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Muscle Synergies in Patients with Medial Knee Osteoarthritis During Level-, Ramp- and Stair Locomotion. 水平、斜坡和楼梯运动中膝关节内侧骨性关节炎患者的肌肉协同作用。
IF 1.1 4区 心理学 Q4 NEUROSCIENCES Pub Date : 2025-01-01 Epub Date: 2024-12-03 DOI: 10.1080/00222895.2024.2435829
Lasse Hansen, Jana Rogoschin, Igor Komnik, Wolfgang Potthast

Knee osteoarthritis (KOA) is a prevalent and severe condition with versatile effects on human locomotion, including alterations in neuromuscular control. Muscle synergies are understood as functional low-dimensional building blocks within the neuromuscular organization. To examine alterations in muscle synergy patterns during locomotion tasks in the presence of KOA, 40 participants, including 20 with medial KOA (KL-Score ≥ 2), performed level walking, as well as ramp and stair ascent and descent trials at self-selected speeds. Sixteen-Channel bilateral surface electromyography (sEMG) and marker-based motion capture data were collected. Non-negative matrix factorization (NNMF) was applied to the sEMG data for muscle synergy extraction. During level walking and descending conditions, structural changes in muscle synergy composition were observed in the KOA affected limb when compared to the unaffected side and control group. Alterations included fewer, merged synergies with prolonged activation coefficients and a higher percentage of unclassifiable synergies. No major alterations were observed during ascending conditions. No significant differences in gait speed and stride length were observed. These results indicate that muscle synergy composition can be altered in the presence of KOA regardless of age and gait speed, but not during all forms of locomotion.

膝关节骨关节炎(KOA)是一种普遍而严重的疾病,对人体运动有多种影响,包括神经肌肉控制的改变。肌肉协同作用被理解为神经肌肉组织内的功能性低维构建块。为了检查运动任务中存在KOA时肌肉协同模式的变化,40名参与者,包括20名内侧KOA (KL-Score≥2)的参与者,以自选的速度进行水平行走,以及坡道和楼梯上升和下降试验。收集了16通道双侧表面肌电图(sEMG)和基于标记的运动捕捉数据。将非负矩阵分解(NNMF)应用于表面肌电信号数据提取肌肉协同作用。在水平行走和下降条件下,与未受影响的一侧和对照组相比,观察到KOA影响肢体肌肉协同成分的结构变化。改变包括更少的合并的协同作用和更长的激活系数,以及更高比例的无法分类的协同作用。在上升条件下没有观察到重大变化。步态速度和步幅无显著差异。这些结果表明,在KOA存在的情况下,肌肉协同成分可以改变,而与年龄和步态速度无关,但并非在所有形式的运动中都如此。
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引用次数: 0
Neurophysiological and Biomechanical Determinants of Successful Basketball Throws. 篮球投掷成功的神经生理和生物力学决定因素。
IF 1.2 4区 心理学 Q4 NEUROSCIENCES Pub Date : 2025-01-01 Epub Date: 2025-07-17 DOI: 10.1080/00222895.2025.2532478
P K Phan, A T N Vo, D Saucier, S Elder, F To, R Burch, H Chander, S Sharma, D Vandenheever

This study investigates the neurophysiological and biomechanical factors contributing to successful basketball throw performance in novice athletes, utilizing electroencephalography (EEG) and motion capture (MoCap) to analyze joint angles, ground reaction forces (GRFs), and brain activity. Sixteen participants performed basketball throws while EEG and MoCap systems recorded data on movement mechanics and neural activity. Biomechanical findings revealed that successful trials were characterized by refined movements, reduced wrist extension, increased elbow flexion, and more stable foot positioning compared to unsuccessful trials (all p > 0.05), contributing to greater shot accuracy. Reduced movement variability in successful trials further indicated improved motor consistency, reflective of skill development. EEG results showed higher beta and gamma power in the temporal lobe during successful compared to unsuccessful trials (p < 0.05), suggesting increased engagement in visuomotor integration and neural efficiency. Notably, our novice participants demonstrated limited neural efficiency in frontal regions (p > 0.05), potentially due to cognitive interference and self-monitoring. These findings highlight the importance of coordinated biomechanical execution and neural efficiency in optimizing basketball performance. The insights gained have practical implications for designing training interventions that improve motor performance, particularly for novice athletes.

本研究利用脑电图(EEG)和动作捕捉(MoCap)分析关节角度、地面反作用力(GRFs)和大脑活动,探讨了影响新手篮球投掷成功的神经生理和生物力学因素。16名参与者进行篮球投掷,同时脑电图和动作捕捉系统记录运动力学和神经活动的数据。生物力学研究结果显示,与不成功的试验相比,成功试验的特点是动作精细,手腕伸展减少,肘部屈曲增加,足部定位更稳定(均p > 0.05),有助于提高投篮精度。成功试验中运动变异性的减少进一步表明运动一致性的提高,反映了技能的发展。脑电图结果显示,与不成功的实验相比,成功实验期间颞叶的β和γ能量更高(p p > 0.05),可能是由于认知干扰和自我监控所致。这些发现强调了协调的生物力学执行和神经效率在优化篮球表现中的重要性。所获得的见解对设计提高运动表现的训练干预具有实际意义,特别是对新手运动员。
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引用次数: 0
Smartphone Proprioception for Ankle Navigation (SPAN): Reliability and Effect of Position Exposure Time. 用于踝关节导航的智能手机直觉(SPAN):可靠性和位置暴露时间的影响。
IF 1.1 4区 心理学 Q4 NEUROSCIENCES Pub Date : 2025-01-01 Epub Date: 2024-11-03 DOI: 10.1080/00222895.2024.2416231
Xiaojian Shi, Charlotte Ganderton, Roger Adams, Jia Han, Doa El-Ansary, Oren Tirosh

This study investigated ankle discriminative acuity and performance and measurement consistency for tests undertaken with different joint position exposure times (PETs). Twenty-four participants were tested using a novel Smartphone Proprioception for Ankle Navigation (SPAN) under four PETs, i.e., 0.25s, 0.5s, 0.75s and 1s, delivered in a random sequence, and then re-tested within one week. The results indicated a PET main effect (F = 10.12, p = 0.004, partial ƞ2 = 0.14), and limb preference main effect (F = 5.39, p = 0.03, partial ƞ2 = 0.19), without significant interactions (p > 0.05). Ankle proprioception improved with prolonged PET, with the non-dominant side outperforming the dominant side. A PET of 0.25s showed good to excellent reliability, with intraclass correlation coefficients (ICCs) of 0.897 (95%CI: 0.761, 0.955) and 0.885 (95%CI: 0.736, 0.951), with standard errors of measurements (SEM) between 0.030 and 0.035, and minimum detectable change at 90% (MDC90) between 0.070 and 0.082, compared to poor to moderate reliability at the other three longer PETs (ICCs =0.352-0.736). The findings suggested the prolongation of PET can improve ankle proprioceptive performance but can amplify the inter-occasion variability, likely due to increased cognitive analysis with longer stimulus sampling. SPAN may thus be a cost-effective and accessible apparatus for clinical practice.

本研究调查了在不同关节位置暴露时间(PET)下进行测试时踝关节的辨别敏锐度、性能和测量一致性。24 名参与者使用新型智能手机踝关节感知导航(SPAN)进行了测试,测试采用四种 PET,即 0.25 秒、0.5 秒、0.75 秒和 1 秒,以随机顺序进行,然后在一周内进行复测。结果显示 PET 主效应(F = 10.12,p = 0.004,部分ƞ2 = 0.14)和肢体偏好主效应(F = 5.39,p = 0.03,部分ƞ2 = 0.19),没有显著的交互作用(p > 0.05)。随着 PET 时间的延长,踝关节本体感觉有所改善,非优势侧优于优势侧。0.25 秒的 PET 显示出良好至卓越的可靠性,类内相关系数 (ICC) 分别为 0.897(95%CI:0.761,0.955)和 0.885(95%CI:0.736,0.951),测量标准误差 (SEM) 介于 0.030 和 0.035 之间,测量误差 (SEM) 介于 0.030 和 0.035 之间。相比之下,其他三个较长 PET 的可靠性为差到中等(ICC =0.352-0.736)。研究结果表明,延长 PET 时间可以提高踝关节本体感觉性能,但会扩大事件间的变异性,这可能是由于刺激取样时间延长导致认知分析增加所致。因此,SPAN 可能是临床实践中一种具有成本效益且易于使用的仪器。
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引用次数: 0
Mental Chronometry: Do Imagined Times Merely Relate to Task Duration? 心理计时法:想象时间只与任务持续时间有关吗?
IF 1.2 4区 心理学 Q4 NEUROSCIENCES Pub Date : 2025-01-01 Epub Date: 2025-07-07 DOI: 10.1080/00222895.2025.2525907
James W Roberts, Robin Owen, Caroline J Wakefield

Prolonged movement time as a function of task difficulty (as defined by the Index of Difficulty [ID]) can be equally prevalent within executed and imagined movements ─ something referred to as the mental chronometry effect. This effect has been leveraged as support for functional equivalence, where an internal representation can be shared for execution and imagery. However, times tend to rise exponentially more for imagined, compared to executed, movements, which could be attributed to the time spent within a task. Fifteen participants attempted execution and imagery of a reciprocal aiming movement between two targets that assumed different levels of ID (4, 5, 6 bits). They did this either over 3 or 5 cycles of movement to generate short- and long-duration movements, respectively. Mean times and time-ID slope/gradient coefficients revealed that the time within imagery was generally no longer than execution. However, the rise in time as a function of ID tended to be even greater when undertaking 3 compared to 5 cycles within imagery, but not execution. Overall, these findings may counter the suggestion that time spent within imagery is positively related to duration. However, further research is perhaps warranted to help formulate broader recommendations for imagery across different durations.

随着任务难度(由难度指数[ID]定义)的增加,动作时间的延长在执行的动作和想象的动作中同样普遍存在──这被称为心理计时效应。这种效果被用作对功能等价的支持,在功能等价中,内部表示可以共享以用于执行和图像。然而,与执行动作相比,想象动作的时间往往呈指数级增长,这可能归因于在任务中花费的时间。15名参与者尝试执行和想象两个目标之间的相互瞄准运动,假设不同的ID水平(4,5,6位)。他们分别做了3或5个周期的运动来产生短时间和长时间的运动。平均时间和时间id斜率/梯度系数显示,图像内的时间通常不会超过执行时间。然而,当在图像中进行3次循环而不是5次循环时,时间作为ID函数的上升幅度会更大,但执行则不然。总的来说,这些发现可能会反驳花在想象中的时间与持续时间呈正相关的说法。然而,进一步的研究也许是有必要的,以帮助制定更广泛的建议,在不同的持续时间的图像。
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引用次数: 0
Comparing Virtual Reality and Balance Beam Training vs. Virtual Reality Alone for Balance Improvement. 比较虚拟现实和平衡木训练与虚拟现实单独提高平衡。
IF 1.2 4区 心理学 Q4 NEUROSCIENCES Pub Date : 2025-01-01 Epub Date: 2025-05-20 DOI: 10.1080/00222895.2025.2506756
Kanokporn Pooranawatthanakul, Jirapa Cannong, Thanakrit Thanasombut, Nicharee Hanprerakriengkrai, Maria Justine, Akkradate Siriphorn

This study investigated whether combining virtual reality (vr) with balance beam training enhances balance performance in young adults more effectively than vr alone, addressing the limited research on their combined effects. thirty-nine participants were randomly assigned to one of three groups: VR with balance beam training, VR alone, or a control group. Participants in the VR groups completed a 5-min rope walking VR game in four sessions per day, 3 days per week, for 4 weeks. Balance was assessed using the Neurocom Balance Master before and after the intervention. Both the combined VR and balance beam group and the VR alone group showed significant improvements compared to the control group, including reduced tandem walk end sway, increased movement velocity, improved maximum excursion in the limit of stability, and decreased sway velocity during single-leg stance with eyes opened. However, no significant differences were found between the combined group and the VR alone group. These findings suggest that both VR combined with balance beam training and VR alone can significantly improve balance in young adults. This indicates that either approach could be effectively used to enhance balance in this population.

Clinical trial registration number: The study was registered at www.thaiclinicaltrials.org (No. TCTR20201217005).

这项研究调查了虚拟现实(vr)与平衡木训练相结合是否比单独使用vr更有效地提高了年轻人的平衡能力,解决了对两者联合效果的有限研究。39名参与者被随机分配到三组中的一组:VR与平衡木训练,单独VR或对照组。VR组的参与者完成了一个5分钟的绳走VR游戏,每天4次,每周3天,持续4周。在干预前后使用Neurocom Balance Master评估平衡性。与对照组相比,VR联合平衡木组和VR单独组均有显著改善,包括减少串联行走末端摇摆,增加运动速度,改善稳定性极限的最大偏移,以及减少单腿站立时的摇摆速度。然而,在联合组和单独VR组之间没有发现显著差异。这些发现表明VR结合平衡木训练和单独VR都能显著改善年轻人的平衡能力。这表明,任何一种方法都可以有效地用于增强这一群体的平衡。临床试验注册号:本研究注册于www.thaiclinicaltrials.org (No. 5)。TCTR20201217005)。
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引用次数: 0
Guiding the Hand to an Invisible Target. 引导手到一个隐形的目标。
IF 1.1 4区 心理学 Q4 NEUROSCIENCES Pub Date : 2025-01-01 Epub Date: 2025-01-22 DOI: 10.1080/00222895.2025.2455179
Marcin Furtak, Eli Brenner

Numerous devices are being developed to assist visually impaired and blind individuals in performing everyday tasks such as reaching out to grasp objects. Considering that the size, weight, and cost of assistive devices significantly impact their acceptance, it would be useful to know how effective various types of guiding information can be. As an initial exploration of this issue, we conducted four studies in which participants with normal vision were visually guided toward targets. They were guided by information about the direction to the target, and either about the distance to the target or about the time required to reach the target. We compared participants' performance when provided with different amounts of each of these kinds of information. We found that restricting information about the distance from the target or the time it would take to reach the target to only a few possible values does not affect performance substantially. Restricting information about the direction to the target to only a few possible values appears to be more detrimental, but the disadvantage of having few possible directions can be mitigated by combining values in multiple directions. These findings can help optimize haptic presentations in assistive technology.

许多设备正在被开发出来,以帮助视障人士和盲人完成日常任务,比如伸手抓东西。考虑到辅助设备的尺寸、重量和成本对其接受程度有很大影响,了解各种类型的指导信息的有效性将是有用的。作为这一问题的初步探索,我们进行了四项研究,其中视力正常的参与者被视觉引导到目标。他们根据目标方向的信息,以及到目标的距离或到达目标所需的时间来引导他们。我们比较了参与者在提供不同数量的这类信息时的表现。我们发现,将有关与目标的距离或到达目标所需时间的信息限制为几个可能的值不会对性能产生实质性影响。将有关目标方向的信息限制在几个可能的值中似乎更有害,但可能方向少的缺点可以通过组合多个方向的值来减轻。这些发现有助于优化辅助技术中的触觉表现。
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引用次数: 0
The Attentional Demands of Wheelchair Operation. 轮椅操作的注意需求。
IF 1.1 4区 心理学 Q4 NEUROSCIENCES Pub Date : 2025-01-01 Epub Date: 2025-05-13 DOI: 10.1080/00222895.2025.2463989
Mikaela L Frechette, Jacob J Sosnoff, Manuel Enrique Hernandez, Laura A Rice

To determine how motor control patterns in wheelchair propulsion mediate attentional demands. Fourteen participants completed two single- and dual-task trials of Serial-7 Subtraction and four, 30-second motor tasks: Static Sitting, Short Leans, Maximal Leans, and Stationary Propulsion. Differences in cognitive and motor function were determined through paired samples t-tests and percent changes (dual-task costs [DTCs]) were calculated. Within-subjects, repeated-measures ANOVAs determined differences in DTCs across motor tasks. Cognitive function was maintained from the single- to dual-task trials across tasks (DTC ≤ 13%; p = 0.12-0.74). Motor function was uniquely maintained during Maximal Leans (DTC ≤ 0.5%; p = 0.12-0.93), which yielded significantly lower dual-task cognitive function than the others (p < 0.01). Seated balance may be the primary contributor to the attentional demands of wheelchair propulsion.

确定轮椅推进运动控制模式如何调节注意需求。14名参与者完成了系列7减法的两个单任务和双任务试验,以及四个30秒的运动任务:静坐、短倾、最大倾和静止推进。通过配对样本t检验确定认知和运动功能的差异,并计算变化百分比(双任务成本[dtc])。在受试者中,重复测量方差分析确定了运动任务中dtc的差异。从单任务试验到双任务试验,认知功能在不同任务间得到维持(DTC≤13%;p = 0.12-0.74)。运动功能在最大倾斜度(DTC≤0.5%;P = 0.12-0.93),双任务认知功能显著低于其他组(P
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引用次数: 0
Head Control and Upper-Body Coordination during Gait in Collegiate Contact and Noncontact Athletes. 大学接触和非接触运动员步态中的头部控制和上半身协调。
IF 1.1 4区 心理学 Q4 NEUROSCIENCES Pub Date : 2025-01-01 Epub Date: 2025-03-11 DOI: 10.1080/00222895.2025.2474545
Samuel R Zeff, Douglas N Martini, Joseph Hamill, Richard van Emmerik

Persistent contact sport participation exposes athletes to repetitive head impacts, eliciting lingering motor performance alterations that could disrupt visual perception. We sought to compare head and trunk displacement, segmental coordination, and dynamic visual acuity between contact (ice hockey) and noncontact (baseball) athletes. Thirteen ice hockey and 11 baseball athletes walked at preferred and fast speeds during both a baseline and an imposed dynamic visual acuity (DVA) task. With increased visual task constraints and walking speeds, greater vertical head (preferred walking with visual task: 4.29 ± 0.48 vs 3.69 ± 0.71 cm, p = 0.030; fast baseline walking: 5.91 ± 0.59 vs 5.00 ± 0.97 cm, p = 0.019; fast walking with visual task: 5.72 ± 0.62 vs 4.86 ± 0.79 cm, p = 0.005) and trunk CoM displacement (fast baseline walking: 5.84 ± 0.61vs 5.00 ± 0.95 cm, p = 0.026; fast walking with visual task: 5.65 ± 0.63 vs 4.89 ± 0.78 cm, p = 0.014) were observed in contact athletes. In the transverse head-trunk coordination, contact athletes showed a decreased contribution of the head (9.85 ± 5.57 vs 19.36 ± 9.84%, p = 0.007) and increased trunk involvement (47.31 ± 21.43 vs 33.64 ± 10.79%, p = 0.030) compared to noncontact athletes, but this occurred only during fast walking with the DVA task. No DVA differences were observed (preferred speed: p = 0.650; fast speed: p = 0.820). While visual task performance was unaffected by contact sport status, the current results demonstrate changes in upper-body movement and how the head and trunk are coordinated in ice hockey athletes. Whether the observed upper-body movement and coordination changes due to repetitive head impact exposure result in decrements in visual perception and awareness in more challenging sporting environments remains unclear.

持续的接触性运动使运动员暴露在反复的头部撞击中,引起持续的运动表现改变,可能会破坏视觉感知。我们试图比较接触(冰球)和非接触(棒球)运动员的头部和躯干位移、节段协调性和动态视力。13名冰球运动员和11名棒球运动员在基线和强加的动态视觉敏锐度(DVA)任务中以首选和快速的速度行走。随着视觉任务约束和行走速度的增加,垂直头部增大(首选行走视觉任务:4.29±0.48 vs 3.69±0.71 cm, p = 0.030;快速基线步行:5.91±0.59 vs 5.00±0.97 cm, p = 0.019;有视觉任务的快走:5.72±0.62 vs 4.86±0.79 cm, p = 0.005)和躯干CoM位移(快走基线:5.84±0.61vs 5.00±0.95 cm, p = 0.026;接触运动员快走伴视觉任务:5.65±0.63 vs 4.89±0.78 cm, p = 0.014)。在横向头干协调方面,与非接触运动员相比,接触运动员的头部参与减少(9.85±5.57 vs 19.36±9.84%,p = 0.007),躯干参与增加(47.31±21.43 vs 33.64±10.79%,p = 0.030),但这种情况仅发生在DVA任务的快走中。未观察到DVA差异(首选速度:p = 0.650;速度快:p = 0.820)。虽然视觉任务的表现不受身体接触运动状态的影响,但目前的研究结果表明,冰球运动员的上半身运动以及头部和躯干的协调方式发生了变化。在更具挑战性的运动环境中,是否观察到由于重复头部撞击而引起的上半身运动和协调变化会导致视觉感知和意识的下降尚不清楚。
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引用次数: 0
Visual Biofeedback and Postural Control: Exploring Potential Implicit Visual Integration. 视觉生物反馈和姿势控制:探索潜在的内隐视觉整合。
IF 1.2 4区 心理学 Q4 NEUROSCIENCES Pub Date : 2025-01-01 Epub Date: 2025-07-02 DOI: 10.1080/00222895.2025.2523448
Lucas Michaud, Dominique Desjardins, Alexandre Perreault, Anne-Sophie Mayer, Marc-Olivier Sauvé, Renée Desjardins, Yves Lajoie

Real-time visual biofeedback (vBF) of body sway is known to enhance postural control by reducing center of pressure (COP) displacement. However, the mechanisms underlying its influence remain unclear, particularly regarding implicit processing. The objective of this study was to examine whether vBF is utilized implicitly by exposing 40 young adults to both real-time (accurate) and erroneous (delayed) COP feedback without explicitly explaining its purpose. Participants were simply instructed to stand as still as possible. After the experiment, 15 out of 40 participants spontaneously recognized the feedback's nature. Results indicated that both aware and unaware participants exhibited improved postural control under accurate vBF (i.e., reduced COP variability, smaller COP area, increased COP irregularity, and greater reliance on higher sway frequencies). In contrast, erroneous vBF induced minimal changes. While these findings highlight a possible implicit integration of the visual feedback, the results also underscore the need for future research to investigate this phenomenon with more refined methods, as classifying participants into aware and unaware groups presents certain challenges.

人体摇摆的实时视觉生物反馈(vBF)可以通过减少压力中心(COP)位移来增强姿势控制。然而,其影响的机制仍不清楚,特别是关于内隐加工。本研究的目的是通过让40名年轻人同时接触实时(准确)和错误(延迟)的COP反馈,而不明确解释其目的,来检验vBF是否被隐性利用。参与者被要求尽可能地站着不动。实验结束后,40名参与者中有15人自发地认出了反馈的本质。结果表明,在准确的vBF下,有意识和无意识的参与者都表现出更好的姿势控制(即COP变异性减少,COP面积减小,COP不规则性增加,更依赖于更高的摆动频率)。相反,错误的vBF引起的变化很小。虽然这些发现强调了视觉反馈可能隐含的整合,但结果也强调了未来研究需要用更精细的方法来调查这一现象,因为将参与者分为有意识和无意识的群体存在一定的挑战。
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引用次数: 0
Effects of Quantitative and Qualitative Visual Feedback on Motor Learning in Male Novices During a Badminton Underhand-Clear Striking Task. 定量和定性视觉反馈对男性新手羽毛球低空击打动作学习的影响。
IF 1.2 4区 心理学 Q4 NEUROSCIENCES Pub Date : 2025-01-01 Epub Date: 2025-09-02 DOI: 10.1080/00222895.2025.2550373
Donghwi Suh, Jaeuk Jeong

In the biomechanics of striking tasks, different types of visual feedback for the upper extremities influence motor learning and control in distinct ways. Quantitative feedback (QN), which provides precise numerical data, and qualitative feedback (QL), which offers descriptive or interpretive guidance, may facilitate different aspects of motor skill acquisition. Given that ballistic motor skills, such as the badminton underhand-clear stroke, require not only rapid and coordinated movement execution but also precise control of distal joints for accuracy, the underlying feedback processing mechanisms play a crucial role in optimizing motor control. Therefore, this study aims to determine the most effective type of visual feedback for enhancing motor learning in the badminton underhand-clear stroke by examining its impact on movement efficiency and accuracy. Participants (n = 36, all male; mean age 25.1 ± 1.2 years) were recruited into three groups: QN group, QL group, and the control group. Each participant completed a pretest, post-test, and retention-test of 20 trials each for the badminton underhand-clear stroke, along with three practice sessions consisting of 50 trials each. Performance accuracy and coordination patterns were significantly improved in the QN group compared to the QL and control groups in the retention test [performance accuracy (mean radial error) = QN-control: p < .01, QN-QL: p < .01; coordination pattern (discrete relative phase) = QN-control: p < .001, QN-QL: p < .01]. Additionally, the kinematics of the wrist joint were significantly improved in the QN group compared to the QL and control group in the retention test (maximum extension angle of wrist joint = QN-control: p < .001, QN-QL: p < .01). These findings suggest that quantitative feedback may be more effective than qualitative feedback in facilitating motor learning in a badminton striking task, particularly in terms of long-term retention of movement accuracy and coordination. By analyzing motor coordination patterns, this study provides insight into the role of different types of visual feedback in motor learning and offers practical implications for instructors aiming to optimize skill acquisition in striking tasks.

在突出任务的生物力学中,上肢不同类型的视觉反馈以不同的方式影响运动学习和控制。定量反馈(QN)提供精确的数字数据,定性反馈(QL)提供描述性或解释性指导,可以促进运动技能习得的不同方面。鉴于弹道运动技能,如羽毛球低空击球,不仅需要快速协调的运动执行,还需要精确控制远端关节的准确性,潜在的反馈处理机制在优化运动控制中起着至关重要的作用。因此,本研究旨在通过考察视觉反馈对动作效率和准确性的影响,确定最有效的视觉反馈类型,以促进羽毛球低手清净击球运动学习。参与者(n = 36,均为男性,平均年龄25.1±1.2岁)被分为三组:QN组、QL组和对照组。每个参与者都完成了羽毛球低手清拍的前测、后测和记忆测试,每项测试20次,以及三个练习阶段,每项测试50次。与QL组和对照组相比,QN组在保持测试中的表现准确性和协调模式显著提高[表现准确性(平均径向误差)= QN-control: p。01, QN-QL: p .01;协调模式(离散相对相位)= QN-control: p。[j].武汉大学学报(自然科学版);此外,与QL和对照组相比,QN组在保持测试中腕关节的运动学得到了显著改善(腕关节最大伸展角= QN-control: p。0.001, QN-QL: p < 0.01)。这些发现表明,在促进羽毛球击打任务中的运动学习方面,定量反馈可能比定性反馈更有效,特别是在运动准确性和协调性的长期保持方面。通过对运动协调模式的分析,本研究揭示了不同类型的视觉反馈在运动学习中的作用,并为旨在优化突出任务技能习得的教师提供了实践启示。
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引用次数: 0
期刊
Journal of Motor Behavior
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