Comparison of Electromyogram During Ball Catching Task in Haptic VR and Real Environment
The objective of this study was to construct systems for haptic virtual reality (VR) environment and to conduct an experiment to compare muscular activity during ball catching tasks in real and VR environments, where the level of the presence was evaluated. A ball catching task was demonstrated in two environments, where head-mounted display and SPIDAR-HS, the haptic presentation device using tensile force of the wire, were applied for constructing VR environment. As an index of dynamic muscular activity, forearm EMG signals were measured in the time course of a ball catching task. Average peak RMS value for forearm EMG in VR environment was 45.2% smaller than that in real environment. This difference was apparent because the amount of force generated by SPIDAR-HS was relatively lower than that made by the gravity force of the ball. On the other hand, the trends in dynamic muscular activities were similar for both environment, indicating that two tasks were fairly unique regardless the type of environments. It was concluded that the presence of VR was observable by the dynamic muscular changes during VR tasks with further adjustment of force levels required for the task in VR environment.
KeywordsVirtual reality Haptics Presence Electromyogram
Part of the present study was funded by Environmental control based on human environment interaction research group Kansai University, and Kakenhi of the Japan Society for the Promotion of Science (17H01782). The authors would like to thank Ryuki Tsukikawa and Kanata Nozawa during the data collection.
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