Literature DB >> 27957404

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

James S Thomas1, Christopher R France2, Samuel T Leitkam3, Megan E Applegate1, Peter E Pidcoe4, Stevan Walkowski5.   

Abstract

Starting from an upright standing posture and reaching for a target that requires some forward bending of the trunk can involve many different configurations of the trunk and limb segments. We sought to determine if configurations of the limb and trunk segments during our standardized full-body reaching tasks were influenced by the visual environment. This paper examined movement patterns of healthy participants ([Formula: see text], eight female and nine male) performing full body reaching tasks to: 1) real-world targets; 2) virtual targets presented on a 3-D television; and 3) virtual targets presented using a head-mounted display. For reaches performed in the virtual world, the avatar was presented from a third-person perspective for the 3-D television and from a first-person perspective for the head-mounted display. Reaches to virtual targets resulted in significantly greater excursions of the ankle, knee, hip, spine, and shoulder compared with reaches made to real-world targets. This resulted in significant differences in the forward and downward displacements of the whole-body center of mass between the visual environments. Visual environment clearly influences how subjects perform full-body reaching tasks to static targets. Because a primary goal of virtual reality within rehabilitation is often to restore movement following orthopedic or neurologic injury, it is important to understand how visual environment will affect motor behavior. The present findings suggest that the existing game systems that track and present avatars from a third-person perspective elicit significantly different motor behavior when compared with the same tasks being presented from a first-person perspective.

Entities:  

Keywords:  Full-body reaching; kinematics; trunk control; virtual reality

Year:  2016        PMID: 27957404      PMCID: PMC5127706          DOI: 10.1109/JTEHM.2016.2623787

Source DB:  PubMed          Journal:  IEEE J Transl Eng Health Med        ISSN: 2168-2372            Impact factor:   3.316


  24 in total

1.  Methodological considerations for using inductive sensors (3SPACE ISOTRAK) to monitor 3-D orthopaedic joint motion.

Authors:  S M McGill; J Cholewicki; J P Peach
Journal:  Clin Biomech (Bristol, Avon)       Date:  1997-04       Impact factor: 2.063

2.  Effect of movement speed on limb segment motions for reaching from a standing position.

Authors:  James S Thomas; Daniel M Corcos; Ziaul Hasan
Journal:  Exp Brain Res       Date:  2002-12-18       Impact factor: 1.972

3.  Kinematic and kinetic constraints on arm, trunk, and leg segments in target-reaching movements.

Authors:  James S Thomas; Daniel M Corcos; Ziaul Hasan
Journal:  J Neurophysiol       Date:  2004-09-01       Impact factor: 2.714

4.  The influence of restricted viewing conditions on egocentric distance perception: implications for real and virtual indoor environments.

Authors:  Sarah H Creem-Regehr; Peter Willemsen; Amy A Gooch; William B Thompson
Journal:  Perception       Date:  2005       Impact factor: 1.490

5.  Coordination and timing of spine and hip joints during full body reaching tasks.

Authors:  James S Thomas; Gary E Gibson
Journal:  Hum Mov Sci       Date:  2006-10-18       Impact factor: 2.161

6.  Comparison of grasping movements made by healthy subjects in a 3-dimensional immersive virtual versus physical environment.

Authors:  Eliane C Magdalon; Stella M Michaelsen; Antonio A Quevedo; Mindy F Levin
Journal:  Acta Psychol (Amst)       Date:  2011-09

7.  First person experience of body transfer in virtual reality.

Authors:  Mel Slater; Bernhard Spanlang; Maria V Sanchez-Vives; Olaf Blanke
Journal:  PLoS One       Date:  2010-05-12       Impact factor: 3.240

8.  Kinematics of pointing movements made in a virtual versus a physical 3-dimensional environment in healthy and stroke subjects.

Authors:  Luiz A Knaut; Sandeep K Subramanian; Bradford J McFadyen; Daniel Bourbonnais; Mindy F Levin
Journal:  Arch Phys Med Rehabil       Date:  2009-05       Impact factor: 3.966

9.  The effect of chronic low back pain on trunk muscle activations in target reaching movements with various loads.

Authors:  James S Thomas; Christopher R France; DaoHang Sha; Nicole Vander Wiele; Stacey Moenter; Kevin Swank
Journal:  Spine (Phila Pa 1976)       Date:  2007-12-15       Impact factor: 3.468

10.  Effects of fear of movement on spine velocity and acceleration after recovery from low back pain.

Authors:  James S Thomas; Christopher R France; Steven A Lavender; Monica R Johnson
Journal:  Spine (Phila Pa 1976)       Date:  2008-03-01       Impact factor: 3.468

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  7 in total

1.  Interception of virtual throws reveals predictive skills based on the visual processing of throwing kinematics.

Authors:  Antonella Maselli; Paolo De Pasquale; Francesco Lacquaniti; Andrea d'Avella
Journal:  iScience       Date:  2022-09-24

2.  Remote kinematic training for patients with chronic neck pain: a randomised controlled trial.

Authors:  Hilla Sarig Bahat; Kate Croft; Courtney Carter; Anna Hoddinott; Elliot Sprecher; Julia Treleaven
Journal:  Eur Spine J       Date:  2017-10-10       Impact factor: 3.134

3.  Role of Virtual Reality in Balance Training in Patients with Spinal Cord Injury: A Prospective Comparative Pre-Post Study.

Authors:  Madhusree Sengupta; Anupam Gupta; Meeka Khanna; U K Rashmi Krishnan; Dhritiman Chakrabarti
Journal:  Asian Spine J       Date:  2019-10-04

Review 4.  The Influence of Virtual Reality Head-Mounted Displays on Balance Outcomes and Training Paradigms: A Systematic Review.

Authors:  Pooya Soltani; Renato Andrade
Journal:  Front Sports Act Living       Date:  2021-02-09

5.  The Trade-Off of Virtual Reality Training for Dart Throwing: A Facilitation of Perceptual-Motor Learning With a Detriment to Performance.

Authors:  Stefanie A Drew; Madeline F Awad; Jazlyn A Armendariz; Bar Gabay; Isaiah J Lachica; Jacob W Hinkel-Lipsker
Journal:  Front Sports Act Living       Date:  2020-05-21

6.  A Virtual Reality Game Suite for Graded Rehabilitation in Patients With Low Back Pain and a High Fear of Movement: Within-Subject Comparative Study.

Authors:  Alexander T Peebles; Susanne van der Veen; Alexander Stamenkovic; Christopher R France; Peter E Pidcoe; James S Thomas
Journal:  JMIR Serious Games       Date:  2022-03-23       Impact factor: 3.364

Review 7.  Learning and transfer of complex motor skills in virtual reality: a perspective review.

Authors:  Danielle E Levac; Meghan E Huber; Dagmar Sternad
Journal:  J Neuroeng Rehabil       Date:  2019-10-18       Impact factor: 4.262

  7 in total

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