速度,峰值加速度,峰值减速以及峰值加速度和峰值减速的相对持续时间方面,环境之间没有差异。虚拟环境和物理环境中相对持续时间和峰值速度的相似性表明,重力对指向运动的影响可以在虚拟环境中可靠地评估,正如在物理环境中一样。这支持使用虚拟环境作为研究指向运动的有效工具。
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
CiteScore
3.60
自引率
5.00%
发文量
228
审稿时长
1 months
期刊介绍: Founded in 1966, Experimental Brain Research publishes original contributions on many aspects of experimental research of the central and peripheral nervous system. The focus is on molecular, physiology, behavior, neurochemistry, developmental, cellular and molecular neurobiology, and experimental pathology relevant to general problems of cerebral function. The journal publishes original papers, reviews, and mini-reviews.
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