Literature DB >> 33503022

Embodied virtual reality for the study of real-world motor learning.

Shlomi Haar1, Guhan Sundar1, A Aldo Faisal1,2,3,4.   

Abstract

Motor-learning literature focuses on simple laboratory-tasks due to their controlled manner and the ease to apply manipulations to induce learning and adaptation. Recently, we introduced a billiards paradigm and demonstrated the feasibility of real-world-neuroscience using wearables for naturalistic full-body motion-tracking and mobile-brain-imaging. Here we developed an embodied virtual-reality (VR) environment to our real-world billiards paradigm, which allows to control the visual feedback for this complex real-world task, while maintaining sense of embodiment. The setup was validated by comparing real-world ball trajectories with the trajectories of the virtual balls, calculated by the physics engine. We then ran our short-term motor learning protocol in the embodied VR. Subjects played billiard shots when they held the physical cue and hit a physical ball on the table while seeing it all in VR. We found comparable short-term motor learning trends in the embodied VR to those we previously reported in the physical real-world task. Embodied VR can be used for learning real-world tasks in a highly controlled environment which enables applying visual manipulations, common in laboratory-tasks and rehabilitation, to a real-world full-body task. Embodied VR enables to manipulate feedback and apply perturbations to isolate and assess interactions between specific motor-learning components, thus enabling addressing the current questions of motor-learning in real-world tasks. Such a setup can potentially be used for rehabilitation, where VR is gaining popularity but the transfer to the real-world is currently limited, presumably, due to the lack of embodiment.

Entities:  

Year:  2021        PMID: 33503022      PMCID: PMC7840008          DOI: 10.1371/journal.pone.0245717

Source DB:  PubMed          Journal:  PLoS One        ISSN: 1932-6203            Impact factor:   3.240


  59 in total

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Authors:  Hermann Müller; Dagmar Sternad
Journal:  J Exp Psychol Hum Percept Perform       Date:  2004-02       Impact factor: 3.332

2.  Knowledge of performance is insufficient for implicit visuomotor rotation adaptation.

Authors:  Assaf Peled; Amir Karniel
Journal:  J Mot Behav       Date:  2012-05-01       Impact factor: 1.328

3.  Spatial aspects of bodily self-consciousness.

Authors:  Bigna Lenggenhager; Michael Mouthon; Olaf Blanke
Journal:  Conscious Cogn       Date:  2008-12-23

4.  Dissociating visual and motor directional selectivity using visuomotor adaptation.

Authors:  Shlomi Haar; Opher Donchin; Ilan Dinstein
Journal:  J Neurosci       Date:  2015-04-29       Impact factor: 6.167

5.  Virtual reality for gait training: can it induce motor learning to enhance complex walking and reduce fall risk in patients with Parkinson's disease?

Authors:  Anat Mirelman; Inbal Maidan; Talia Herman; Judith E Deutsch; Nir Giladi; Jeffrey M Hausdorff
Journal:  J Gerontol A Biol Sci Med Sci       Date:  2010-11-24       Impact factor: 6.053

6.  A virtual reality environment for evaluation of a daily living skill in brain injury rehabilitation: reliability and validity.

Authors:  Ling Zhang; Beatriz C Abreu; Gary S Seale; Brent Masel; Charles H Christiansen; Kenneth J Ottenbacher
Journal:  Arch Phys Med Rehabil       Date:  2003-08       Impact factor: 3.966

7.  Effect of the accommodation-vergence conflict on vergence eye movements.

Authors:  Cyril Vienne; Laurent Sorin; Laurent Blondé; Quan Huynh-Thu; Pascal Mamassian
Journal:  Vision Res       Date:  2014-05-15       Impact factor: 1.886

8.  The manipulative complexity of Lower Paleolithic stone toolmaking.

Authors:  Aldo Faisal; Dietrich Stout; Jan Apel; Bruce Bradley
Journal:  PLoS One       Date:  2010-11-03       Impact factor: 3.240

9.  Visuomotor adaptation in head-mounted virtual reality versus conventional training.

Authors:  J M Anglin; T Sugiyama; S-L Liew
Journal:  Sci Rep       Date:  2017-04-04       Impact factor: 4.379

10.  Decoding of human hand actions to handle missing limbs in neuroprosthetics.

Authors:  Jovana J Belić; A Aldo Faisal
Journal:  Front Comput Neurosci       Date:  2015-02-26       Impact factor: 2.380

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  4 in total

1.  Influence of body visualization in VR during the execution of motoric tasks in different age groups.

Authors:  Stefan Pastel; Katharina Petri; Dan Bürger; Hendrik Marschal; Chien-Hsi Chen; Kerstin Witte
Journal:  PLoS One       Date:  2022-01-25       Impact factor: 3.240

2.  Long-Term Motor Learning in the "Wild" With High Volume Video Game Data.

Authors:  Jennifer B Listman; Jonathan S Tsay; Hyosub E Kim; Wayne E Mackey; David J Heeger
Journal:  Front Hum Neurosci       Date:  2021-12-20       Impact factor: 3.169

Review 3.  Using Artificial Intelligence for Assistance Systems to Bring Motor Learning Principles into Real World Motor Tasks.

Authors:  Koenraad Vandevoorde; Lukas Vollenkemper; Constanze Schwan; Martin Kohlhase; Wolfram Schenck
Journal:  Sensors (Basel)       Date:  2022-03-23       Impact factor: 3.576

4.  Synchrony in triadic jumping performance under the constraints of virtual reality.

Authors:  Ayana Naito; Kentaro Go; Hiroyuki Shima; Akifumi Kijima
Journal:  Sci Rep       Date:  2022-07-20       Impact factor: 4.996

  4 in total

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