Rigakuryoho Kagaku
Online ISSN : 2434-2807
Print ISSN : 1341-1667
ORIGINAL ARTICLE
Learning Effect by Motor Imagery of Catching Motion Using Virtual Reality and Observation of Surface Cerebral Hemodynamics
Narutoshi YOSHIDAShuhei IIDARyouya HAGIWARAYoshiki KANAZASHI
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JOURNAL OPEN ACCESS

2023 Volume 38 Issue 1 Pages 7-13

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Abstract

[Purpose] The purpose of this study was to investigate the differences in effects of virtual reality (VR) and two-dimensional (2D) motion images on the immediate learning effect and surface cerebral blood hemodynamics. [Participants and Methods] Twenty-two subjects were randomly divided into two groups: a group that viewed a first-person motion image of the catching motion in VR (VR group) and a group that viewed the motion image in 2D (2D group). First, the catching motions of 10 balls of both groups were evaluated. Two weeks later, each group viewed motor images for 60 seconds, and their catching motions were evaluated again after 90 seconds. We evaluated the surface cerebral hemodynamics using a functional near-infrared spectroscopy system. [Results] The number of successful catches improved after viewing the motor imagery in both groups, and there was no significant difference between the groups. Surface cerebral blood flow activity showed in the right prefrontal cortex, left and right premotor cortex, and supplementary motor cortex in the VR group. [Conclusion] The results suggest the possibility of using VR motor imagery.

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© 2023 by the Society of Physical Therapy Science

この記事はクリエイティブ・コモンズ [表示 - 非営利 - 改変禁止 4.0 国際]ライセンスの下に提供されています。
https://creativecommons.org/licenses/by-nc-nd/4.0/deed.ja
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