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Influence of the Perspectives on the Movement of One-Leg Lifting in an Interactive-Visual Virtual Environment: A Pilot Study

BACKGROUND: Numerous studies have confirmed the feasibility of active video games for clinical rehabilitation. To maximize training effectiveness, a personal program is necessary; however, little evidence is available to guide individualized game design for rehabilitation. This study assessed the pe...

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Autores principales: Huang, Chien-Hua, Pei, Chun, Sun, Tien-Lung
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Public Library of Science 2016
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC5029811/
https://www.ncbi.nlm.nih.gov/pubmed/27649536
http://dx.doi.org/10.1371/journal.pone.0163247
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author Huang, Chien-Hua
Pei, Chun
Sun, Tien-Lung
author_facet Huang, Chien-Hua
Pei, Chun
Sun, Tien-Lung
author_sort Huang, Chien-Hua
collection PubMed
description BACKGROUND: Numerous studies have confirmed the feasibility of active video games for clinical rehabilitation. To maximize training effectiveness, a personal program is necessary; however, little evidence is available to guide individualized game design for rehabilitation. This study assessed the perspectives and kinematic and temporal parameters of a participant’s postural control in an interactive-visual virtual environment. METHODS: Twenty-four healthy participants performed one-leg standing by leg lifting when a posture frame appeared either in a first- or third-person perspective of a virtual environment. A foot force plate was used to detect the displacement of the center of pressure. A three-way mixed factor design was applied, where the perspective was the between-participant factor, and the leg-lifting times (0.7 and 2.7 seconds) and leg-lifting angles (30°and 90°) were the within-participant factors. The reaction time, accuracy of the movement, and ability to shift weight were the dependent variables. RESULTS: Regarding the reaction time and accuracy of the movement, there were no significant main effects of the perspective, leg-lifting time, or angle. For the ability to shift weight, however, both the perspective and time exerted significant main effects, F(1,22) = 6.429 and F(1,22) = 13.978, respectively. CONCLUSIONS: Participants could shift their weight more effectively in the third-person perspective of the virtual environment. The results can serve as a reference for future designs of interactive-visual virtual environment as applied to rehabilitation.
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spelling pubmed-50298112016-10-10 Influence of the Perspectives on the Movement of One-Leg Lifting in an Interactive-Visual Virtual Environment: A Pilot Study Huang, Chien-Hua Pei, Chun Sun, Tien-Lung PLoS One Research Article BACKGROUND: Numerous studies have confirmed the feasibility of active video games for clinical rehabilitation. To maximize training effectiveness, a personal program is necessary; however, little evidence is available to guide individualized game design for rehabilitation. This study assessed the perspectives and kinematic and temporal parameters of a participant’s postural control in an interactive-visual virtual environment. METHODS: Twenty-four healthy participants performed one-leg standing by leg lifting when a posture frame appeared either in a first- or third-person perspective of a virtual environment. A foot force plate was used to detect the displacement of the center of pressure. A three-way mixed factor design was applied, where the perspective was the between-participant factor, and the leg-lifting times (0.7 and 2.7 seconds) and leg-lifting angles (30°and 90°) were the within-participant factors. The reaction time, accuracy of the movement, and ability to shift weight were the dependent variables. RESULTS: Regarding the reaction time and accuracy of the movement, there were no significant main effects of the perspective, leg-lifting time, or angle. For the ability to shift weight, however, both the perspective and time exerted significant main effects, F(1,22) = 6.429 and F(1,22) = 13.978, respectively. CONCLUSIONS: Participants could shift their weight more effectively in the third-person perspective of the virtual environment. The results can serve as a reference for future designs of interactive-visual virtual environment as applied to rehabilitation. Public Library of Science 2016-09-20 /pmc/articles/PMC5029811/ /pubmed/27649536 http://dx.doi.org/10.1371/journal.pone.0163247 Text en © 2016 Huang et al http://creativecommons.org/licenses/by/4.0/ This is an open access article distributed under the terms of the Creative Commons Attribution License (http://creativecommons.org/licenses/by/4.0/) , which permits unrestricted use, distribution, and reproduction in any medium, provided the original author and source are credited.
spellingShingle Research Article
Huang, Chien-Hua
Pei, Chun
Sun, Tien-Lung
Influence of the Perspectives on the Movement of One-Leg Lifting in an Interactive-Visual Virtual Environment: A Pilot Study
title Influence of the Perspectives on the Movement of One-Leg Lifting in an Interactive-Visual Virtual Environment: A Pilot Study
title_full Influence of the Perspectives on the Movement of One-Leg Lifting in an Interactive-Visual Virtual Environment: A Pilot Study
title_fullStr Influence of the Perspectives on the Movement of One-Leg Lifting in an Interactive-Visual Virtual Environment: A Pilot Study
title_full_unstemmed Influence of the Perspectives on the Movement of One-Leg Lifting in an Interactive-Visual Virtual Environment: A Pilot Study
title_short Influence of the Perspectives on the Movement of One-Leg Lifting in an Interactive-Visual Virtual Environment: A Pilot Study
title_sort influence of the perspectives on the movement of one-leg lifting in an interactive-visual virtual environment: a pilot study
topic Research Article
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC5029811/
https://www.ncbi.nlm.nih.gov/pubmed/27649536
http://dx.doi.org/10.1371/journal.pone.0163247
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