Cargando…
Transfer of motor skill between virtual reality viewed using a head-mounted display and conventional screen environments
BACKGROUND: Virtual reality viewed using a head-mounted display (HMD-VR) has the potential to be a useful tool for motor learning and rehabilitation. However, when developing tools for these purposes, it is important to design applications that will effectively transfer to the real world. Therefore,...
Autores principales: | , |
---|---|
Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
BioMed Central
2020
|
Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7149857/ https://www.ncbi.nlm.nih.gov/pubmed/32276664 http://dx.doi.org/10.1186/s12984-020-00678-2 |
_version_ | 1783520898945384448 |
---|---|
author | Juliano, Julia M. Liew, Sook-Lei |
author_facet | Juliano, Julia M. Liew, Sook-Lei |
author_sort | Juliano, Julia M. |
collection | PubMed |
description | BACKGROUND: Virtual reality viewed using a head-mounted display (HMD-VR) has the potential to be a useful tool for motor learning and rehabilitation. However, when developing tools for these purposes, it is important to design applications that will effectively transfer to the real world. Therefore, it is essential to understand whether motor skills transfer between HMD-VR and conventional screen-based environments and what factors predict transfer. METHODS: We randomized 70 healthy participants into two groups. Both groups trained on a well-established measure of motor skill acquisition, the Sequential Visual Isometric Pinch Task (SVIPT), either in HMD-VR or in a conventional environment (i.e., computer screen). We then tested whether the motor skills transferred from HMD-VR to the computer screen, and vice versa. After the completion of the experiment, participants responded to questions relating to their presence in their respective training environment, age, gender, video game use, and previous HMD-VR experience. Using multivariate and univariate linear regression, we then examined whether any personal factors from the questionnaires predicted individual differences in motor skill transfer between environments. RESULTS: Our results suggest that motor skill acquisition of this task occurs at the same rate in both HMD-VR and conventional screen environments. However, the motor skills acquired in HMD-VR did not transfer to the screen environment. While this decrease in motor skill performance when moving to the screen environment was not significantly predicted by self-reported factors, there were trends for correlations with presence and previous HMD-VR experience. Conversely, motor skills acquired in a conventional screen environment not only transferred but improved in HMD-VR, and this increase in motor skill performance could be predicted by self-reported factors of presence, gender, age and video game use. CONCLUSIONS: These findings suggest that personal factors may predict who is likely to have better transfer of motor skill to and from HMD-VR. Future work should examine whether these and other predictors (i.e., additional personal factors such as immersive tendencies and task-specific factors such as fidelity or feedback) also apply to motor skill transfer from HMD-VR to more dynamic physical environments. |
format | Online Article Text |
id | pubmed-7149857 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2020 |
publisher | BioMed Central |
record_format | MEDLINE/PubMed |
spelling | pubmed-71498572020-04-19 Transfer of motor skill between virtual reality viewed using a head-mounted display and conventional screen environments Juliano, Julia M. Liew, Sook-Lei J Neuroeng Rehabil Research BACKGROUND: Virtual reality viewed using a head-mounted display (HMD-VR) has the potential to be a useful tool for motor learning and rehabilitation. However, when developing tools for these purposes, it is important to design applications that will effectively transfer to the real world. Therefore, it is essential to understand whether motor skills transfer between HMD-VR and conventional screen-based environments and what factors predict transfer. METHODS: We randomized 70 healthy participants into two groups. Both groups trained on a well-established measure of motor skill acquisition, the Sequential Visual Isometric Pinch Task (SVIPT), either in HMD-VR or in a conventional environment (i.e., computer screen). We then tested whether the motor skills transferred from HMD-VR to the computer screen, and vice versa. After the completion of the experiment, participants responded to questions relating to their presence in their respective training environment, age, gender, video game use, and previous HMD-VR experience. Using multivariate and univariate linear regression, we then examined whether any personal factors from the questionnaires predicted individual differences in motor skill transfer between environments. RESULTS: Our results suggest that motor skill acquisition of this task occurs at the same rate in both HMD-VR and conventional screen environments. However, the motor skills acquired in HMD-VR did not transfer to the screen environment. While this decrease in motor skill performance when moving to the screen environment was not significantly predicted by self-reported factors, there were trends for correlations with presence and previous HMD-VR experience. Conversely, motor skills acquired in a conventional screen environment not only transferred but improved in HMD-VR, and this increase in motor skill performance could be predicted by self-reported factors of presence, gender, age and video game use. CONCLUSIONS: These findings suggest that personal factors may predict who is likely to have better transfer of motor skill to and from HMD-VR. Future work should examine whether these and other predictors (i.e., additional personal factors such as immersive tendencies and task-specific factors such as fidelity or feedback) also apply to motor skill transfer from HMD-VR to more dynamic physical environments. BioMed Central 2020-04-10 /pmc/articles/PMC7149857/ /pubmed/32276664 http://dx.doi.org/10.1186/s12984-020-00678-2 Text en © The Author(s) 2020 Open AccessThis 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/. The Creative Commons Public Domain Dedication waiver (http://creativecommons.org/publicdomain/zero/1.0/) applies to the data made available in this article, unless otherwise stated in a credit line to the data. |
spellingShingle | Research Juliano, Julia M. Liew, Sook-Lei Transfer of motor skill between virtual reality viewed using a head-mounted display and conventional screen environments |
title | Transfer of motor skill between virtual reality viewed using a head-mounted display and conventional screen environments |
title_full | Transfer of motor skill between virtual reality viewed using a head-mounted display and conventional screen environments |
title_fullStr | Transfer of motor skill between virtual reality viewed using a head-mounted display and conventional screen environments |
title_full_unstemmed | Transfer of motor skill between virtual reality viewed using a head-mounted display and conventional screen environments |
title_short | Transfer of motor skill between virtual reality viewed using a head-mounted display and conventional screen environments |
title_sort | transfer of motor skill between virtual reality viewed using a head-mounted display and conventional screen environments |
topic | Research |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7149857/ https://www.ncbi.nlm.nih.gov/pubmed/32276664 http://dx.doi.org/10.1186/s12984-020-00678-2 |
work_keys_str_mv | AT julianojuliam transferofmotorskillbetweenvirtualrealityviewedusingaheadmounteddisplayandconventionalscreenenvironments AT liewsooklei transferofmotorskillbetweenvirtualrealityviewedusingaheadmounteddisplayandconventionalscreenenvironments |