在虚拟环境中,视场旋转轴和呈现顺序对姿态反应有不同的影响

Ravi Buddharaju, Lois Lanaria, E. Keshner
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引用次数: 0

摘要

我们在虚拟环境中观察了11名健康年轻人的体位行为,观察了围绕耳际轴或距脚轴旋转的视野的影响。受试者安静地站在黑暗中,或者当虚拟场景在一个平台上向上旋转时,将脚踝倾斜成背屈。提出了三阶视轴旋转。在视野旋转时,头部的身体摆动比脚踝更大。踝关节肌肉活动在所有视觉旋转顺序中都有所增加,但对头部和踝关节轴视觉旋转的相对反应取决于呈现的顺序。我们得出的结论是,视野运动结合支撑面干扰增加了系统的兴奋性,并且视野围绕头部轴的旋转比围绕脚踝的旋转对直立姿势的干扰更大。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Axis of visual field rotation and order of presentation differentially affect postural responses in a virtual environment
We employed a virtual environment to examine the effect of a visual field rotating about the interaural or talo-crural axes on postural behaviors in 11 healthy young adults. Subjects stood quietly in the dark or while the virtual scene rotated in upward pitch on a platform that tilted the ankle into dorsiflexion. Three orders of visual axis rotation were presented. Greater body sway occurred with visual field rotations about the head than the ankle. Ankle muscle activity increased in all visual rotation orders, but the relative response to the head and ankle axis visual rotations depended upon the order of presentation. We conclude that visual field motion combined with a support surface disturbance increases system excitability, and that rotations of the visual field about the axis of the head are more disturbing to upright posture than rotations about the ankle.
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