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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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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