Literature DB >> 30895342

Going offline: differences in the contributions of movement control processes when reaching in a typical versus novel environment.

Darrin O Wijeyaratnam1, Romeo Chua2, Erin K Cressman3.   

Abstract

Human movements are remarkably adaptive. We are capable of completing movements in a novel visuomotor environment with similar accuracy to those performed in a typical environment. In the current study, we examined if the control processes underlying movements under typical conditions were different from those underlying novel visuomotor conditions. 16 participants were divided into two groups, one receiving continuous visual feedback during all reaches (CF), and the other receiving terminal feedback regarding movement endpoint (TF). Participants trained in a virtual environment by completing 150 reaches to three targets when (1) a cursor accurately represented their hand motion (i.e., typical environment) and (2) a cursor was rotated 45° clockwise relative to their hand motion (i.e., novel environment). Analyses of within-trial measures across 150 reaching trials revealed that participants were able to demonstrate similar movement outcomes (i.e., movement time and angular errors) regardless of visual feedback or reaching environment by the end of reach training. Furthermore, a reduction in variability across several measures (i.e., reaction time, movement time, time after peak velocity, and jerk score) over time showed that participants improved the consistency of their movements in both reaching environments. However, participants took more time and were less consistent in the timing of initiating their movements when reaching in a novel environment compared to reaching in a typical environment, even at the end of training. As well, angular error variability at different proportions of the movement trajectory was consistently greater when reaching in a novel environment across trials and within a trial. Together, the results suggest a greater contribution of offline control processes and less effective online corrective processes when reaching in a novel environment compared to when reaching in a typical environment.

Entities:  

Keywords:  Kinematic analysis; Movement control; Reaching; Visual feedback; Visuomotor adaptation

Mesh:

Year:  2019        PMID: 30895342     DOI: 10.1007/s00221-019-05515-0

Source DB:  PubMed          Journal:  Exp Brain Res        ISSN: 0014-4819            Impact factor:   1.972


  4 in total

Review 1.  Virtually the same? How impaired sensory information in virtual reality may disrupt vision for action.

Authors:  David J Harris; Gavin Buckingham; Mark R Wilson; Samuel J Vine
Journal:  Exp Brain Res       Date:  2019-09-04       Impact factor: 1.972

Review 2.  A Narrative Review of the Current State of Extended Reality Technology and How it can be Utilised in Sport.

Authors:  Peter Le Noury; Remco Polman; Michael Maloney; Adam Gorman
Journal:  Sports Med       Date:  2022-03-14       Impact factor: 11.928

Review 3.  A Framework for the Testing and Validation of Simulated Environments in Experimentation and Training.

Authors:  David J Harris; Jonathan M Bird; Philip A Smart; Mark R Wilson; Samuel J Vine
Journal:  Front Psychol       Date:  2020-03-31

4.  Assessing visually guided reaching in people with multiple sclerosis with and without self-reported upper limb impairment.

Authors:  Darrin O Wijeyaratnam; Thomas Edwards; Lara A Pilutti; Erin K Cressman
Journal:  PLoS One       Date:  2022-01-21       Impact factor: 3.240

  4 in total

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