## 2 Materials and Methods
### Experimental Equipment  
fNIRS, VR and motion capture equipment were utilized in the tests.  
The fNIRS sampling device used in the experiments was NirSmart (Danyang Huichuang Medical Equipment Co., Ltd., Beijing, China), which has a frequency of 10 Hz and uses wavelengths of 740 and 850 nm. The distance between the optical poles was 30 mm. According to the requirements of the internationally accepted 10/20 electrode distribution system, 10 signal transmitters and 8 detectors were set on the electrode caps and divided into 18 channels. The electrodes were arranged in the left prefrontal cortex (LPFC), right prefrontal cortex (RPFC), left motor cortex (LMC), right motor cortex (RMC), left occipital cortex (LOL), and right occipital cortex (ROL). A flexible headgear fixator was used to fix the distance between the transmitter and the scalp to control the ambient light during the experiment and reduce the effect of excessive light on the experimental data. Figure 1 shows the channel position of the fNIRS device.  
Oculus Mission 2 was used as a VR gadget. Oculus Mission 2 is a remote, across-the-board VR gadget weighing 503 grams with an inherent Android portion, controlled by the Qualcomm Snapdragon XR2 stage and a coordinated motor for visual investigation. It has a monocular goal of 1832 \(\times\) 1920, upholds 60, 72, and 90 Hz revive rates, and empowers regulators with less signal-following. The gadget upholds an enormous number of games and contains various classifications. Through a panel discussion with six experts, the six categories of action, sports, music, puzzle, leisure, and education were selected; from these, Beat Saber was selected as the experimental task for the VR product.  
Beat Saber belongs to the action, music, and leisure combination of VR products; the product is very popular, with 99% of player reviews being positives. The game is carried out using handle-control, with a two-color beam, and color blocks appear on the screen, forming a correspondence with a musical rhythm. The same color beam cuts through  
\begin{table}
\begin{tabular}{c c c} \hline \hline
**Characteristics** & **Mean** & **Standard Deviation** \\ \hline Age (years) & 62.35 & 4.94 \\ Height (cm) & 163.56 & 5.52 \\ Weight (kg) & 60.42 & 9.67 \\ MoCA & 22.88 & 2.47 \\ \hline \hline \end{tabular}
\end{table}
Table 1: Subjects’ personal information.  
Figure 1: The channel position of fNIRS.  
col-or blocks. To carry out the task, the blocks must be cut at the correct rate, and must be cut to complete the level. VR's somatosensory control should be fully utilized to avoid incorrectly pressing the handle. The combination of music rhythm, flying colors, block locations and changing directions, and the relationship between these factors, makes the game interactive and rich in action. The game also has visual simplicity and clarity, and the sense of music and rhythm are very strong. This process requires a lot of continuous movement of the upper limbs, accurate judgment of the position of the red and blue blocks, accurate judgment of the direction of the split blocks, and accurate judgment of the speed of the blocks according to the rhythm. The subject's attention, responsiveness, spatial orientation, and limb movements are all mobilized.  
Microsoft's Kinect V2 utilizes infrared light to follow various parts of the body continuously, and was chosen as the movement gadget. The Kinect V2 upholds a limit of 25 skeletal hubs and hubs numbered 1-11 and 20-24 were chosen to examine the furthest point information. Information object types were denoted as skeletal edges, and the most extreme results contained in each edge were noted.