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1.
BACKGROUND/HYPOTHESIS: The degree of attention directed to a stimulus and the presence of anisometric representations can alter the perception of the magnitude of a stimulus. We wanted to learn if normal right-handed subjects' estimates of distance traveled are influenced by the right-left direction or hemispace of movements. METHODS: We had blindfolded participants estimate the distance their arm was moved in a rightward or leftward direction, in right and left hemispace. Since we wanted subjects to estimate the distance traveled rather than compute the distance between the start and finish points, the subjects' arms were passively moved in sinusoidal trajectories at a constant speed. RESULTS: Subjects estimated leftward movements as longer than rightward movements, but there was no effect of hemispace. COMMENTS/CONCLUSIONS: People often attend more to novel than routine conditions and therefore participants might have overestimated the distance associated with leftward versus rightward movement because right-handed people more frequently move their right hand in a rightward direction and learn to read and write using rightward movements. Thus, leftward movements might be more novel and more attended than rightward movements and this enhanced directional attention might have influenced estimates of magnitude (distance).  相似文献   

2.
Dizziness is a common and often untreated symptom in the general population. The aim of this study was to investigate the effects of a combined cognitive-behavioral/vestibular rehabilitation (VR) program, using a randomized control design. A total of 29 participants were randomized to treatment consisting of psychoeducation, vestibular exercises, relaxation and cognitive interventions, or to serve as waiting list controls. Measures of dizziness-related handicap, dizziness-provoking movements, and daily diary registrations of dizziness symptoms at pre- and post-treatment showed statistically significant improvements in many domains, which translated to moderate effect sizes. These findings provide preliminary support for the combination of Cognitive-behavioral therapy (CBT) and VR methods in the treatment of dizziness.  相似文献   

3.
In social interactions, interpersonal distance between interaction partners plays an important role in determining the status of the relationship. Interpersonal distance is an important nonverbal behavior, and is used to regulate personal space in a complex interplay with other nonverbal behaviors such as eye gaze. In social anxiety, studies regarding the impact of interpersonal distance on within-situation avoidance behavior are so far rare. Thus the present study aimed to scrutinize the relationship between gaze direction, sex, interpersonal distance, and social anxiety in social interactions. Social interactions were modeled in a virtual-reality (VR) environment, where 20 low and 19 high socially anxious women were confronted with approaching male and female characters, who stopped in front of the participant, either some distance away or close to them, and displayed either a direct or an averted gaze. Gaze and head movements, as well as heart rate, were measured as indices of avoidance behavior and fear reactions. High socially anxious participants showed a complex pattern of avoidance behavior: when the avatar was standing farther away, high socially anxious women avoided gaze contact with male avatars showing a direct gaze. Furthermore, they showed avoidance behavior (backward head movements) in response to male avatars showing a direct gaze, regardless of the interpersonal distance. Overall, the current study proved that VR social interactions might be a very useful tool for investigating avoidance behavior of socially anxious individuals in highly controlled situations. This might also be the first step in using VR social interactions in clinical protocols for the therapy of social anxiety disorder.  相似文献   

4.
We measured the effects of postrotary head tilts on the perceived duration and the apparent axis of illusory self-rotation experienced following counterclockwise body rotation in high (1.8 G), normal (1 G), and low (0 G) gravitoinertial force environments. In the absence of head movements, the duration of illusory afterrotation was shorter in 0 G and 1.8 G than in 1 G, and it was further shortened by 40 degrees pitch-back head movements in 1 G and 1.8 G. Clockwise illusory afterrotation about the torso's vertical z-axis was always experienced in trials without postrotary head tilts. In trials with head movements, half the subjects experienced no change in this pattern; however, half experienced transient rightward roll of the torso's z-axis, which remained the rotation axis. The duration and extent of apparent roll were greater in 0 G and smaller in 1.8 G than in 1 G. We provide a functional explanation for the tendency for perceived self-rotation to be determined relative to the torso and to the gravitoinertial vertical rather than solely in relation to head position and head-fixed angular velocity sensors.  相似文献   

5.
Virtual reality (VR) technology is being used with increasing frequency as a training medium for motor rehabilitation. However, before addressing training effectiveness in virtual environments (VEs), it is necessary to identify if movements made in such environments are kinematically similar to those made in physical environments (PEs) and the effect of provision of haptic feedback on these movement patterns. These questions are important since reach-to-grasp movements may be inaccurate when visual or haptic feedback is altered or absent. Our goal was to compare kinematics of reaching and grasping movements to three objects performed in an immersive three-dimensional (3D) VE with haptic feedback (cyberglove/grasp system) viewed through a head-mounted display to those made in an equivalent physical environment (PE). We also compared movements in PE made with and without wearing the cyberglove/grasp haptic feedback system. Ten healthy subjects (8 women, 62.1 ± 8.8 years) reached and grasped objects requiring 3 different grasp types (can, diameter 65.6 mm, cylindrical grasp; screwdriver, diameter 31.6 mm, power grasp; pen, diameter 7.5 mm, precision grasp) in PE and visually similar virtual objects in VE. Temporal and spatial arm and trunk kinematics were analyzed. Movements were slower and grip apertures were wider when wearing the glove in both the PE and the VE compared to movements made in the PE without the glove. When wearing the glove, subjects used similar reaching trajectories in both environments, preserved the coordination between reaching and grasping and scaled grip aperture to object size for the larger object (cylindrical grasp). However, in VE compared to PE, movements were slower and had longer deceleration times, elbow extension was greater when reaching to the smallest object and apertures were wider for the power and precision grip tasks. Overall, the differences in spatial and temporal kinematics of movements between environments were greater than those due only to wearing the cyberglove/grasp system. Differences in movement kinematics due to the viewing environment were likely due to a lack of prior experience with the virtual environment, an uncertainty of object location and the restricted field-of-view when wearing the head-mounted display. The results can be used to inform the design and disposition of objects within 3D VEs for the study of the control of prehension and for upper limb rehabilitation.  相似文献   

6.
The ability to express emotions is a protective factor for infant development. Despite the multimodal nature of emotion expression, research has mainly focused on facial expressions of emotions. The present study examined motor activity and spatial proximity in relation to positive and negative infant facial expressions and maternal postpartum depression during face-to-face interactions at four months. Video cameras and a motion capture system recorded mother-infant interactions. Repeated measures ANOVAs were conducted to analyze the effect of micro-coded infant positive and negative facial affect and maternal depression diagnosis on automatically extracted measures of motor activity and spatial proximity, including speed of mothers’ arm movements (nondepressed = 32; PPD = 16), and infants’ arm movements (nondepressed = 29; PPD = 17), and head distance (nondepressed = 45; PPD = 27). Results showed that the speed of infants’ arm movements and head distance were greater during negative compared to positive infant affect. Further, the results demonstrated that the speed of PPD mothers’ arm movements was slower than the speed of nondepressed mothers’ arm movements. In the discussion, it is suggested that increased speed of infant arm movements during negative affect functions to elicit faster caregiving responses, and that increased head distance during negative infant affect functions to decrease the intensity of the interaction. Finally, the slower speed of arm movements in PPD mothers suggests psychomotor retardation, which is proposed to limit these mothers’ abilities to engage their infants during the interaction.  相似文献   

7.
When subjects make rapid bimanual aiming movements over different distances, spatial assimilations are shown; the shorter distance limb overshoots when paired with a longer distance limb. Recent research has also shown spatial assimilations to be greater in the nonpreferred left limb of right-handed subjects, but it is not known whether the increased spatial assimilations represent a handedness effect or one of hemispheric lateralization of motor control. To determine the nature of the asymmetric effect, left- (n = 32) and right- (n = 60) handed subjects part practiced, then whole practiced, short (20 degrees ) and long 60 degrees ) reversal movements. During whole practice, both groups showed spatial assimilations in the shorter distance limb, particularly when the left limb performed the short movement. This asymmetry was greatest for right-handed subjects, but left-handed subjects showed smaller, but systematic effects, providing moderate support for the hypothesis that the asymmetric effect is due to hemispheric lateralization of motor control. All interlimb differences in spatial accuracy for the short and long movements were eliminated with practice, however, suggesting the asymmetric effect was temporary as well. In addition, subjects who part practiced the long movement just prior to whole practice showed greater overshooting in the short distance limb compared with subjects who followed the other practice order throughout whole practice and the no-KR retention trials. Such findings suggest that the part-practice order of bimanual tasks can directionally bias whole-task performance.  相似文献   

8.
人们往往会低估虚拟环境中空间的距离(空间压缩)。早期研究发现视听刺激的不一致会改善空间压缩,但听觉刺激在其中的作用及其影响效果需进一步研究。本研究首先探究了听觉刺激的有无对空间压缩的影响,接着操控视听刺激之间的物物距离进一步探究其对空间压缩的影响和改善。研究发现听觉刺激以两种方式影响空间压缩:听觉刺激的存在可以改善空间压缩;空间压缩与视听刺激的物物距离负相关。研究建议为了改善空间压缩,视听刺激应当同时呈现且物物距离至少为1 m。  相似文献   

9.
This paper presents a novel three-dimensional (3-D) eye movement analysis algorithm for binocular eye tracking within virtualreality (VR). The user’s gaze direction, head position, and orientation are tracked in order to allow recording of the user’s fixations within the environment. Although the linear signal analysis approach is itself not new, its application to eye movement analysis in three dimensions advances traditional two-dimensional approaches, since it takes into account the six degrees of freedom of head movements and is resolution independent. Results indicate that the 3-D eye movement analysis algorithm can successfully be used for analysis of visual process measures in VR. Process measures not only can corroborate performance measures, but also can lead to discoveries of the reasons for performance improvements. In particular, analysis of users’ eye movements in VR can potentially lead to further insights into the underlying cognitive processes of VR subjects.  相似文献   

10.
Virtual environments for motor rehabilitation: review.   总被引:5,自引:0,他引:5  
Maureen K Holden 《Cyberpsychology & behavior》2005,8(3):187-211; discussion 212-9
In this paper, the current "state of the art" for virtual reality (VR) applications in the field of motor rehabilitation is reviewed. The paper begins with a brief overview of available equipment options. Next, a discussion of the scientific rationale for use of VR in motor rehabilitation is provided. Finally, the major portion of the paper describes the various VR systems that have been developed for use with patients, and the results of clinical studies reported to date in the literature. Areas covered include stroke rehabilitation (upper and lower extremity training, spatial and perceptual-motor training), acquired brain injury, Parkinson's disease, orthopedic rehabilitation, balance training, wheelchair mobility and functional activities of daily living training, and the newly developing field of telerehabilitation. Four major findings emerge from these studies: (1) people with disabilities appear capable of motor learning within virtual environments; (2) movements learned by people with disabilities in VR transfer to real world equivalent motor tasks in most cases, and in some cases even generalize to other untrained tasks; (3) in the few studies (n = 5) that have compared motor learning in real versus virtual environments, some advantage for VR training has been found in all cases; and (4) no occurrences of cybersickness in impaired populations have been reported to date in experiments where VR has been used to train motor abilities.  相似文献   

11.
A study is reported of the relations between vestibular sensitivity and vection chronometry in healthy human adults. Twenty-three subjects were examined. For both vestibular and vection investigations, the subjects were seated in an armchair with the spinal axis aligned with the earth vertical and the head normally erect. The subjects' vestibular thresholds for detection of vertical upward accelerations were assessed by a double-staircase psychophysical method. The subjects' vection onset latencies were measured for both upward and downward directions. Since the vection onset latencies are presumed to be shortened by the decrease of the conflict between visual and vestibular afferents, the less-vestibular-sensitive subjects were hypothesised to have shorter vection onset latencies than the more-vestibular-sensitive ones. As expected, the results indicate a negative correlation between vestibular thresholds and vection onset latencies: the higher the vestibular thresholds, the lower the vection onset latencies.  相似文献   

12.
A horizontally moving target was followed by rotation of the eyes alone or by a lateral movement of the head. These movements resulted in the retinal displacement of a vertically moving target from its perceived path, the amplitude of which was determined by the phase and amplitude of the object motion and of the eye or head movements. In two experiments, we tested the prediction from our model of spatial motion (Swanston, Wade, & Day, 1987) that perceived distance interacts with compensation for head movements, but not with compensation for eye movements with respect to a stationary head. In both experiments, when the vertically moving target was seen at a distance different from its physical distance, its perceived path was displaced relative to that seen when there was no error in perceived distance, or when it was pursued by eye movements alone. In a third experiment, simultaneous measurements of eye and head position during lateral head movements showed that errors in fixation were not sufficient to require modification of the retinal paths determined by the geometry of the observation conditions in Experiments 1 and 2.  相似文献   

13.
A horizontally moving target was followed by rotation of the eyes alone or by a lateral movement of the head. These movements resulted in the retinal displacement of a vertically moving target from its perceived path, the amplitude of which was determined by the phase and amplitude of the object motion and of the eye or head movements. In two experiments, we tested the prediction from our model of spatial motion (Swanston, Wade, & Day, 1987) that perceived distance interacts with compensation for head movements, but not with compensation-for eye movements with respect to a stationary head. In both experiments, when the vertically moving target was seen at a distance different from its physical distance, its perceived path was displaced relative to that seen when there was no error in pereived distance, or when it was pursued by eye movements alone. In a third experiment, simultaneous measurements of eye and head position during lateral head movements showed that errors in fixation were not sufficient to require modification of the retinal paths determined by the geometry of the observation conditions in Experiments 1 and 2.  相似文献   

14.
Three studies confirm the existence of the return trip effect: The return trip often seems shorter than the initial trip, even though the distance traveled and the actual time spent traveling are identical. A pretest shows that people indeed experience a return trip effect regularly, and the effect was found on a bus trip (Study 1), a bicycle trip (Study 2), and when participants watched a video of someone else traveling (Study 3). The return trip effect also existed when another, equidistant route was taken on the return trip, showing that it is not familiarity with the route that causes this effect. Rather, it seems that a violation of expectations causes this effect.  相似文献   

15.
Virtual reality (VR) offers new possibilities for learning, specifically for training individuals to perform physical movements such as physical therapy and exercise. The current article examines two aspects of VR that uniquely contribute to media interactivity: the ability to capture and review physical behavior and the ability to see one's avatar rendered in real time from third person points of view. In two studies, we utilized a state-of-the-art, image-based tele-immersive system, capable of tracking and rendering many degrees of freedom of human motion in real time. In Experiment 1, participants learned better in VR than in a video learning condition according to self-report measures, and the cause of the advantage was seeing one's avatar stereoscopically in the third person. In Experiment 2, we added a virtual mirror in the learning environment to further leverage the ability to see oneself from novel angles in real time. Participants learned better in VR than in video according to objective performance measures. Implications for learning via interactive digital media are discussed.  相似文献   

16.
Advances in technology in the last century have provided the opportunity to observe human behavior in one, two, and three dimensions with higher recording frequencies and greater spatial accuracy. Consequently, detailed analyses of individual trials and composite measures of multiple movement trajectories are possible. However, 3-D data have often been analyzed by performing independent analyses of the limb trajectory along each axis. Essentially, analyses of individual axes are often inappropriate as movement in each axis can contribute to the overall trajectory. Employing such methods can compound error throughout the analysis process. The purpose of this study was to determine appropriate post hoc and real-time 3-D optoelectronic data reduction procedures for manual aiming movements. Rapid goal-directed movements were recorded using an Optotrak and triaxial accelerometer. Data were separately subjected to second order Butterworth filters employing low-cut frequencies of 6-24 Hz in 2 Hz increments. Subsequently, acceleration profiles were derived by double differentiating the individual position profiles and then calculating the resultant acceleration profile. In addition, acceleration profiles were also calculated by finding the resultant position and the total distance traveled each frame prior to double differentiation. Root mean square error between the derived and acquired profiles was employed as our main dependent measure. Trajectories reduced with the total distance procedure produced the lowest root mean square error. The results are important for experimenters analyzing 3-D data post hoc and those implementing real-time manipulations.  相似文献   

17.
There is a small but growing body of research supporting the effectiveness of computer-generated environments in exposure therapy for driving phobia. However, research also suggests that difficulties can readily arise whereby patients do not immerse in simulated driving scenes. The simulated driving environments are not "real enough" to undertake exposure therapy. This sets a limitation to the use of virtual reality (VR) exposure therapy as a treatment modality for driving phobia. The aim of this study was to investigate if a clinically acceptable immersion/presence rate of >80% could be achieved for driving phobia subjects in computer generated environments by modifying external factors in the driving environment. Eleven patients referred from the Accident and Emergency Department of a general hospital or from their General Practitioner following a motor vehicle accident, who met DSM-IV criteria for Specific Phobia-driving were exposed to a computer-generated driving environment using computer driving games (London Racer/Midtown Madness). In an attempt to make the driving environments "real enough," external factors were modified by (a) projection of images onto a large screen, (b) viewing the scene through a windscreen, (c) using car seats for both driver and passenger, and (d) increasing vibration sense through use of more powerful subwoofers. Patients undertook a trial session involving driving through computer environments with graded risk of an accident. "Immersion/presence" was operationally defined as a subjective rating by the subject that the environment "feels real," together with an increase in subjective units of distress (SUD) ratings of >3 and/or an increase of heart rate of >15 beats per minute (BPM). Ten of 11 (91%) of the driving phobic subjects met the criteria for immersion/presence in the driving environment enabling progression to VR exposure therapy. These provisional findings suggest that the paradigm adopted in this study might be an effective and relatively inexpensive means of developing driving environments "real enough," to make VR exposure therapy a viable treatment modality for driving phobia following a motor vehicle accident (MVA).  相似文献   

18.
Visual experience plays an important role in facilitating referee decision-making. Video training can be used to train these perceptual-cognitive skills in discrete scenarios, for instance in foul situations in football, but is less suitable in other instances such as when seeking to make decisions in open-play scenarios due to a lack of representativeness. Recent technological advances enable the use of virtual reality (VR) to replicate game situations in a controlled and realistic manner. It is however not yet known how representative behaviour in VR would be of behaviour on-field in the natural environment. The aim of the study was therefore to examine the degree to which visual behaviour of football referees in virtual reality would reflect behaviour found when adjudicating matches on-field. Sub-elite football referees completed decision-making tasks in three experimental conditions: on-field (in a real match), in virtual reality and when observing video footage. Across the three environments we compared decision-making performance, visual behaviour (including search rate, fixation duration, and head movements) and the user experience of the referees. Results revealed that behaviour in the VR environment was indistinguishable from that on-field. In contrast, visual-motor behaviour when observing video footage was markedly different to that found on-field (and in VR). The results show that visual-motor behaviour in VR is representative of that found on-field and therefore suggests that VR offers promise as a representative training environment for sports officials to improve on-field performance in the natural environment.  相似文献   

19.
Virtual reality (VR) technology is increasingly used in spatial cognition research, as it offers high experimental control and interactivity in naturalistic multi-modal environments, something that is difficult to achieve in real-world settings. Even in the most sophisticated and costly VR systems, people do not necessarily perceive and behave as they would in the real world. This might be related to our inability to use embodied (and thus often highly automated and effective) spatial orientation processes in VR. While real-world locomotion affords automatic and obligatory spatial updating of our self-to-surrounding relationships, such that we easily remain oriented during simple perspective changes, the same is not necessarily true in VR. This can lead to striking systematic and qualitative errors such as failures to update rotations ("Nonturner" behavior). Here, we investigated whether rich naturalistic visual stimuli in immersive VR might be sufficient to compensate for the lack of physical motion. To this end, 24 participants performed point-to-origin tasks after visually simulated excursions along streets of varying curvature in a naturalistic virtual city. Most (21/24) participants properly updated simulated self-motions and showed only moderate regression toward mean pointing responses. 3/24 participants, however, exhibited striking "Nonturner" behavior in that they pointed as if they did not update the visually simulated turns and their heading had not changed. This suggests that our immersive naturalistic VR stimuli were an improvement over prior optic flow stimuli, but still insufficient in eliciting obligatory spatial updating that supported correct point-to-origin responses in all participants.  相似文献   

20.
Abstract

The continuous pointing task uses target-directed pointing responses to determine how perceived distance traveled is estimated during forward linear walking movements. To more precisely examine the regulation of this online process, the current study measured upper extremity joint angles and step-cycle kinematics in full vision and no-vision continuous pointing movements. Results show perceptual under-estimation of traveled distance in no-vision trials compared to full vision trials. Additionally, parsing of the shoulder plane of elevation trajectories revealed discontinuities that reflected this perceptual under-estimation and that were most frequently coupled with the early portion of the right foot swing phase of the step-cycle. This suggests that spatial updating may be composed of discrete iterations that are associated with gait parameters.  相似文献   

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