Gaze Allocation and Performance Across Task-Demand Conditions During Squat-Based Exergaming: Pilot Study Using Eye Tracking.

IF 3.1 Q2 Medicine
Keiichi Takei
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引用次数: 0

Abstract

Background: Exergames integrate motor, cognitive, and postural-control demands; however, how specific task-demand manipulations influence gaze allocation during exergame performance remains insufficiently characterized.

Objective: This exploratory pilot study used a within-participant design to examine whether gaze allocation and task performance differed across baseline, concurrent cognitive-task, and unilateral-squat conditions during squat-based exergaming in healthy young adults.

Methods: Eight healthy adults (mean age 20, SD 1 years; 7 men and 1 woman) used a squat-based exergame (Ring Fit Adventure; Nintendo) under 3 randomized conditions: baseline, concurrent cognitive task, and unilateral squats. In the concurrent cognitive task condition, participants performed serial subtraction during squatting. In the unilateral-squat condition, participants performed single-leg squats, which were intended to increase support-leg muscular demand as well as postural and motor-control requirements. Execution time, squat score, arithmetic performance, and eye-tracking metrics were recorded. Primary gaze outcomes were the proportion of fixation time and fixation counts allocated to predefined areas of interest (AOIs; command, avatar, and score) and to regions outside these areas across the entire trial. Differences from the baseline condition were examined using Dunnett tests or paired Wilcoxon signed-rank tests with Holm adjustment, and effect sizes were reported.

Results: Exergame execution time increased from 31.0 (SD 3.3) seconds in the baseline condition to 38.2 (SD 6.1) seconds in the concurrent cognitive task condition and to 34.3 (SD 6.0) seconds in the unilateral-squat condition. In contrast, the squat score decreased from 98.8 (SD 2.8) in the baseline condition to 69.6 (SD 18.3) in the unilateral-squat condition. For fixation counts, allocation to the command AOI decreased from 44.8% (SD 11.4%) in the baseline condition to 32.1% (SD 8.9%) in the concurrent cognitive task condition and 36.2% (SD 8.5%) in the unilateral-squat condition. Outside AOI fixation counts increased in the concurrent cognitive task condition (55.7%, SD 8.6%) relative to the baseline condition (36%, SD 16.9%).

Conclusions: In this exploratory within-participant pilot study, adding a concurrent cognitive task and performing unilateral squats resulted in different patterns of performance change and fixation count redistribution during squat-based exergaming. These preliminary findings suggest that AOI-based gaze allocation metrics may help characterize task demand-related attentional shifts in this setting. Larger confirmatory studies with more diverse samples and individual-level validation are needed before these metrics can be considered for adaptive or clinical applications.

目光分配和任务需求条件下的表现:使用眼动追踪的初步研究。
背景:运动游戏整合了运动、认知和姿势控制需求;然而,具体的任务需求操作如何影响游戏表现中的凝视分配仍然没有充分的特征。目的:本探索性试点研究采用参与者内设计来检查健康年轻人在蹲式运动中,目光分配和任务表现在基线、并发认知任务和单侧蹲条件下是否存在差异。方法:8名健康成人(平均年龄20岁,平均年龄1岁;7男1女)在基线、并发认知任务和单侧深蹲3种随机条件下使用了一种基于深蹲的运动游戏(Ring Fit Adventure;任天堂)。在并发认知任务条件下,参与者在深蹲时进行连续减法。在单侧深蹲条件下,参与者进行单腿深蹲,这是为了增加支撑腿肌肉的需求,以及姿势和运动控制的要求。记录执行时间、蹲下得分、算术表现和眼动追踪指标。主要注视结果是在整个试验中分配给预定感兴趣区域(aoi;命令、头像和分数)和这些区域以外区域的注视时间和注视次数的比例。使用Dunnett检验或配对Wilcoxon sign -rank检验(带有Holm调整)检验与基线条件的差异,并报告效应量。结果:游戏执行时间由基线条件下的31.0 (SD 3.3)秒增加到并发认知任务条件下的38.2 (SD 6.1)秒,单侧深蹲条件下的34.3 (SD 6.0)秒。相比之下,深蹲得分从基线条件下的98.8 (SD 2.8)下降到单侧深蹲条件下的69.6 (SD 18.3)。对于注视计数,分配给命令性AOI的次数从基线条件下的44.8% (SD 11.4%)下降到并发认知任务条件下的32.1% (SD 8.9%)和单侧深蹲条件下的36.2% (SD 8.5%)。相对于基线条件(36%,SD 16.9%),并发认知任务条件下AOI外注视计数增加(55.7%,SD 8.6%)。结论:在这项探索性的参与者内部试点研究中,增加并发认知任务和进行单侧深蹲会导致深蹲训练中不同的表现变化模式和固定计数重新分配。这些初步研究结果表明,在这种情况下,基于aoi的凝视分配指标可能有助于表征任务需求相关的注意力转移。在考虑将这些指标用于适应性或临床应用之前,需要更大规模的验证性研究,包括更多样化的样本和个人水平的验证。
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
4.20
自引率
0.00%
发文量
31
审稿时长
12 weeks
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