Effects of repeated snowboard exercise in virtual reality with time lags of visual scene behind body rotation on head stability and subjective slalom run performance in healthy young subjects.

Conclusion:After repeated snowboard exercises in the virtual reality (VR) world with increasing time lags in trials 3–8, it is suggested that the adaptation to repeated visual-vestibulosomatosensory conflict in the VR world improved dynamic posture control and motor performance in the real world wit...

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Published in:Acta Oto-Laryngologica Vol. 136; no. 11; pp. 1121 - 1125
Main Authors: Wada, Yoshiro, Nishiike, Suetaka, Kitahara, Tadashi, Yamanaka, Toshiaki, Imai, Takao, Ito, Taeko, Sato, Go, Matsuda, Kazunori, Kitamura, Yoshiaki, Takeda, Noriaki
Format: pictorial research tables/charts tracings Journal Article
Published: Taylor & Francis Ltd Nov2016
Online Access:View this record in EBSCOhost
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      dt: Nov2016
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      pub: Taylor & Francis Ltd
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        atl: Effects of repeated snowboard exercise in virtual reality with time lags of visual scene behind body rotation on head stability and subjective slalom run performance in healthy young subjects.
      aug:
        au:
          Wada, Yoshiro
          Nishiike, Suetaka
          Kitahara, Tadashi
          Yamanaka, Toshiaki
          Imai, Takao
          Ito, Taeko
          Sato, Go
          Matsuda, Kazunori
          Kitamura, Yoshiaki
          Takeda, Noriaki
        affil: Department of Otolaryngology, Nara Medical University, Nara, Japan
      sug:
        subj:
          Snowboarding
          Virtual Reality
          Human
          Male
          Female
          Young Adult
          One-Way Analysis of Variance
          Post Hoc Analysis
          Descriptive Statistics
          Data Analysis Software
          Funding Source
          Male
          Female
      ab: Conclusion:After repeated snowboard exercises in the virtual reality (VR) world with increasing time lags in trials 3–8, it is suggested that the adaptation to repeated visual-vestibulosomatosensory conflict in the VR world improved dynamic posture control and motor performance in the real world without the development of motion sickness.Objectives:The VR technology was used and the effects of repeated snowboard exercise examined in the VR world with time lags between visual scene and body rotation on the head stability and slalom run performance during exercise in healthy subjects.Methods:Forty-two healthy young subjects participated in the study. After trials 1 and 2 of snowboard exercise in the VR world without time lag, trials 3–8 were conducted with 0.1, 0.2, 0.3, 0.4, 0.5, and 0.6 s time lags of the visual scene that the computer creates behind board rotation, respectively. Finally, trial 9 was conducted without time lag. Head linear accelerations and subjective slalom run performance were evaluated.Results:The standard deviations of head linear accelerations in inter-aural direction were significantly increased in trial 8, with a time lag of 0.6 s, but significantly decreased in trial 9 without a time lag, compared with those in trial 2 without a time lag. The subjective scores of slalom run performance were significantly decreased in trial 8, with a time lag of 0.6 s, but significantly increased in trial 9 without a time lag, compared with those in trial 2 without a time lag. Motion sickness was not induced in any subjects.
      pubtype: Academic Journal
      doctype:
        pictorial
        research
        tables/charts
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        Journal Article
      ougenre: Article
    language: English
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