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The short-term effects of real- time 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 1/4 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 (NOFB), 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) 是否代表了教授现实世界运动技能的有用平台?在体育和舞蹈等领域,这个问题尚未得到充分探索。本研究的目的是确定实时VR反馈的两种变化对复杂舞蹈动作学习的影响。新手参与者(n 1/4 30)试图通过观看专家动作演示的视频和在三种条件之一下进行身体练习来学习该动作。这些条件是:完全反馈(FULL-FB),向学习者提供实时VR反馈,说明他们的12个联合中心位置与专家在学习期间的运动之间的差异;减少反馈(REDUCED-FB),仅提供四个远端关节中心位置(末端执行器)的反馈;和无反馈(NOFB),在学习过程中没有实时VR反馈。参与者的运动学数据是在运动学习课程之前、之后和之后 24 小时收集的。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的差异。主成分分析也用于检查随时间变化的尺寸变化。结果表明,与其他条件相比,REDUCED-FB条件在运动学习方面具有优势:在五个单独的误差测量中,它实现了更大的误差减少。这些发现表明,VR可以用来提供一个有用的平台来教授现实世界的运动技能,这可以通过它能够将学习者的注意力引导到待学习动作的关键解剖学特征上来实现。

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    School of Social Sciences, Law Teesside University Middlesbrough, TS1 3BA, United Kingdom;

    Sport and Exercise Science, Research Institute University of Ulster Jordanstown, BT37 0B, Ireland;

    Paul van Schaik Emma Robinson, School of Social Sciences and Law Teesside University Middlesbrough, TS1 3BA, United Kingdom;

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  • 原文格式 PDF
  • 正文语种 英语
  • 中图分类 计算机仿真;
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