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User perspective and higher cognitive task-loads influence movement and performance in immersive training environments
BACKGROUND: In virtual reality (VR) applications such as games, virtual training, and interactive neurorehabilitation, one can employ either the first-person user perspective or the third-person perspective to perceive the virtual environment; however, applications rarely offer both perspectives for...
Autores principales: | , , , , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
BioMed Central
2019
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7422558/ https://www.ncbi.nlm.nih.gov/pubmed/32903314 http://dx.doi.org/10.1186/s42490-019-0021-0 |
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author | Trabucco, Juan Trelles Rottigni, Andrea Cavallo, Marco Bailey, Daniel Patton, James Marai, G. Elisabeta |
author_facet | Trabucco, Juan Trelles Rottigni, Andrea Cavallo, Marco Bailey, Daniel Patton, James Marai, G. Elisabeta |
author_sort | Trabucco, Juan Trelles |
collection | PubMed |
description | BACKGROUND: In virtual reality (VR) applications such as games, virtual training, and interactive neurorehabilitation, one can employ either the first-person user perspective or the third-person perspective to perceive the virtual environment; however, applications rarely offer both perspectives for the same task. We used a targeted-reaching task in a large-scale virtual reality environment (N=30 healthy volunteers) to evaluate the effects of user perspective on the head and upper extremity movements, and on user performance. We further evaluated how different cognitive challenges would modulate these effects. Finally, we obtained the user-reported engagement level under the different perspectives. RESULTS: We found that first-person perspective resulted in larger head movements (3.52±1.3m) than the third-person perspective (2.41±0.7m). First-person perspective also resulted in more upper-extremity movement (30.08±7.28m compared to 26.66±4.86m) and longer completion times (61.3±16.4s compared to 53±10.4s) for more challenging tasks such as the “flipped mode”, in which moving one arm causes the opposite virtual arm to move. We observed no significant effect of user perspective alone on the success rate. Subjects reported experiencing roughly the same level of engagement in both first-person and third-person perspectives (F(1.58)=0.9,P=.445). CONCLUSION: User perspective and its interaction with higher-cognitive load tasks influences the extent of movement and user performance in a virtual theater environment, and may influence the choice of the interface type (first or third person) in immersive training depending on the user conditions and exercise requirements. |
format | Online Article Text |
id | pubmed-7422558 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2019 |
publisher | BioMed Central |
record_format | MEDLINE/PubMed |
spelling | pubmed-74225582020-09-04 User perspective and higher cognitive task-loads influence movement and performance in immersive training environments Trabucco, Juan Trelles Rottigni, Andrea Cavallo, Marco Bailey, Daniel Patton, James Marai, G. Elisabeta BMC Biomed Eng Research Article BACKGROUND: In virtual reality (VR) applications such as games, virtual training, and interactive neurorehabilitation, one can employ either the first-person user perspective or the third-person perspective to perceive the virtual environment; however, applications rarely offer both perspectives for the same task. We used a targeted-reaching task in a large-scale virtual reality environment (N=30 healthy volunteers) to evaluate the effects of user perspective on the head and upper extremity movements, and on user performance. We further evaluated how different cognitive challenges would modulate these effects. Finally, we obtained the user-reported engagement level under the different perspectives. RESULTS: We found that first-person perspective resulted in larger head movements (3.52±1.3m) than the third-person perspective (2.41±0.7m). First-person perspective also resulted in more upper-extremity movement (30.08±7.28m compared to 26.66±4.86m) and longer completion times (61.3±16.4s compared to 53±10.4s) for more challenging tasks such as the “flipped mode”, in which moving one arm causes the opposite virtual arm to move. We observed no significant effect of user perspective alone on the success rate. Subjects reported experiencing roughly the same level of engagement in both first-person and third-person perspectives (F(1.58)=0.9,P=.445). CONCLUSION: User perspective and its interaction with higher-cognitive load tasks influences the extent of movement and user performance in a virtual theater environment, and may influence the choice of the interface type (first or third person) in immersive training depending on the user conditions and exercise requirements. BioMed Central 2019-08-30 /pmc/articles/PMC7422558/ /pubmed/32903314 http://dx.doi.org/10.1186/s42490-019-0021-0 Text en © The Author(s) 2019 Open Access This article is distributed under the terms of the Creative Commons Attribution 4.0 International License (http://creativecommons.org/licenses/by/4.0/), which permits unrestricted use, distribution, and reproduction in any medium, provided you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons license, and indicate if changes were made. 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. |
spellingShingle | Research Article Trabucco, Juan Trelles Rottigni, Andrea Cavallo, Marco Bailey, Daniel Patton, James Marai, G. Elisabeta User perspective and higher cognitive task-loads influence movement and performance in immersive training environments |
title | User perspective and higher cognitive task-loads influence movement and performance in immersive training environments |
title_full | User perspective and higher cognitive task-loads influence movement and performance in immersive training environments |
title_fullStr | User perspective and higher cognitive task-loads influence movement and performance in immersive training environments |
title_full_unstemmed | User perspective and higher cognitive task-loads influence movement and performance in immersive training environments |
title_short | User perspective and higher cognitive task-loads influence movement and performance in immersive training environments |
title_sort | user perspective and higher cognitive task-loads influence movement and performance in immersive training environments |
topic | Research Article |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7422558/ https://www.ncbi.nlm.nih.gov/pubmed/32903314 http://dx.doi.org/10.1186/s42490-019-0021-0 |
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