| Literature DB >> 31521167 |
Aram Kim1, Nicolas Schweighofer1,2,3,4, James M Finley5,6,7.
Abstract
BACKGROUND: Virtual reality (VR) is a potentially promising tool for enhancing real-world locomotion in individuals with mobility impairment through its ability to provide personalized performance feedback and simulate real-world challenges. However, it is unknown whether novel locomotor skills learned in VR show sustained transfer to the real world. Here, as an initial step towards developing a VR-based clinical intervention, we study how young adults learn and transfer a treadmill-based virtual obstacle negotiation skill to the real world.Entities:
Keywords: Motor learning; Obstacle negotiation; Retention; Transfer; Virtual reality
Mesh:
Year: 2019 PMID: 31521167 PMCID: PMC6744642 DOI: 10.1186/s12984-019-0584-y
Source DB: PubMed Journal: J Neuroeng Rehabil ISSN: 1743-0003 Impact factor: 4.262
Fig. 1Experimental setup and protocol. a Virtual corridor with obstacles and an eye-level display of participants’ current score. b Visual feedback of the lower extremities viewed from a third-person perspective. Spheres represent the position of markers placed on the lower extremities. Line segments connecting the spheres were used to provide a visual representation of limb segment length. During the study, participants viewed the representation of the lower extremities from a first-person viewpoint. c Schematic diagram of the mapping between the participant’s performance and the auditory feedback they received. d Over-ground obstacle negotiation setup. e Experimental protocol illustrating the day of the study, the trial type, number of obstacles per trial, and whether auditory performance feedback was provided
Dependent variables derived from the NLME model
| Variable | Definition |
|---|---|
| Initial foot clearance | |
|
| Final foot clearance |
|
| Absolute amount of skill acquisition |
|
| Rate of skill acquisition |
|
| Relative amount of skill acquisition |
i: Participant ID, N: The number of successful clearances on the treadmill
Fig. 2Individual foot clearance data and fit from the NLME model. Gray points represent foot clearance during each obstacle crossing in VR on Day 1, the black curve represents the participant-specific fit from the NLME, and the dashed curve represents the group level fit of the NLME. The black points and error bars after the gray dashed vertical line represent the average and standard deviation of foot clearance in VR on Day 2, respectively
Fig. 3Over-ground transfer on Day 1 and Day 2. a Transfer to over-ground walking on Day 1. Here, reductions in foot clearance indicate improvements in skill. b Over-ground retention on Day 2. Horizontal lines within each box indicate median values and the bottom and top boundaries of each box indicate the 25th and 75th percentiles. Dark gray points represent individual data points and the gray lines connecting the points represent the change in foot clearance across trials. c Trials during over-ground obstacle negotiation. Black points represent average foot clearance across all participants and gray vertical lines represent standard deviation. BASE: baseline block for over-ground on Day 1, TF: transfer block for over-ground on Day 1, and RET_OG: retention block for over-ground on Day 2. The asterisks (***) indicate statistically significant differences from zero at p < 0.001
Fig. 4Associations between performance on Day 1 and retention on Day 2. a Relationship between foot clearance during retention in VR on Day 2 (RET_VR) and the final foot clearance in VR on Day 1. b Relationship between over-ground foot clearance during retention on Day 2 (RET_OG) and over-ground foot clearance during transfer (TF) on Day 1. Each participant is represented by a single data point, the solid black line represents the regression fit, and the dashed gray lines are 95% confidence intervals