EMG and kinematic responses to unexpected slips after slip training in virtual reality.

EMG and kinematic responses to unexpected slips after slip training in virtual reality.
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DOI:
10.1109/tbme.2014.2361324
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发表时间:
2015-02
期刊:
IEEE transactions on bio-medical engineering
影响因子:
--
通讯作者:
Liu J
Liu J
中科院分区:
其他
文献类型:
--
作者:
Parijat P;Lockhart TE;Liu J

文献摘要

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该研究的目的是设计一种虚拟现实(VR)训练,以诱导老年人类似于滑倒的扰动,并检查训练对老年人运动学和肌肉反应的影响。24名老年人参与了一项实验室研究,并被随机分配到两组(虚拟现实训练组和对照组)。两组均接受三个阶段的训练,包括基线滑行、训练和滑地转移训练。训练组在跑步机上行走时通过倾斜虚拟现实场景引起的视觉扰动经历了12次模拟滑倒,对照组在训练期间完成正常行走。运动学,动力学和肌电图数据收集在所有的会议。结果表明,积极的调整,如增加躯干屈曲脚跟接触训练后。反应性调整包括减少膝屈肌激活达到峰值的时间,减少膝关节共激活,减少躯干屈曲的时间,以及训练后降低躯干角速度。总之,研究结果表明,VR训练能够在老年人中产生扰动,引起恢复反应,并且这种运动技能可以转移到实际的滑动试验中。
The objective of the study was to design a virtual reality (VR) training to induce perturbation in older adults similar to a slip and examine the effect of the training on kinematic and muscular responses in older adults. Twenty-four older adults were involved in a laboratory study and randomly assigned to two groups (virtual reality training and control). Both groups went through three sessions including baseline slip, training, and transfer of training on slippery surface. The training group experienced twelve simulated slips using a visual perturbation induced by tilting a virtual reality scene while walking on the treadmill and the control group completed normal walking during the training session. Kinematic, kinetic, and EMG data were collected during all the sessions. Results demonstrated the proactive adjustments such as increased trunk flexion at heel contact after training. Reactive adjustments included reduced time to peak activations of knee flexors, reduced knee coactivation, reduced time to trunk flexion, and reduced trunk angular velocity after training. In conclusion, the study findings indicate that the VR training was able to generate a perturbation in older adults that evoked recovery reactions and such motor skill can be transferred to the actual slip trials.