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1.
Virtual reality (VR) is a valuable tool for simulating dangerous situations and training under these conditions with a reduced possibility of injury. This could be beneficial within different sports scenarios. In gymnastics, the height of the balance beam can be dangerous and frightening, especially for beginners. Here, a simulated height can reduce the participant's risk of injury and facilitate entry to balance beam gymnastics. However, the investigation of sports performance in a virtual environment is rare. Therefore, the current study aims to compare beginners' performance in balance beam tasks between the real world (RW) and VR. 34 sports students executed gymnastic balancing forward, backward and the extension of one leg to the front, the side and the back on a regular balance beam in the RW and on a balance beam with simulated height in VR (using a head-mounted display). We analyzed beginners' performance in both conditions (RW and VR) regarding different criteria for each balance beam task. Statistical analyses show significant differences in performance with better results in RW (p < .05). Especially the body tension and the upper body posture were superior in RW. One explanation can be the more difficult regulation of the balance in VR. For the tasks where the motion took part in a fixed position on the beam, the further performance aspects were similar for RW and VR. When the participants moved along the beam, further performance aspects, like the leg extension, were better in RW. In total, the participants executed the VR balance beam tasks with decreased danger of injury due to the simulated height of the balance beam, but their performance was slightly limited. We conclude that for the first contact with the height of a balance beam, VR is a suitable tool to reduce the danger of injury occurring from falling off the beam and facilitate entry to balance beam gymnastics.  相似文献   

2.
Virtual Reality (VR) provides an enjoyable addition to stationary physical exercise and can improve performance while exercising. The aim of this study is to explore the effectiveness of three interactive virtual environments (i.e., social, relaxing, stressful) on enjoyment and persistence during strength-based exercises. In a within-subjects experiment, 97 healthy young adults completed four consecutive sets of two strength-based exercises. Participants completed one set as baseline and then each participant completed three more sets in three different interactive environments, experienced through a VR headset. Results showed that both the stressful virtual environment, where participants were hanging suspended over a city, and the social virtual environment where participants were audibly encouraged in a stadium, increased participants’ persistence in both exercises, when compared to the relaxing virtual environment. Specifically, the relaxing sunny beach environment caused poorer performances in a dead hang exercise among men (n = 30), and poorer performances in a core exercise among women (n = 66). Somewhat paradoxically, this relaxing virtual beach environment was considered the most enjoyable environment among both male and female participants. The potential of VR in exercise lies in its ability to provide pleasurable and performance-enhancing immersive environments that may be too expensive or dangerous in reality.  相似文献   

3.
BackgroundThe literature has shown the positive effect of virtual reality (VR) in percepto-cognitive skills. However, the literature lacks findings about at what extent VR would be better than video.PurposeThis study aimed to analyze the chronic effect of VR and video-stimulation screen training on passing decision-making, visual search behavior, and inhibitory control performance in young soccer athletes.MethodA total of 26 young soccer players underwent an 8-week training protocol after being randomly assigned to the VR (n = 13) or video-screen (VID, n = 13) group. Passing decision-making, visual search behavior, and inhibitory control performance were measured before and after both interventions.ResultsA group x time interaction was found for decision-making performance (p < 0.01) and visual search behavior (p < 0.01). Both groups improved both decision-making performance (p < 0.01) and visual search behavior (p < 0.01); however, greater improvements were verified in VR (p < 0.01). Both VR and VID improved inhibitory control (p < 0.01), but no group interaction effect was observed (p > 0.05).ConclusionOur results suggest that VR leads to greater improvements in decision-making and visual search behavior in young soccer athletes than VID.  相似文献   

4.
Immediate user self-evacuation is crucial in case of fire in road tunnels. This study investigated the effects of information with or without additional virtual reality (VR) behavioural training on self-evacuation during a simulated emergency situation in a road tunnel. Forty-three participants were randomly assigned to three groups with accumulating preventive training: The control group only filled in questionnaires, the informed group additionally read an information brochure on tunnel safety, and the VR training group received an additional behavioural training in a VR tunnel scenario. One week later, during the test session, all participants conducted a drive through a real road tunnel in which they were confronted with a collision of two vehicles and intense smoke. The informed and the behaviourally trained participants evacuated themselves more reliably from the tunnel than participants of the control group. Trained participants showed better and faster behavioural responses than informed only participants. Interestingly, the few participants in the control group who reacted adequately to the scenario were all female. A 1 year follow-up online questionnaire showed a decrease of safety knowledge, but still the trained group had somewhat more safety relevant knowledge than the two other groups. Information and especially VR behavioural training both seem promising to foster adequate self-evacuation during crisis situations in tunnels, although long term beneficial behavioural effects have to be demonstrated. Measures aiming to improve users’ behaviour should take individual difference such as gender into account.  相似文献   

5.
Despite a high prevalence and broad interest in flying dreams, these exceptional experiences remain infrequent. Our study aimed to (1) induce flying dreams using a custom-built virtual reality (VR) flying task, (2) examine their phenomenological correlates and (3) investigate their relations to participant state and trait factors. 137 participants underwent VR-flying followed by a morning nap. They also completed home dream journals for 5 days before and 10 days after the VR exposure. VR-flying successfully increased the reporting of flying dreams during the laboratory nap and on the following morning compared to both baseline frequencies and a control cohort. Flying dreams were also changed qualitatively, exhibiting higher levels of Lucid-control and emotional intensity, after VR exposure. Factors such as prior dream-flying experiences and level of VR sensory immersion modulated flying dream induction. Findings are consistent with a new vection-based explanation of dream-flying and may facilitate development of dream flight-induction technologies.  相似文献   

6.
Virtual reality (VR) has created opportunities to innovatively re-imagine the way we examine the relations between pressure, competition anxiety and performance. This study aimed to determine the efficacy of VR as a means of measuring the effects of competition anxiety when pressure manipulations are applied while participants bat in a cricket batting VR simulator. The twenty-eight male participants who took part in two experiments were divided into a high (14, mean age: 22.94, SD: 5.4) and a low skill group (14; mean age: 23.55, SD: 9.9). The aim of the first experiment was to validate the VR simulator as a tool that could capture differences in batting performance between a high and low skilled group. The results showed that high skill participants not only scored significantly higher run rates than low skill participants, but they outperformed the low skill group in all performance measures including higher incidences of correct foot placements that reflect better anticipatory responses. Having established the VR batting simulator as being a reliable tool for capturing batting dynamics, experiment 2 aimed to explore the effects of a pressure manipulation on competition anxiety and batting performance. All measures of competition anxiety were significantly greater for both groups in the high-pressure condition compared to the two low-pressure conditions (p < 0.001). The magnitude of this effect was greater in the low skill group for cognitive (0.59) and somatic (0.794) anxiety. Despite anxiety levels significantly increasing in the high-pressure condition, no significant negative changes to batting performance were found for either group, with both groups actually demonstrating performance improvements. Overall, the findings show how a cricket batting virtual reality simulator can be used as a tool to measure the effects of pressure on competition anxiety and batting performance in tasks involving dynamic skill execution.  相似文献   

7.
An external focus of attention has been shown to be effective in balance tasks. However, replication in applied settings is limited. The OPTIMAL theory proposes that a combination of autonomy and external focus increases focus to the task goal, and therefore more effective than external focus alone. However, research suggests that the combined effect is limited in discrete skills, and the increased focus effect is only reported by subjective assessment. The present study examined the effect of the combined strategy and its effect of “increased focus” compared to external focus and control groups under distraction. In experiment 1, participants (N = 60) practiced eight 35 s trials on a stabilometer followed by a 10 min-delayed retention test and an auditory distraction transfer test. The combined group chose a tape color to place on a stabilometer and was told to “keep the tapes parallel to the floor,” the external focus group was yoked with the combined group, and the control group was told to “do your best”. Performance was measured in Root Mean Square Error (RMSE). The increased focus effect was examined by both subjective (distraction score, a question about participants' perceptions) and objective (Mean Power Frequency, MPF, Sample entropy, SampEn) methods. Although participants improved significantly (p < .05), group differences were not observed during retention (p's > 0.05). An increased focus effect of the combined effect was not observed in any variables (p's > 0.05). In experiment 2, the practice duration was extended to replicate previous study designs (i.e., 90s trials; 2 days of practice; 24 h retention test; the number of participants). Consistent with experiment 1, group differences were not evident in RMSE, SampEn, and MPF (p's > 0.05). We suggest that autonomy may be required to be task-relevant, and simply telling to do best may be as useful as external focus or combined strategies in a continuous balance task. Further, the analysis showed that SampEn increased on Day 1 but decreased on Day 2, and MPF decreased within a session, but the average MPF increased by the day. Potential explanations and future directions when utilizing these metrics are discussed.  相似文献   

8.
虚拟空间的特点之一是具有不连续性, 即在无连接型建筑单元的情况下各个单体间可直接通达的特性。本研究对人在不连续的虚拟空间中的再定向能力进行了探究, 将人类空间再定向能力的研究从现实空间延伸到了虚拟空间, 并研究了人在不同虚拟现实设备中的行为表现差异。结果表明, 人在不连续的虚拟空间中能完成再定向任务, 而虚拟空间中建筑单元的几何信息对人在不连续虚拟空间中的再定向表现无显著影响, 但被试在桌面式虚拟现实中的成绩显著高于在头盔式虚拟现实中的成绩。这些结果表明了人对不连续的虚拟空间的适应性。  相似文献   

9.
ObjectivesRecent research has indicated that performers' mental representation of a motor skill changes over the course of learning. In the present study, we sought to ascertain whether the type of instructions (instructions that emphasize either an internal or external focus of attention) influences the development of skill representation during motor learning.DesignParticipants without golf experience were recruited to practice a golf putting task over the course of three training days. Participants were randomly assigned to either an internal focus (focus on the swing of the arms; n = 10) or external focus (focus on the speed of the ball roll; n = 10) learning group. Changes in putting performance and mental representation structure were assessed over the course of learning, as well as during a follow-up retention test two days after practice.MethodsMental representation structure was measured employing the structural dimensional analysis of mental representations (SDA-M), which provided psychometric data on the structure of the mental representation in long-term memory. Additionally, the change in putting accuracy and consistency was recorded over the course of learning.ResultsFindings indicated that the external focus group performed with greater accuracy and consistency during training, and revealed a larger degree of development in their mental representation of the putting task.ConclusionsOverall, our findings suggest that facilitating the link between an action and its effect by means of an external focus is crucial for motor performance as well as the development of skill representation.  相似文献   

10.
In this research, the effectiveness of neurofeedback, along with virtual reality (VR), in reducing the level of inattention and impulsiveness was investigated. Twenty-eight male participants, aged 14-18, with social problems, took part in this study. They were separated into three groups: a control group, a VR group, and a non-VR group. The VR and non-VR groups underwent eight sessions of neurofeedback training over 2 weeks, while the control group just waited during the same period. The VR group used a head-mounted display (HMD) and a head tracker, which let them look around the virtual world. Conversely, the non-VR group used only a computer monitor with a fixed viewpoint. All participants performed a continuous performance task (CPT) before and after the complete training session. The results showed that both the VR and non-VR groups achieved better scores in the CPT after the training session, while the control group showed no significant difference. Compared with the other groups, the VR group presented a tendency to get better results, suggesting that immersive VR is applicable to neurofeedback for the rehabilitation of inattention and impulsiveness.  相似文献   

11.
ObjectiveVirtual reality (VR) systems hold significant potential for training skilled behaviours and are currently receiving intense interest in the sporting domain. They offer both practical and pedagogical benefits, but there are concerns about the effect that perceptual deficiencies in VR systems (e.g. reduced haptic information, and stereoscopic display distortions) may have on learning and performance. ‘Specificity of learning’ theories suggest that VR could be ineffective (or even detrimental) if important differences (e.g. perceptual deficiencies) exist between practice and real task performance conditions. Nevertheless, ‘structural learning’ theories suggest VR could be a useful training tool, despite these deficiencies, because a trainee can still learn the underlying structure of the behaviour. We explored these theoretical predictions using golf putting as an exemplar skill.MethodIn Experiment 1 we used a repeated measures design to assess putting accuracy (radial error) and quiet eye duration of expert golfers (n = 18) on real putts before and after 40 VR ‘warm up’ putts. In Experiment 2, novice golfers (n = 40) were assigned to either VR or real-world putting training. Putting accuracy and quiet eye durations were then assessed on a real-world retention test.ResultsBoth visual guidance (quiet eye) and putting accuracy were disrupted temporarily when moving from VR to real putting (Experiment 1). However, real-world and VR practice produced comparable improvements in putting accuracy in novice golfers (Experiment 2).ConclusionOverall, the results suggest that: (i) underlying skill structures can be learned in VR and transferred to the real-world; (ii) perceptual deficiencies will place limits on the use of VR. These findings demonstrate the challenges and opportunities for VR as a training tool, and emphasise the need to empirically test the costs and benefits of specific systems before deploying VR training.  相似文献   

12.
The purpose of this study was to examine the interactive effects of dispositional mindfulness and visualized PETTLEP imagery training on basketball mid-range shooting performance and retention. Seventy-three participants (M age = 20.32 ± 1.09) with high/low dispositional mindfulness (high n = 35; low n = 38) selected out of 302 college students were randomly assigned into the following six groups: (a) high mindfulness internal imagery (H-II, n = 13); (b) high mindfulness external imagery (H-EI, n = 11); (c) high mindfulness control (H–CO, n = 11); (d) low mindfulness internal imagery (L-II, n = 13); (e) low mindfulness external imagery (L-EI, n = 12); and (f) low mindfulness control (L-CO, n = 13). Participants engaged in a pretest to measure their basketball shooting performance, then participated in a 6-week (3 times/per-week) intervention, plus a posttest and retention test. A three-way 2 (high/low mindfulness) X 3 (treatments: internal-, external imagery, and control) X 3 (measurement time: pretest, posttest, and retention) mixed ANOVA statistical analysis found dispositional mindfulness interacted with treatments and measurement time. The main effects showed high dispositional mindfulness performed better than low dispositional mindfulness, and internal imagery training performed better than external imagery training on mid-range basketball performance at retention. The 3–way interaction indicated that when using either internal or external imagery, high dispositional mindfulness performed better than low mindfulness on retention but not posttest. For 2-way interaction, high dispositional mindfulness performed better than low dispositional mindfulness on retention but not posttest. Our results extended current knowledge on sport imagery and dispositional mindfulness and gained several theoretical implications for researchers. The limitations, future research directions, and practical implications were also discussed.  相似文献   

13.
We investigated whether children's motor imagery dominance modulated the relationship between attentional focus and motor learning of a tossing task. One hundred and thirty-eight boys (age: M = 10.13, SD = 0.65) completed the Movement Imagery Questionnaire – Children (MIQ-C) to determine imagery modality dominance (kinesthetic, internal-visual, external-visual) and were randomly assigned to either an internal (n = 71) or external (n = 67) attentional focus group. Participants completed 60 trials of a tossing task with their non-dominant hand on day 1. Participants in the internal focus group were asked “to focus on the throwing arm”, whereas participants in the external focus group were instructed “to focus on the ball.” A retention test was conducted 24 h later to assess motor learning. Overall, the results from a nested, multiple linear regression analysis indicated the degree to which internal or external focus influences children's throwing accuracy is dependent upon their motor imagery modality dominance. Specifically, higher levels of external-visual imagery dominance resulted in greater motor learning for children adopting an external focus. In contrast, higher values of kinesthetic imagery dominance resulted in reduced motor learning for children who adopted an external focus. Despite the need for future research, we recommend motor imagery modality dominance assessments be considered when investigating the influence of attentional focus on motor learning, particularly when the target population is children.  相似文献   

14.
Research on novices suggests that an external focus improves performance over an internal focus. For experienced performers the results on attentional focus have been mixed. Recently Becker, Georges, and Aiken (2019) suggested that a holistic focus may be a useful substitute when an external focus is not appropriate. The purpose of this study was to investigate attentional focus within track and field athletes performing an underhand shot throw. 18 female athletes performed an underhand shot throw (4 kg) under three focus conditions: internal, external, and holistic. Participants also rated their adherence to each attentional focus manipulation. Repeated-measures ANOVAs with Sidak post-hoc were used to analyze both underhand shot throw distance and focus adherence. A significant main effect for condition was observed for distance (F = 6.14, p = .005). A holistic threw farther than an internal focus (p < .001) with no difference between internal and external (p = .380), or holistic and external foci (p = .312). For adherence, a significant main effect for condition was observed (F = 4.56, p = .018) with holistic focus adhering to the cue significantly more than internal focus (p < .019). The results of this study are in line with research that found a benefit for a holistic focus with novice performers (Becker et al., 2019). Mullen and Hardy (2010) also found a benefit for the golf putt, basketball shot, and long jump with skilled performers adopting a focus on the global or holistic aspect of the skill.  相似文献   

15.
Considerable evidence supports the motor learning advantage associated with an external focus of attention; however, very few studies have investigated attentional focus effects with children despite individual functional constraints that have the potential to impact use of instructional content. Thus, the purpose of this study was to determine the effect of attentional focus instruction on motor learning in children. Participants (n = 42) aged 9–11 years were randomly assigned to one of three gender-stratified groups: (1) control, (2) internal focus, or (3) external focus. Following initial instructions and task demonstration, participants performed 100 modified free throws over two days while receiving additional cues respective to their attentional focus condition and returned approximately 48 h later to perform 20 additional free throws. Results revealed no significant learning differences between groups. However, responses to retrospective verbal reports suggest that the use of external focus content during practice may have contributed to some participants’ superior performance in retention. Future research should continue to examine attentional focus effects across a variety of ages and incorporate retrospective verbal reports in order to examine children’s thoughts during attentional focus instruction.  相似文献   

16.
This study investigated if training in a virtual reality (VR) environment that provides visual and audio biofeedback on foot placement can induce changes to spatial and temporal parameters of gait during overground walking. Eighteen healthy young adults walked for 23 min back and forth on an instrumented walkway in three different conditions: (i) real environment (RE), (ii) virtual environment (VE) with no biofeedback, and (iii) VE with biofeedback. Visual and audio biofeedback while stepping on virtual footprint targets appearing along a straight path encouraged participants to walk with an asymmetrical step length (SL). A repeated-measures, one-way ANOVA, followed by a pairwise comparison post-hoc analysis with Bonferroni's correction, was performed to compare the step length difference (SLD), stance phase percentage difference (SPPD), and double-support percentage difference (DSPD) between early and late phases of all walking conditions. The results demonstrate the efficacy of the VE biofeedback system for training asymmetrical gait patterns. Participants temporarily adapted an asymmetrical gait pattern immediately post-training in the VE. Induced asymmetries persisted significantly while later walking in the RE. Asymmetry was significant in the spatial parameters of gait (SLD) but not in the temporal parameters (SPPD and DSPD). This paper demonstrates a method to induce unilateral changes in spatial parameters of gait using a novel VR tool. This study provides a proof-of-concept validation that VR biofeedback training can be conducted directly overground and could potentially provide a new method for treatment of hemiplegic gait or asymmetrical walking.  相似文献   

17.
Focus of attention during dual-tasks and practice schedules are important components of motor skill performance and learning; often studied in isolation. The current study required participants to complete a simple key-pressing task under a blocked or random practice schedule. To manipulate attention, participants reported their finger position (i.e., skill-focused attention) or the pitch of an auditory tone (i.e., extraneous attention) while performing two variations of a dual-task key-pressing task. Analyses were conducted at baseline, 10 min and 24 h after acquisition. The results revealed that participants in a blocked schedule, extraneous focus condition had significantly faster movement times during retention compared to a blocked schedule, skill focus condition. Furthermore, greatest improvements from baseline to immediate and delayed retention were evident for an extraneous attention compared to the skill-focused attention, regardless of practice schedule. A discussion of the unique benefits an extraneous focus of attention may have on the learning process during dual-task conditions is presented.  相似文献   

18.
Repeated exposure of flight phobics to flights in virtual reality   总被引:6,自引:0,他引:6  
The present study examined the effects of repeated exposure of flight phobics to flights in virtual reality (VR). Flight phobics were randomly assigned either to complete one VR test flight followed by four VR exposure flights (VR group; N=15) in one lengthy session or to complete one VR test flight followed by a lengthy relaxation training session (relaxation group; N=15). All participants completed a second VR test flight at the end of the session. Fear reports and physiological fear reactions (heart rate, skin conductance level) during VR exposures were registered, and fear of flying was assessed psychometrically from 3 weeks before to 3 months after exposure. Exposure to VR flights elicited subjective and physiological fear responses in flight phobics, and these responses attenuated within and across VR flights. Fear reduction associated with repeated VR exposure was greater than fear reduction caused by relaxation training. Fear of flying improved in both treatment groups, but several outcome measures indicated greater effects in the VR treated group than in the relaxation group. These findings indicate that exposure in virtual reality may offer a new and promising approach for the treatment of fear of flying.  相似文献   

19.
Research has shown the effectiveness of attentional instructions and observation on the performance and learning in children. However, there is little research on the effects of instruction that manipulates attentional focus during observation. The purpose of the study was to investigate performance following instructions that directed an individual to focus internally or externally during the viewing of a model. Eye tracking was also used to investigate the visual search strategy under different instructional groups. 24 children between the ages of 7 and 10 years were randomly divided into an internal (IFM) or external (EFM) modeling group. Children performed a 10-trial pre-test to measure throwing accuracy and quiet eye duration (QED). Following pre-test, children observed a model performing the correct overarm throw 10 times while eye movement was recorded. They then performed a 10-trial post-test. Results revealed that both groups improved accuracy from pre-test to post-test (p < .001) and increased QED from pre- to post-test (p < .001). It was also observed that EFM had greater accuracy and (p = .01) and longer QED (p < .001) than IFM during post-testing. Evidence was also observed for adherence to the attentional focus strategy as EFM and IFM looked more frequently at the specific cue provided (p < .001). Directing visual attention to the movement effects while observing a model significantly benefits motor performance and learning in children. Changing the focus of instruction to an external focus improved both throwing accuracy and increased QED.  相似文献   

20.
ObjectivesThe aim of the study was to test the performance, motivational, and affective impact of aerobic exercise within an immersive virtual reality environment experienced alone or with another individual.DesignSixty female participants aged 18–30 years were assigned to one of three conditions: no virtual reality (NVR), individual virtual reality (IVR), or companion virtual reality (CVR).MethodParticipants completed 9 min of self-paced rowing on an ergometer without any visual input or performance feedback (NVR), individually within a virtual reality environment (IVR), or within a virtual reality environment that included a companion depicted as an avatar (CVR).ResultsThe two virtual reality groups rowed a further distance and at a higher power output than the NVR group. Furthermore, the CVR group outperformed the IVR group in distance and had a higher heart rate. Participants in the virtual reality groups did not perceive themselves to be exerting more physical effort and rated the task as more enjoyable than participants in the NVR group.ConclusionsVirtual reality improves performance and the affective response to aerobic exercise, and performance effects are further enhanced by the presence of others in the virtual environment.  相似文献   

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