Literature DB >> 20021998

Effect of viewing angle on arm reaching while standing in a virtual environment: potential for virtual rehabilitation.

K I Ustinova1, J Perkins, L Szostakowski, L S Tamkei, W A Leonard.   

Abstract

Functional arm movements, such as reaching while standing, are planned and executed according to our perception of body position in space and are relative to environmental objects. The angle under which the environment is observed is one component used in creating this perception. This suggests that manipulation of viewing angle may modulate whole body movement to affect performance. We tested this by comparing its effect on reaching in a virtually generated environment. Eleven young healthy individuals performed forward and lateral reaches in the virtual environment, presented on a flat screen in third-person perspective. Participants saw a computer-generated model (avatar) of themselves standing in a courtyard facing a semi-circular hedge with flowers. The image was presented in five different viewing angles ranging from seeing the avatar from behind (0 degrees), to viewing from overhead (90 degrees). Participants attempted to touch the furthest flower possible without losing balance or stepping. Kinematic data were collected to analyze endpoint displacement, arm-postural coordination and center of mass (COM) displacement. Results showed that reach distance was greatest with angular perspectives of approximately 45-77.5 degrees , which are larger than those used in analogous real world situations. Larger reaches were characterized by increased involvement of leg and trunk body segments, altered inter-segmental coordination, and decreased inter-segmental movement time lag. Thus a viewing angle can be a critical visuomotor variable modulating motor coordination of the whole body and related functional performance. These results can be used in designing virtual reality games, in ergonomic design, teleoperation training, and in designing virtual rehabilitation programs that re-train functional movement in vulnerable individuals. Copyright 2009 Elsevier B.V. All rights reserved.

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Year:  2010        PMID: 20021998     DOI: 10.1016/j.actpsy.2009.11.006

Source DB:  PubMed          Journal:  Acta Psychol (Amst)        ISSN: 0001-6918


  13 in total

1.  It is all me: the effect of viewpoint on visual-vestibular recalibration.

Authors:  Judith Schomaker; Joachim Tesch; Heinrich H Bülthoff; Jean-Pierre Bresciani
Journal:  Exp Brain Res       Date:  2011-05-20       Impact factor: 1.972

2.  Why are the digits' paths curved vertically in human grasping movements?

Authors:  Rebekka Verheij; Eli Brenner; Jeroen B J Smeets
Journal:  Exp Brain Res       Date:  2012-10-06       Impact factor: 1.972

3.  Effects of Real-World Versus Virtual Environments on Joint Excursions in Full-Body Reaching Tasks.

Authors:  James S Thomas; Christopher R France; Samuel T Leitkam; Megan E Applegate; Peter E Pidcoe; Stevan Walkowski
Journal:  IEEE J Transl Eng Health Med       Date:  2016-11-04       Impact factor: 3.316

4.  Viewing medium affects arm motor performance in 3D virtual environments.

Authors:  Sandeep K Subramanian; Mindy F Levin
Journal:  J Neuroeng Rehabil       Date:  2011-06-30       Impact factor: 4.262

5.  Gaze and viewing angle influence visual stabilization of upright posture.

Authors:  Ki Ustinova; J Perkins
Journal:  Brain Behav       Date:  2011-09       Impact factor: 2.708

6.  Effects of Visual Display on Joint Excursions Used to Play Virtual Dodgeball.

Authors:  James S Thomas; Christopher R France; Megan E Applegate; Samuel T Leitkam; Peter E Pidcoe; Stevan Walkowski
Journal:  JMIR Serious Games       Date:  2016-09-15       Impact factor: 4.143

7.  Influence of the Perspectives on the Movement of One-Leg Lifting in an Interactive-Visual Virtual Environment: A Pilot Study.

Authors:  Chien-Hua Huang; Chun Pei; Tien-Lung Sun
Journal:  PLoS One       Date:  2016-09-20       Impact factor: 3.240

8.  Does use of a virtual environment change reaching while standing in patients with traumatic brain injury?

Authors:  Amanda Y Schafer; Ksenia I Ustinova
Journal:  J Neuroeng Rehabil       Date:  2013-07-16       Impact factor: 4.262

9.  An impact study of the design of exergaming parameters on body intensity from objective and gameplay-based player experience perspectives, based on balance training exergame.

Authors:  Tien-Lung Sun; Chia-Hsuan Lee
Journal:  PLoS One       Date:  2013-07-26       Impact factor: 3.240

10.  Manipulation of visual biofeedback during gait with a time delayed adaptive Virtual Mirror Box.

Authors:  Gabor J Barton; Alan R De Asha; Edwin C P van Loon; Thomas Geijtenbeek; Mark A Robinson
Journal:  J Neuroeng Rehabil       Date:  2014-06-10       Impact factor: 4.262

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