The effects of virtual reality immersion on drop landing mechanics
Virtual reality (VR) can be used to alter the environment and challenge sensory calibration which rehabilitation and return-to-sport testing lack. The purpose was to establish how VR manipulation of the environment changes knee landing biomechanics. Twenty-nine healthy active adults (22 males; 20.52...
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Veröffentlicht in: | Sports biomechanics 2022-02, Vol.ahead-of-print (ahead-of-print), p.1-17 |
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creator | Brazalovich, Philip Simon, Janet E. Criss, Cody R. Yom, Jae P. Grooms, Dustin R. |
description | Virtual reality (VR) can be used to alter the environment and challenge sensory calibration which rehabilitation and return-to-sport testing lack. The purpose was to establish how VR manipulation of the environment changes knee landing biomechanics. Twenty-nine healthy active adults (22 males; 20.52 ± 1.21 years; 1.75 ± 0.09 m; 78.34 ± 14.33 kg) were recruited. Three drop landing trials (31 cm height box) were performed for three conditions: eyes-open (EO), eyes-closed (EC), and VR, consisting of a head-mounted display of a 360° photo of a steep man-made edge or drop. Knee kinematics and kinetics were evaluated using 3D motion capture. The VR condition significantly increased Landing Error Score System errors relative to EO (1.28 ± 0.20, p |
doi_str_mv | 10.1080/14763141.2022.2035427 |
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−1
, p < 0.001) and EC (0.34 ± 0.07 N·bw
−1
, p < 0.001). The VR condition had less knee flexion at initial contact compared to EO (4.39 ± 0.75°, p = 0.001) and EC (1.83 ± 0.63°, p = 0.021). The VR condition had more knee abduction at initial contact compared to EO (0.71 ± 0.24°, p = 0.002) and EC (0.69 ± 0.22°, p = 0.002) and increased knee abduction at maximum flexion compared to EO (2.01 ± 0.58°, p = 0.026). Landing in VR increased injury risk landing biomechanics, indicating that VR may option to incorporate into return-to-play or injury risk assessment.</description><identifier>ISSN: 1476-3141</identifier><identifier>EISSN: 1752-6116</identifier><identifier>DOI: 10.1080/14763141.2022.2035427</identifier><identifier>PMID: 35139757</identifier><language>eng</language><publisher>England: Routledge</publisher><subject>dynamic systems theory ; environmental stimulus ; injury risk ; Neuromuscular perturbation</subject><ispartof>Sports biomechanics, 2022-02, Vol.ahead-of-print (ahead-of-print), p.1-17</ispartof><rights>2022 Informa UK Limited, trading as Taylor & Francis Group 2022</rights><lds50>peer_reviewed</lds50><woscitedreferencessubscribed>false</woscitedreferencessubscribed><citedby>FETCH-LOGICAL-c366t-109f782aab93a017fbed22e5db87936599c6b8119d63ee1ad0fa17a3675d93613</citedby><cites>FETCH-LOGICAL-c366t-109f782aab93a017fbed22e5db87936599c6b8119d63ee1ad0fa17a3675d93613</cites><orcidid>0000-0002-6308-2387 ; 0000-0001-6102-8224 ; 0000-0003-0754-1187</orcidid></display><links><openurl>$$Topenurl_article</openurl><openurlfulltext>$$Topenurlfull_article</openurlfulltext><thumbnail>$$Tsyndetics_thumb_exl</thumbnail><linktopdf>$$Uhttps://www.tandfonline.com/doi/pdf/10.1080/14763141.2022.2035427$$EPDF$$P50$$Ginformaworld$$H</linktopdf><linktohtml>$$Uhttps://www.tandfonline.com/doi/full/10.1080/14763141.2022.2035427$$EHTML$$P50$$Ginformaworld$$H</linktohtml><link.rule.ids>314,776,780,27901,27902,59620,60409</link.rule.ids><backlink>$$Uhttps://www.ncbi.nlm.nih.gov/pubmed/35139757$$D View this record in MEDLINE/PubMed$$Hfree_for_read</backlink></links><search><creatorcontrib>Brazalovich, Philip</creatorcontrib><creatorcontrib>Simon, Janet E.</creatorcontrib><creatorcontrib>Criss, Cody R.</creatorcontrib><creatorcontrib>Yom, Jae P.</creatorcontrib><creatorcontrib>Grooms, Dustin R.</creatorcontrib><title>The effects of virtual reality immersion on drop landing mechanics</title><title>Sports biomechanics</title><addtitle>Sports Biomech</addtitle><description>Virtual reality (VR) can be used to alter the environment and challenge sensory calibration which rehabilitation and return-to-sport testing lack. The purpose was to establish how VR manipulation of the environment changes knee landing biomechanics. Twenty-nine healthy active adults (22 males; 20.52 ± 1.21 years; 1.75 ± 0.09 m; 78.34 ± 14.33 kg) were recruited. Three drop landing trials (31 cm height box) were performed for three conditions: eyes-open (EO), eyes-closed (EC), and VR, consisting of a head-mounted display of a 360° photo of a steep man-made edge or drop. Knee kinematics and kinetics were evaluated using 3D motion capture. The VR condition significantly increased Landing Error Score System errors relative to EO (1.28 ± 0.20, p < 0.001) and EC (0.98 ± 0.22, p < 0.001) and increased vertical ground reaction force relative to EO (0.41 ± 0.09 N·bw
−1
, p < 0.001) and EC (0.34 ± 0.07 N·bw
−1
, p < 0.001). The VR condition had less knee flexion at initial contact compared to EO (4.39 ± 0.75°, p = 0.001) and EC (1.83 ± 0.63°, p = 0.021). The VR condition had more knee abduction at initial contact compared to EO (0.71 ± 0.24°, p = 0.002) and EC (0.69 ± 0.22°, p = 0.002) and increased knee abduction at maximum flexion compared to EO (2.01 ± 0.58°, p = 0.026). Landing in VR increased injury risk landing biomechanics, indicating that VR may option to incorporate into return-to-play or injury risk assessment.</description><subject>dynamic systems theory</subject><subject>environmental stimulus</subject><subject>injury risk</subject><subject>Neuromuscular perturbation</subject><issn>1476-3141</issn><issn>1752-6116</issn><fulltext>true</fulltext><rsrctype>article</rsrctype><creationdate>2022</creationdate><recordtype>article</recordtype><recordid>eNp9kNtKAzEQhoMotlYfQckLbM0km2T3zgOeoOBNvQ6zm8RG9lCSrdK3d0tbL4VhJpDvn4GPkGtgc2AFu4VcKwE5zDnjfGxC5lyfkCloyTMFoE7H98hkO2hCLlL6YgwK4Pk5mQgJotRST8nDcuWo897VQ6K9p98hDhtsaHTYhGFLQ9u6mELf0bFs7Ne0wc6G7pO2rl5hF-p0Sc48NsldHeaMfDw_LR9fs8X7y9vj_SKrhVJDBqz0uuCIVSmQgfaVs5w7aatCl0LJsqxVVQCUVgnnAC3zCBqF0tKO_yBmRO731rFPKTpv1jG0GLcGmNk5MUcnZufEHJyMuZt9br2pWmf_UkcJI3C3B0Ln-9jiTx8bawbcNn30Ebs6JCP-v_ELYvdwKw</recordid><startdate>20220209</startdate><enddate>20220209</enddate><creator>Brazalovich, Philip</creator><creator>Simon, Janet E.</creator><creator>Criss, Cody R.</creator><creator>Yom, Jae P.</creator><creator>Grooms, Dustin R.</creator><general>Routledge</general><scope>NPM</scope><scope>AAYXX</scope><scope>CITATION</scope><orcidid>https://orcid.org/0000-0002-6308-2387</orcidid><orcidid>https://orcid.org/0000-0001-6102-8224</orcidid><orcidid>https://orcid.org/0000-0003-0754-1187</orcidid></search><sort><creationdate>20220209</creationdate><title>The effects of virtual reality immersion on drop landing mechanics</title><author>Brazalovich, Philip ; Simon, Janet E. ; Criss, Cody R. ; Yom, Jae P. ; Grooms, Dustin R.</author></sort><facets><frbrtype>5</frbrtype><frbrgroupid>cdi_FETCH-LOGICAL-c366t-109f782aab93a017fbed22e5db87936599c6b8119d63ee1ad0fa17a3675d93613</frbrgroupid><rsrctype>articles</rsrctype><prefilter>articles</prefilter><language>eng</language><creationdate>2022</creationdate><topic>dynamic systems theory</topic><topic>environmental stimulus</topic><topic>injury risk</topic><topic>Neuromuscular perturbation</topic><toplevel>peer_reviewed</toplevel><toplevel>online_resources</toplevel><creatorcontrib>Brazalovich, Philip</creatorcontrib><creatorcontrib>Simon, Janet E.</creatorcontrib><creatorcontrib>Criss, Cody R.</creatorcontrib><creatorcontrib>Yom, Jae P.</creatorcontrib><creatorcontrib>Grooms, Dustin R.</creatorcontrib><collection>PubMed</collection><collection>CrossRef</collection><jtitle>Sports biomechanics</jtitle></facets><delivery><delcategory>Remote Search Resource</delcategory><fulltext>fulltext</fulltext></delivery><addata><au>Brazalovich, Philip</au><au>Simon, Janet E.</au><au>Criss, Cody R.</au><au>Yom, Jae P.</au><au>Grooms, Dustin R.</au><format>journal</format><genre>article</genre><ristype>JOUR</ristype><atitle>The effects of virtual reality immersion on drop landing mechanics</atitle><jtitle>Sports biomechanics</jtitle><addtitle>Sports Biomech</addtitle><date>2022-02-09</date><risdate>2022</risdate><volume>ahead-of-print</volume><issue>ahead-of-print</issue><spage>1</spage><epage>17</epage><pages>1-17</pages><issn>1476-3141</issn><eissn>1752-6116</eissn><abstract>Virtual reality (VR) can be used to alter the environment and challenge sensory calibration which rehabilitation and return-to-sport testing lack. The purpose was to establish how VR manipulation of the environment changes knee landing biomechanics. Twenty-nine healthy active adults (22 males; 20.52 ± 1.21 years; 1.75 ± 0.09 m; 78.34 ± 14.33 kg) were recruited. Three drop landing trials (31 cm height box) were performed for three conditions: eyes-open (EO), eyes-closed (EC), and VR, consisting of a head-mounted display of a 360° photo of a steep man-made edge or drop. Knee kinematics and kinetics were evaluated using 3D motion capture. The VR condition significantly increased Landing Error Score System errors relative to EO (1.28 ± 0.20, p < 0.001) and EC (0.98 ± 0.22, p < 0.001) and increased vertical ground reaction force relative to EO (0.41 ± 0.09 N·bw
−1
, p < 0.001) and EC (0.34 ± 0.07 N·bw
−1
, p < 0.001). The VR condition had less knee flexion at initial contact compared to EO (4.39 ± 0.75°, p = 0.001) and EC (1.83 ± 0.63°, p = 0.021). The VR condition had more knee abduction at initial contact compared to EO (0.71 ± 0.24°, p = 0.002) and EC (0.69 ± 0.22°, p = 0.002) and increased knee abduction at maximum flexion compared to EO (2.01 ± 0.58°, p = 0.026). Landing in VR increased injury risk landing biomechanics, indicating that VR may option to incorporate into return-to-play or injury risk assessment.</abstract><cop>England</cop><pub>Routledge</pub><pmid>35139757</pmid><doi>10.1080/14763141.2022.2035427</doi><tpages>17</tpages><orcidid>https://orcid.org/0000-0002-6308-2387</orcidid><orcidid>https://orcid.org/0000-0001-6102-8224</orcidid><orcidid>https://orcid.org/0000-0003-0754-1187</orcidid></addata></record> |
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source | Taylor & Francis Journals Complete |
subjects | dynamic systems theory environmental stimulus injury risk Neuromuscular perturbation |
title | The effects of virtual reality immersion on drop landing mechanics |
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