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Quantifying the Degree of Movement Dissimilarity between Two Distinct Action Scenarios: An Exploratory Approach with Procrustes Analysis

机译:量化两种不同动作场景之间的运动差异程度:采用Procrustes分析的探索性方法

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摘要

Game consoles allow subjects to perform movements which are visually similar to the movements performed in ‘real’ world scenarios. Beyond entertainment, virtual reality devices are being used in several domains: sports performance; motor rehabilitation; training of risk professions. This article presents the Procrustes method to measure the degree of dissimilarity between movements performed in ‘real’ and ‘virtual’ scenarios. For this purpose, the 501 darts game and a video darts game played on a console were used. The participants’ arm throwing movements were video recorded and digitized. The matrices of x and y coordinates of the movements of the wrist, elbow, and shoulder in both performance scenarios were subjected to the Procrustes method. The wrist displays the most extreme dissimilarity values (higher than elbow and shoulder). Results also revealed smaller dissimilarity values for movements performed under the same conditions (e.g., real–real) and larger dissimilarity values between movements performed in different scenarios.
机译:游戏机可让主体执行与“真实”场景中执行的动作在视觉上相似的动作。除了娱乐之外,虚拟现实设备还用于以下几个领域:体育表演;运动康复;培训风险专业。本文介绍了Procrustes方法,用于测量在“真实”和“虚拟”场景中执行的动作之间的差异程度。为此,使用了在控制台上播放的501飞镖游戏和视频飞镖游戏。参与者的手臂甩动动作被录像并数字化。在两种性能方案中,腕部,肘部和肩膀的运动的x和y坐标矩阵均采用Procrustes方法。手腕显示出最大的差异值(高于肘部和肩膀)。结果还表明,在相同条件下(例如,真实-真实)执行的动作的相异性值较小,而在不同情况下执行的动作之间的相异性值较大。

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