Distance is commonly underperceived in virtual environments (VEs) compared to real environments. Past work suggests that displaying a replica VE based on the real surrounding environment leads to more accurate judgments of distance, but that work has lacked the necessary control conditions to firmly make this conclusion. Other research indicates that walking through a VE with visual feedback improves judgments of distance and size. This study evaluated and compared those two methods for improving perceived distance in VEs. All participants experienced a replica VE based on the real lab. In one condition, participants visually previewed the real lab prior to experiencing the replica VE, and in another condition they did not. Participants performed blind-walking judgments of distance and also judgments of size in the replica VE before and after walking interaction. Distance judgments were more accurate in the preview compared to no preview condition, but size judgments were unaffected by visual preview. Distance judgments and size judgments increased after walking interaction, and the improvement was larger for distance than for size judgments. After walking interaction, distance judgments did not differ based on visual preview, and walking interaction led to a larger improvement in judged distance than did visual preview. These data suggest that walking interaction may be more effective than visual preview as a method for improving perceived space in a VE.
Introduction: Increasing literature has emerged investigating the importance of considering the qualitative characteristics of physical activity (PA) interventions and sports as well as considering the role of motor competence in the exercise-cognition interplay. The purpose of this pilot study was to examine the feasibility and effectiveness of a rhythmic PA intervention compared to a standard physical education program, on motor and hot and cool executive function (EF) skills. Methods: Children ages 6-11 were enrolled in one of the two programs: a rhythmic program (n = 22) and a physical education program (n = 17), both meeting for 30 min, twice per week, for 7 weeks. The rhythmic program emphasized moving to the beat of music and moving in various rhythmic patterns with whole body movements, clapping, and drumsticks. The children also created their own rhythmic patterns and socially engaged with other children by working in pairs and sharing their routines with the group. The physical education group engaged in ball skills, locomotor patterns, team sports, and moving through stations in small groups, with no emphasis on rhythm. Pretest and posttest measurements included measurement of balance (Movement ABC-2), cool and hot EF (Flanker, SWAN), and social factors, whereas throughout the implementation period data on affective valence, enjoyment, cognitive engagement, perceived exertion, and PA levels were collected at every lesson in both groups. Results: The rhythmic program used in this study was feasible, scalable, affordable, and able to be implemented with minimal preparatory time. Children in both groups (rhythmic and physical education) engaged in a similar level of PA and had similar positive experiences from the programs. Both groups improved in balance and cool EF, and there were significant correlations in the change scores between balance and cool EF, as well as between cool EF with hot EF and socio-emotional factors. Discussion: This study contributes to the literature by exploring the potential value of rhythmic programs as a vehicle in helping children develop motor and EF skills while deriving joy and positive social interactions from the program.
Vision in real environments stabilizes balance compared to an eyes-closed condition. For virtual reality to be safe and fully effective in applications such as physical rehabilitation, vision in virtual reality should stabilize balance as much as vision in the real world. Older virtual reality technology was previously found to stabilize balance but by less than half as much as real-world vision. Recent advancements in display technology might allow for vision in virtual reality to be as stabilizing as vision in the real world. This study evaluated whether viewing a virtual environment through the HTC Vive-a new consumer-grade head-mounted display-stabilizes balance, and whether visual stabilization is similar to that provided by real-world vision. Participants viewed the real laboratory or a virtual replica of the laboratory and attempted to maintain an unstable stance with eyes open or closed while standing at one of two viewing distances. Vision was significantly stabilizing in all conditions, but the virtual environment provided less visual stabilization than did the real environment. Regardless of the environment, near viewing led to greater visual stabilization than did far viewing. The smaller stabilizing influence of viewing a virtual compared to real environment might lead to greater risk of falls in virtual reality and smaller gains in physical rehabilitation using virtual reality.
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