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Movement kinematic and postural control differences when performing a visuomotor skill in real and virtual environments
Immersive technologies, like virtual and mixed reality, pose a novel challenge for our sensorimotor systems as they deliver simulated sensory inputs that may not match those of the natural environment. These include reduced fields of view, missing or inaccurate haptic information, and distortions of...
Autores principales: | , , , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
Springer Berlin Heidelberg
2023
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10348942/ https://www.ncbi.nlm.nih.gov/pubmed/37222777 http://dx.doi.org/10.1007/s00221-023-06639-0 |
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author | Brock, K. Vine, S. J. Ross, J. M. Trevarthen, M. Harris, D. J. |
author_facet | Brock, K. Vine, S. J. Ross, J. M. Trevarthen, M. Harris, D. J. |
author_sort | Brock, K. |
collection | PubMed |
description | Immersive technologies, like virtual and mixed reality, pose a novel challenge for our sensorimotor systems as they deliver simulated sensory inputs that may not match those of the natural environment. These include reduced fields of view, missing or inaccurate haptic information, and distortions of 3D space; differences that may impact the control of motor actions. For instance, reach-to-grasp movements without end-point haptic feedback are characterised by slower and more exaggerated movements. A general uncertainty about sensory input may also induce a more conscious form of movement control. We tested whether a more complex skill like golf putting was also characterized by more consciously controlled movement. In a repeated-measures design, kinematics of the putter swing and postural control were compared between (i) real-world putting, (ii) VR putting, and (iii) VR putting with haptic feedback from a real ball (i.e., mixed reality). Differences in putter swing were observed both between the real world and VR, and between VR conditions with and without haptic information. Further, clear differences in postural control emerged between real and virtual putting, with both VR conditions characterised by larger postural movements, which were more regular and less complex, suggesting a more conscious form of balance control. Conversely, participants actually reported less conscious awareness of their movements in VR. These findings highlight how fundamental movement differences may exist between virtual and natural environments, which may pose challenges for transfer of learning within applications to motor rehabilitation and sport. SUPPLEMENTARY INFORMATION: The online version contains supplementary material available at 10.1007/s00221-023-06639-0. |
format | Online Article Text |
id | pubmed-10348942 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2023 |
publisher | Springer Berlin Heidelberg |
record_format | MEDLINE/PubMed |
spelling | pubmed-103489422023-07-16 Movement kinematic and postural control differences when performing a visuomotor skill in real and virtual environments Brock, K. Vine, S. J. Ross, J. M. Trevarthen, M. Harris, D. J. Exp Brain Res Research Article Immersive technologies, like virtual and mixed reality, pose a novel challenge for our sensorimotor systems as they deliver simulated sensory inputs that may not match those of the natural environment. These include reduced fields of view, missing or inaccurate haptic information, and distortions of 3D space; differences that may impact the control of motor actions. For instance, reach-to-grasp movements without end-point haptic feedback are characterised by slower and more exaggerated movements. A general uncertainty about sensory input may also induce a more conscious form of movement control. We tested whether a more complex skill like golf putting was also characterized by more consciously controlled movement. In a repeated-measures design, kinematics of the putter swing and postural control were compared between (i) real-world putting, (ii) VR putting, and (iii) VR putting with haptic feedback from a real ball (i.e., mixed reality). Differences in putter swing were observed both between the real world and VR, and between VR conditions with and without haptic information. Further, clear differences in postural control emerged between real and virtual putting, with both VR conditions characterised by larger postural movements, which were more regular and less complex, suggesting a more conscious form of balance control. Conversely, participants actually reported less conscious awareness of their movements in VR. These findings highlight how fundamental movement differences may exist between virtual and natural environments, which may pose challenges for transfer of learning within applications to motor rehabilitation and sport. SUPPLEMENTARY INFORMATION: The online version contains supplementary material available at 10.1007/s00221-023-06639-0. Springer Berlin Heidelberg 2023-05-24 2023 /pmc/articles/PMC10348942/ /pubmed/37222777 http://dx.doi.org/10.1007/s00221-023-06639-0 Text en © The Author(s) 2023 https://creativecommons.org/licenses/by/4.0/Open Access This article is licensed under a Creative Commons Attribution 4.0 International License, which permits use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons licence, and indicate if changes were made. The images or other third party material in this article are included in the article's Creative Commons licence, unless indicated otherwise in a credit line to the material. If material is not included in the article's Creative Commons licence and your intended use is not permitted by statutory regulation or exceeds the permitted use, you will need to obtain permission directly from the copyright holder. To view a copy of this licence, visit http://creativecommons.org/licenses/by/4.0/ (https://creativecommons.org/licenses/by/4.0/) . |
spellingShingle | Research Article Brock, K. Vine, S. J. Ross, J. M. Trevarthen, M. Harris, D. J. Movement kinematic and postural control differences when performing a visuomotor skill in real and virtual environments |
title | Movement kinematic and postural control differences when performing a visuomotor skill in real and virtual environments |
title_full | Movement kinematic and postural control differences when performing a visuomotor skill in real and virtual environments |
title_fullStr | Movement kinematic and postural control differences when performing a visuomotor skill in real and virtual environments |
title_full_unstemmed | Movement kinematic and postural control differences when performing a visuomotor skill in real and virtual environments |
title_short | Movement kinematic and postural control differences when performing a visuomotor skill in real and virtual environments |
title_sort | movement kinematic and postural control differences when performing a visuomotor skill in real and virtual environments |
topic | Research Article |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10348942/ https://www.ncbi.nlm.nih.gov/pubmed/37222777 http://dx.doi.org/10.1007/s00221-023-06639-0 |
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