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

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...

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Detalles Bibliográficos
Autores principales: Haar, Shlomi, Sundar, Guhan, Faisal, A. Aldo
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Public Library of Science 2021
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7840008/
https://www.ncbi.nlm.nih.gov/pubmed/33503022
http://dx.doi.org/10.1371/journal.pone.0245717
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author Haar, Shlomi
Sundar, Guhan
Faisal, A. Aldo
author_facet Haar, Shlomi
Sundar, Guhan
Faisal, A. Aldo
author_sort Haar, Shlomi
collection PubMed
description 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.
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spelling pubmed-78400082021-02-02 Embodied virtual reality for the study of real-world motor learning Haar, Shlomi Sundar, Guhan Faisal, A. Aldo PLoS One Research Article 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. Public Library of Science 2021-01-27 /pmc/articles/PMC7840008/ /pubmed/33503022 http://dx.doi.org/10.1371/journal.pone.0245717 Text en © 2021 Haar et al http://creativecommons.org/licenses/by/4.0/ This is an open access article distributed under the terms of the Creative Commons Attribution License (http://creativecommons.org/licenses/by/4.0/) , which permits unrestricted use, distribution, and reproduction in any medium, provided the original author and source are credited.
spellingShingle Research Article
Haar, Shlomi
Sundar, Guhan
Faisal, A. Aldo
Embodied virtual reality for the study of real-world motor learning
title Embodied virtual reality for the study of real-world motor learning
title_full Embodied virtual reality for the study of real-world motor learning
title_fullStr Embodied virtual reality for the study of real-world motor learning
title_full_unstemmed Embodied virtual reality for the study of real-world motor learning
title_short Embodied virtual reality for the study of real-world motor learning
title_sort embodied virtual reality for the study of real-world motor learning
topic Research Article
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7840008/
https://www.ncbi.nlm.nih.gov/pubmed/33503022
http://dx.doi.org/10.1371/journal.pone.0245717
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