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Ecological validity of manual grasping movements in an everyday-like grocery shopping task

机译:在日常杂货店购物任务中手工抓手动的生态有效性

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In our earlier research, kinematic and kinetic parameters of grasping differed significantly when participants grasped the same object once in a traditional laboratory paradigm, and once as part of a captivating computer game. We attributed this finding to the fact that grasping movements in the laboratory were repetitive and meaningless, while those in the computer game were embedded in complex behavior and served a meaningful purpose. In that work, we argued that grasping in the computer game is more characteristic of everyday life behavior; however, this conclusion has been criticized on the grounds that a computer game is not a typical everyday activity. The present study therefore compares grasping in a traditional laboratory paradigm to that in an indisputably everyday context: grocery shopping. Thirty-three young adults executed externally triggered arm movements to grasp nondescript objects (laboratory task, L) and place them on a tablet, or they walked through a fictitious grocery store towards a shelf to grasp grocery products and placed them into a shopping basket (everyday-like task, E). Size, shape, weight and location of to-be-grasped objects were identical in both tasks. We found that of the analyzed 16 kinematic parameters, 13 differed significantly between tasks. Specifically, grip apertures were larger, movements were slower and grip-transport coupling was more variable in E compared to L. We conclude that kinematic differences between both persist even if task is more realistic than in our earlier research. Our findings are compatible with the notion that movement planning is less stringent in E than in L.
机译:在我们之前的研究中,当参与者在传统的实验室范式中掌握了同样的物体时,掌握的运动和动力学参数在传统的实验室范式中掌握了同样的物体,并且作为迷人的计算机游戏的一部分。我们归因于这一事实,即掌握实验室的动作是重复和毫无意义的,而计算机游戏中的那些则嵌入了复杂的行为,并提供了有意义的目的。在那项工作中,我们认为,在电脑游戏中抓住日常生活行为的程度更具特色;然而,这一结论一直受到批评的,计算机游戏不是典型的日常活动。因此,本研究比较了传统的实验室范式掌握到一个无可争议的日常背景:杂货店。三十三名年轻成年人执行了外部触发的臂运动,以抓住不良物体(实验室任务,L)并将它们放在平板电脑上,或者他们走过一个虚构的杂货店,朝着架子掌握杂货产品并将它们放入购物篮中(日常的任务,e)。两个任务中,待掌握对象的大小,形状,重量和位置相同。我们发现,在任务之间分析的16个运动参数中,13的分析值显着不同。具体地,握把孔较大,与L相比,握持孔较慢,抓握传输耦合在e中更具变量。我们得出结论,即使任务是比我们早期的研究更加现实,两者之间的运动差异也比我们早先的研究更加真实。我们的研究结果与概念兼容,即在e中的运动规划不那么严格。

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