健康年轻人在真实环境与匹配虚拟环境中的平衡表现:系统性范围审查

IF 4.6 Q2 MATERIALS SCIENCE, BIOMATERIALS
Simon Schedler, Klaus Gramann, Mathew W. Hill, Thomas Muehlbauer
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引用次数: 0

摘要

背景由于技术进步和面向消费者的头戴式显示器(HMD)的发展,虚拟现实(VR)越来越多地用于平衡性能和平衡训练的研究。然而,我们可以假设,平衡能力会受到 HMD 物理特性(如重量)和虚拟视觉环境的影响。此外,有研究表明,平衡能力与年龄有关,儿童和青少年的平衡能力比年轻人差,这也可能影响他们在虚拟环境中的平衡能力。本系统性范围界定综述旨在概述当前有关健康年轻人(6-30 岁)在真实环境和匹配虚拟环境中的平衡能力的证据。资格标准为(i) 调查健康的年轻人(6-30 岁);(ii) 在真实环境和匹配的虚拟环境中进行平衡评估;(iii) 使用完全沉浸式 HMD;(iv) 至少报告一项平衡参数。共有 10 项研究符合预定的纳入标准,因此被纳入本综述。结果五项研究评估了静态平衡,四项研究量化了动态平衡,一项研究同时测量了静态和动态平衡表现。在健康的年轻成年人中,在完成简单的站立任务(如双腿站立)时,有 VR 和没有 VR 的静态平衡表现相似,但在完成更具挑战性的任务(如单腿站立)时,有 VR 的静态平衡表现较差。关于动态平衡,五项研究中有四项报告称在 VR 环境中表现较差,而一项研究则未发现不同视觉环境之间存在差异。最重要的是,调查健康儿童(6-12 岁)和/或青少年(13-18 岁)的研究均不符合预定的纳入标准。其根本原因尚不清楚,但诸如在 VR 中的存在感、感觉组织的转变和/或知觉失真等因素可能会起到一定的作用。尤其重要的是,关于 VR 对健康儿童和青少年平衡能力影响的文献还是空白。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Balance performance of healthy young individuals in real versus matched virtual environments: a systematic scoping review
BackgroundDue to technological advancements and the development of consumer-oriented head mounted displays (HMDs), virtual reality (VR) is used in studies on balance performance and balance trainability more and more frequently. Yet, it may be assumed that balance performance is affected by the physical characteristics of the HMD (e.g., weight) as well as by the virtual visual environment. Moreover, it has been shown that balance is age-dependent with children and adolescents showing worse performances compared to young adults, which may also affect their balance performance in virtual environments.ObjectivesThe present systematic scoping review aims to provide an overview on the current evidence regarding balance performance of healthy, young individuals (6–30 years) in real and matched virtual environments.MethodsA systematic literature search in the electronic databases PubMed, Web of Science, and SPORTDiscus (from their inception date to February 2024) resulted in 9,554 studies potentially eligible for inclusion. Eligibility criteria were: (i) investigation of healthy, young individuals (6–30 years), (ii) balance assessment in the real and a matched virtual environment, (iii) use of a fully immersive HMD, (iv) reporting of at least one balance parameter. A total of 10 studies met the predefined inclusion criteria and were thus included in this review. All studies were conducted with healthy, young adults (19–30 years).ResultsFive studies assessed static balance, four studies quantified dynamic balance, and one study measured static as well as dynamic balance performance. In healthy young adults, static balance performance was similar with and without VR during simple standing tasks (e.g., two-legged stance), but worse in VR during more challenging tasks (e.g., one-legged stance). Concerning dynamic balance, four out of five studies reported worse performance in VR, while one study did not find differences between visual environments. Most importantly, none of the studies investigating healthy children (6–12 years) and/or adolescents (13–18 years) met the predefined inclusion criteria.ConclusionIn healthy young adults, balance performance seems to be affected by VR only during challenging static (e.g., one-legged stance) as well as during dynamic balance tasks. The underlying causes remain unclear, but factors such as perceived presence in VR, a shift in sensory organization and/or perceptual distortion may play a role. Of particular importance is the finding that there is a void in the literature on the influence of VR on balance performance of healthy children and adolescents.
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来源期刊
ACS Applied Bio Materials
ACS Applied Bio Materials Chemistry-Chemistry (all)
CiteScore
9.40
自引率
2.10%
发文量
464
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