This study aimed to determine gravitational and dynamic torques and muscle activity of the neck across a series of design parameters of head mounted displays (mass, center of mass, and counterweights) associated with virtual and augmented reality (VR/AR). Twenty young adult participants completed five movement types (Slow and Fast Flexion/Extension and Rotation, and Search) while wearing a custom-designed prototype headset that varied the three design parameters: display mass (0, 200, 500, and 750 g), distance of the display's center of mass in front of the eyes (approximately 1, 3, and 5 cm anteriorly), and counterweights of 0, 166, 332, and 500 g to balance the display mass of 500 g at 7 cm. Inverse dynamics of a link segment model of the head and headset provided estimates of the torques about the joint between the skull and the occiput-first cervical vertebrae (OC1) and joint between the C7 and T1 vertebrae (C7). Surface electromyography (EMG) measured bilateral muscle activity of the splenius and upper trapezius muscles. Adding 750 g of display mass nearly doubled root mean square joint torques across all movement types. Increasing the distance of the display mass in front of the eyes by 4 cm increased torques about OC1 for the Slow and Fast Rotation and Search movements by approximately 20%. Adding a counterweight decreased torques about OC1 during the rotation and search tasks but did not decrease the torques experienced in the lower cervical spine (C7). For the flexion/extension axis, the magnitude of the dynamic torque component was 20% or less of the total torque experienced whereas for the rotation axis the magnitude of the dynamic torque component was greater than 50% of the total torque. Surface EMG root mean square values significantly varied across movement types with the fast rotation having the largest values; however, they did not vary significantly across the headset configurations.
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