将田野带入实验室:用于评估认知和体能表现的新型虚拟现实户外行进模拟器

IF 4.4 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS
Shani Kimel Naor, Itay Ketko, Ran Yanovich, Amihai Gottlieb, Yotam Bahat, Oran Ben-Gal, Yuval Heled, Meir Plotnik
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引用次数: 0

摘要

士兵、运动员和救援人员在进行高强度、长时间和高体能要求的活动时,往往必须保持认知专注。认知功能和身体功能的同时激活会相互干扰他们的表现。在当前的研究中,我们开发并演示了基于虚拟现实(VR)的实验方案的可行性,该方案能够严格探索长时间体力和认知努力的影响。我们使用一系列成熟的神经认知测试来比较新颖的认知任务和模拟负重行军。我们在虚拟现实环境中模拟了一次 10 公里的负重行军,其中包括或不包括综合认知任务(VR-COG)。在三次实验过程中,我们对参与者进行了活动前和活动后评估,包括色彩轨迹测试(CTT)、用于评估多任务处理能力的合成工作环境(SYNWIN)测试和体能测试(即力竭时间)。结果显示,VR-COG 分数与认知测试分数之间存在强或中等程度的相关性(r ≥ 0.58,p ≤ 0.05)。SYNWIN和CTT均无条件效应,但有显著的时间效应,表明活动后评估的成绩优于活动前评估的成绩。由于虚拟环境非常适合在真实但可控的环境中研究高性能的职业活动,因此这种新颖的方案有助于我们了解身体与认知之间的相互作用。
本文章由计算机程序翻译,如有差异,请以英文原文为准。

Bringing the field into the lab: a novel virtual reality outdoor march simulator for evaluating cognitive and physical performance

Bringing the field into the lab: a novel virtual reality outdoor march simulator for evaluating cognitive and physical performance

Soldiers, athletes, and rescue personnel must often maintain cognitive focus while performing intense, prolonged, and physically demanding activities. The simultaneous activation of cognitive and physical functions can disrupt their performance reciprocally. In the current study, we developed and demonstrated the feasibility of a virtual reality (VR)-based experimental protocol that enables rigorous exploration of the effects of prolonged physical and cognitive efforts. A battery of established neurocognitive tests was used to compare novel cognitive tasks to simulated loaded marches. We simulated a 10-km loaded march in our virtual reality environment, with or without integrated cognitive tasks (VR-COG). During three experimental visits, participants were evaluated pre- and post-activity, including the Color Trail Test (CTT), the Synthetic Work Environment (SYNWIN) battery for assessing multitasking, and physical tests (i.e., time to exhaustion). Results show that Strong or moderate correlations (r ≥ 0.58, p ≤ 0.05) were found between VR-COG scores and scores on the cognitive tests. Both the SYNWIN and CTT showed no condition effects but significant time effects, indicating better performance in the post-activity assessment than in the pre-activity assessment. This novel protocol can contribute to our understanding of physical-cognitive interactions, since virtual environments are ideal for studying high performance professional activity in realistic but controlled settings.

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来源期刊
Virtual Reality
Virtual Reality COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS-COMPUTER SCIENCE, SOFTWARE ENGINEERING
CiteScore
8.30
自引率
14.30%
发文量
95
审稿时长
>12 weeks
期刊介绍: The journal, established in 1995, publishes original research in Virtual Reality, Augmented and Mixed Reality that shapes and informs the community. The multidisciplinary nature of the field means that submissions are welcomed on a wide range of topics including, but not limited to: Original research studies of Virtual Reality, Augmented Reality, Mixed Reality and real-time visualization applications Development and evaluation of systems, tools, techniques and software that advance the field, including: Display technologies, including Head Mounted Displays, simulators and immersive displays Haptic technologies, including novel devices, interaction and rendering Interaction management, including gesture control, eye gaze, biosensors and wearables Tracking technologies VR/AR/MR in medicine, including training, surgical simulation, rehabilitation, and tissue/organ modelling. Impactful and original applications and studies of VR/AR/MR’s utility in areas such as manufacturing, business, telecommunications, arts, education, design, entertainment and defence Research demonstrating new techniques and approaches to designing, building and evaluating virtual and augmented reality systems Original research studies assessing the social, ethical, data or legal aspects of VR/AR/MR.
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