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系統識別號 U0026-0808202017263400
論文名稱(中文) 使用虛擬實境頭戴式裝置進行預期及非預期性足球切入動作之膝關節生物力學分析
論文名稱(英文) The Effect of Using Virtual Reality Head-Mounted Display on Knee Biomechanics during Preplanned and Unplanned Sidestepping
校院名稱 成功大學
系所名稱(中) 體育健康與休閒研究所
系所名稱(英) Institute of Physical Education, Health & Leisure Studies
學年度 108
學期 2
出版年 109
研究生(中文) 李文傑
研究生(英文) Man-Kit Lei
電子信箱 andylei1218@gmail.com
學號 RB6065015
學位類別 碩士
語文別 英文
論文頁數 65頁
口試委員 指導教授-鄭匡佑
召集委員-林明毅
口試委員-邱宏達
中文關鍵字 虛擬環境  決策判斷  視覺刺激  生態效度 
英文關鍵字 virtual environment  decision-making  visual stimuli  ecological validity 
學科別分類
中文摘要 侵略型運動(invasion sports,如足球或籃球)包含了大量球員移動中的方向變換動作,又稱為切入動作(cutting maneuver),其中又以側向切入(sidestepping)最為常見。過往絕大多數研究均専注於探討側向切入動作,因其被不少研究證實為其中一項最常引起前十字韌帶受傷之機制。不同於過往實驗使用較簡單的視覺刺激(visual stimulus)以提示運動員正確的切入方向,近年來的實驗紛紛改以更能模擬真實比賽的動畫或影片作為視覺刺激。其結果顯示與傳統的方法相比,擬真的視覺刺激能有效地提升生態效度(ecological validity),運動員在愈貼近真實比賽環境的場景下進行運動訓練和實驗,會展現與傳統簡單視覺刺激下不一樣的動作形態和生物力學機制。另一方面,隨著科技的發展,虛擬實境(virtual reality)技術近年來被廣泛使用於各領域,且被證實為相當適用於分析視覺感知(visual perception)與決策判斷(decision making)的研究工具。然而,過去的研究多僅將虛擬實境用於較簡單、重複性高之運動,並沒有研究以模擬真實運動場上具有大範圍和多向移動特性的運動進行設計。因此,本研究進行了兩個實驗,目的為:1)比較在真實環境和虛擬環境中進行側向切入之膝關節生物力學參數;2)以擬真的3D動畫取代現有的視覺刺激,設計出針對反應判斷與敏捷的實驗和訓練的虛擬環境,並比較運動員在使用虛擬實境頭戴式裝置在面對3D動畫與傳統2D視覺刺激之差異。研究結果發現在虛擬實境中進行側向並步與以往文獻提出在真實環境中的結果大致相同,側向切入在面對不可預測和較擬真的刺激時也會展現不一樣的膝關節生物力學。另外,實驗結果也展示在虛擬實境中進行此類型實驗和訓練的可行性。然而,有一半的參與者明顯地較容易受到虛擬實境的影響,因而在某些生物力學參數上出現顯著差異,這結果顯示運動員在使用虛擬實境頭戴式裝置時存在很大的個體差異。本研究建議未來應著重於解決硬體上的限制(如頭盔式裝置的固定和更大的移動範圍),以及探討導致某些運動員較容易受虛擬實境影響的成因。在進行同類實驗時,助跑速度也應有更好的控制以排除可能影響實驗結果的因子。在這些問題被解決前,實驗人員和教練在使用虛擬實境時應更加注意各運動員在時用時的狀況。
英文摘要 Invasion sports (such as football and basketball) require athletes to perform numerous directional changes to invade the territory guarded by the opponents or defend their territory during the match. Sidestepping (SS) is one of the most common cutting techniques, and it is proved to be a common mechanism that induced ACL injuries. Therefore, many previous studies have focused on investigating SS biomechanics. In recent years, with the aim of improving the ecological validity, the methodology of laboratory-based setting research on SS has been changed to adopt more realistic visual stimuli (animations or pre-filmed scenarios) in replace of the traditional methods (lights or arrows). Differences in biomechanical parameters when athletes performed SS in response to more realistic visual stimuli have been reported. On the other hand, virtual reality (VR) technology has been reguard as a more efficient and effective methodology to investigate visual perception tasks in sport compared to the traditional video-based methods. However, previous studies rarely attempted to provide a sport-specific virtual environment (VE) with a large area of complex and intense multi-directional movements. Therefore, two experiments were conducted in this study with the aim of 1) directly comparing biomechanical parameters between performing SS under real environment (RE) and VE; 2) creating a prototype of sport-specific VE with realistic visual stimuli that mimics real game-like situation, and investigating the biomechanical features during SS in response to the realistic visual stimuli. The results were generally supported by the literature that investigated the anticipatory effect and the effect of using more realistic visual stimuli during planned and unplanned SS. Overall, the knee biomechanics were similar between the RE and VE. However, some of the knee biomechanics were significant in half of the participants between the two environments. These findings suggested that it is feasible to use VR technology to address more complicated sport-related experiments and training, but the feelings of discomfort due to wearing VR HMD may be highly subject-specific. Several limitations in the hardware and the cause of the diverse effect of wear the VR equipment still need to be addressed in the future. It is also suggested that the approaching velocity should be strictly controlled in future studies. Experimenters and coaches should pay attention to the status of the athletes when using the VR HMD with sports-related experiments and training purposes before aforementioned effects are thoroughly examined.
論文目次 摘要 ii
Abstract iv
誌謝 vi
List of Contents vii
List of Tables ix
List of Figures x
Chapter 1 Introduction 1
1.1 Background 1
1.2 Limitation 3
1.3 Definition of Terms 4
Chapter 2 Literature Review 7
2.1 Preplanned and Unplanned Sidestepping 7
2.2 Virtual Reality in Sports 21
2.3 Overview 23
Chapter 3 Materials and Methods 27
3.1 Participant 27
3.2 Experimental Design 28
3.3 Constructing the Virtual Environment 32
3.4 Data Collection 35
3.5 Data Analysis 40
3.6 Statistical Analysis 41
Chapter 4 Results 42
4.1 Experiment 1 42
4.2 Experiment 2 44
Chapter 5 Discussion 48
Chapter 6 Conclusion 58
References 59
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