The effects of target location on musculoskeletal load, task performance, and subjective discomfort during virtual reality interactions
Introduction
Access through your organization
Check access to the full text by signing in through your organization.
Section snippets
Participants
Neck and shoulder postures
Discussion
Conclusion
Declaration of competing interest
Acknowledgement
References (36)
- et al.
Assessing the use of immersive virtual reality, mouse and touchscreen in pointing and dragging-and-dropping tasks among young, middle-aged and older adults
Appl. Ergon.
(2017) - et al.
Evaluation of physical workload affected by mass and center of mass of head-mounted display
Appl. Ergon.
(2018) Joint center longitudinal positions computed from a selected subset of Chandler's data
J. Biomech.
(1996)Adjustments to Zatsiorsky-Seluyanov’s segment inertia parameters
J. Biomech.
(1996)- et al.
A radiographic investigation of cervical spine kinematics when reading a tablet in a reclined trunk position
Appl. Ergon.
(2018) Physical ergonomics of virtual environment use
Appl. Ergon.
(1999)- et al.
The impact of computer display height and desk design on 3D posture during information technology work by young adults
J. Electromyogr. Kinesiol.
(2008) - et al.
Armrests and back support reduced biomechanical loading in the neck and upper extremities during mobile phone use
Appl. Ergon.
(2018) - et al.
ISB recommendation on definitions of joint coordinate systems of various joints for the reporting of human joint motion—Part II: shoulder, elbow, wrist and hand
J. Biomech.
(2005) - et al.
The accuracy of the Oculus Rift virtual reality head-mounted display during cervical spine mobility measurement
J. Biomech.
(2015)
Influence of the wearable posture correction sensor on head and neck posture: sitting and standing workstations
Work
Anthropometric sourcebook (vol. 1: anthropometry for designers; NASA reference publication 1024, table 15)
Houst. TX Natl. Aeronaut. Space Adm
ANSI/HFES 100-2007. (2007). Human Factors Engineering of Computer Workstations
Ergonomics of wearable computers
Mob. Netw. Appl.
Standard maximum isometric voluntary contraction tests for normalizing shoulder muscle EMG
J. Orthop. Res.
Determinants and magnitudes of manual force strengths and joint moments during two-handed standing maximal horizontal pushing and pulling
Ergonomics
European recommendations for surface electromyography
Roessingh Res. Dev.
Measurement and evaluation of local muscular strain in the shoulder during constrained work
J. Hum. Ergol. (Tokyo)
Cited by (60)
Evaluation of the biomechanical stress in the neck and shoulders during augmented reality interactions
2020, Applied ErgonomicsCitation Excerpt :The filtered kinematic data was used to calculate the joint angle and moment in the neck and right shoulder using a biomechanical analysis software program (Visual3D; C-Motion Inc., Germantown, MD). The joint angle and moment of the neck and right shoulder were summarized as the 50th percentile (median) value, which has been used to evaluate the target location effects on the neck/shoulder joint angle and moment during VR interactions (Penumudi et al., 2020). The neck (C7/T1) and shoulder (joint center) moments were calculated based on gravitational moment-arms and segment mass (Syamala et al., 2018).
Acceptance and use of virtual reality games: an extension of HMSAM
2023, Virtual RealityVirtual Reality-Based Training: Case Study in Mechatronics
2021, Technology, Knowledge and LearningEffects of the weight and balance of head-mounted displays on physical load
2021, Applied Sciences (Switzerland)Human factors/ergonomics evaluation for virtual reality headsets: a review
2021, CCF Transactions on Pervasive Computing and Interaction