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The Short-Term Effects of RealTime Virtual Reality Feedback on Motor Learning in Dance

机译:实时虚拟现实反馈对舞蹈运动学习的短期影响

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摘要

Does virtual reality (VR) represent a useful platform for teaching real-world motor skills? In domains such as sport and dance, this question has not yet been fully explored. The aim of this study was to determine the effects of two variations of real-time VR feedback on the learning of a complex dance movement. Novice participants (n = 30) attempted to learn the action by both observing a video of an expert's movement demonstration and physically practicing under one of three conditions. These conditions were: full feedback (FULL-FB), which presented learners with real-time VR feedback on the difference between 12 of their joint center locations and the expert's movement during learning; reduced feedback (REDUCED-FB), which provided feedback on only four distal joint center locations (end-effectors); and no feedback (NO-FB), which presented no real-time VR feedback during learning. Participants' kinematic data were gathered before, immediately after, and 24 hr after a motor learning session. Movement error was calculated as the difference in the range of movement at specific joints between each learner's movement and the expert's demonstrated movement. Principal component analysis was also used to examine dimensional change across time. The results showed that the REDUCED-FB condition provided an advantage in motor learning over the other conditions: it achieved a significantly greater reduction in error across five separate error measures. These findings indicate that VR can be used to provide a useful platform for teaching real-world motor skills, and that this may be achieved by its ability to direct the learner's attention to the key anatomical features of a to-be-learned action.
机译:虚拟现实(VR)代表了用于教授现实世界的运动技能的有用平台吗?在体育和舞蹈等领域,这个问题尚未得到充分探讨。这项研究的目的是确定实时VR反馈的两种变化对学习复杂舞蹈动作的影响。新手参与者(n = 30)尝试通过观看专家动作演示的视频和在以下三种情况之一下进行身体锻炼来学习动作。这些条件是:完全反馈(FULL-FB),向学习者提供有关12个关节中心位置与学习过程中专家动作之间差异的实时VR反馈;减少反馈(REDUCED-FB),仅在四个远端关节中心位置(末端执行器)提供反馈;没有反馈(NO-FB),在学习过程中没有实时VR反馈。在运动学习之前,之后和之后24小时收集参与者的运动学数据。运动误差的计算方法是,每个学习者的运动与专家演示的运动之间特定关节的运动范围之差。主成分分析还用于检查时间范围内的尺寸变化。结果表明,与其他条件相比,REDUCED-FB条件在运动学习中具有优势:在五个独立的误差度量中,误差的降低幅度更大。这些发现表明,VR可以用来提供一个实用的平台来教授现实世界的运动技能,并且可以通过将学习者的注意力引向要学习的动作的关键解剖特征来实现。

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  • 来源
    《Presence》 |2011年第1期|p.62-77|共16页
  • 作者单位

    School of Social Sciences and Law Teesside University Middlesbrough, TSI 3BA, UK;

    Sport and Exercise Science Research Institute University of Ulster Jordanstown, BT37 OQB, Northern Ireland;

    Emma Robinson lain R. Spears School of Social Sciences and Law Teesside University Middlesbrough, TS I 3BA, UK;

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