| Literature DB >> 29376045 |
Adam W Kiefer1,2,3, David Pincus4, Michael J Richardson5, Gregory D Myer1,2,6.
Abstract
Lack of adequate physical activity in children is an epidemic that can result in obesity and other poor health outcomes across the lifespan. Physical activity interventions focused on motor skill competence continue to be developed, but some interventions, such as neuromuscular training (NMT), may be limited in how early they can be implemented due to dependence on the child's level of cognitive and perceptual-motor development. Early implementation of motor-rich activities that support motor skill development in children is critical for the development of healthy levels of physical activity that carry through into adulthood. Virtual reality (VR) training may be beneficial in this regard. VR training, when grounded in an information-based theory of perceptual-motor behavior that modifies the visual information in the virtual world, can promote early development of motor skills in youth akin to more natural, real-world development as opposed to strictly formalized training. This approach can be tailored to the individual child and training scenarios can increase in complexity as the child develops. Ultimately, training in VR may help serve as a precursor to "real-world" NMT, and once the child reaches the appropriate training age can also augment more complex NMT regimens performed outside of the virtual environment.Entities:
Keywords: neuromuscular training; obesity prevention; perceptual-motor learning; physical inactivity; virtual reality
Year: 2017 PMID: 29376045 PMCID: PMC5770738 DOI: 10.3389/fpubh.2017.00349
Source DB: PubMed Journal: Front Public Health ISSN: 2296-2565
Examples of essential criteria for a fully immersive virtual environment training scenario.
| Physical immersion | Spatial immersion | Strategic immersion | Social immersion | Narrative immersion | |
|---|---|---|---|---|---|
| Description | Ambulatory movements in the physical world | Perceptually convincing physics | Facilitates physical and cognitive responses | Interaction with other non-player characters | Promotes investment in the virtual reality scenario |
| Example | Real-scale movement with no cables or wires | Optic flow or haptic feedback | Artificial intelligence and strategy | Interaction with avatars and virtual humans | Story behind the scenario |
A comparison of classic neuromuscular training (NMT) and fully immersive virtual environment (FIVE) integrated NMT.
| NMT | FIVE integrated NMT | |
|---|---|---|
| Initiation | 6 years of age | 4 years of age |
| Instruction | Instructor dominant | Minimal Instruction |
| Development | Instruction based | Naturally induced |
| Motor skill learning | Instructor paced | Self paced |
| Feedback | In-between | Real time |
| Movements |