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 per...

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Main Authors: Chien-Hua Huang, Chun Pei, Tien-Lung Sun
Format: Article
Language:English
Published: Public Library of Science (PLoS) 2016-01-01
Series:PLoS ONE
Online Access:http://europepmc.org/articles/PMC5029811?pdf=render
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spelling doaj-9a6acbd960324efab762f2000c3373e62020-11-25T01:58:44ZengPublic Library of Science (PLoS)PLoS ONE1932-62032016-01-01119e016324710.1371/journal.pone.0163247Influence of the Perspectives on the Movement of One-Leg Lifting in an Interactive-Visual Virtual Environment: A Pilot Study.Chien-Hua HuangChun PeiTien-Lung SunBACKGROUND: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.http://europepmc.org/articles/PMC5029811?pdf=render
collection DOAJ
language English
format Article
sources DOAJ
author Chien-Hua Huang
Chun Pei
Tien-Lung Sun
spellingShingle Chien-Hua Huang
Chun Pei
Tien-Lung Sun
Influence of the Perspectives on the Movement of One-Leg Lifting in an Interactive-Visual Virtual Environment: A Pilot Study.
PLoS ONE
author_facet Chien-Hua Huang
Chun Pei
Tien-Lung Sun
author_sort Chien-Hua Huang
title 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_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_sort influence of the perspectives on the movement of one-leg lifting in an interactive-visual virtual environment: a pilot study.
publisher Public Library of Science (PLoS)
series PLoS ONE
issn 1932-6203
publishDate 2016-01-01
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.
url http://europepmc.org/articles/PMC5029811?pdf=render
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