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

Virtual reality (VR) has become a common tool and is often considered for sport-specific purposes. Despite the increased usage, the transfer of VR-adapted skills into the real-world (RW) has not yet been sufficiently studied, and it is still unknown how much of the own body must be visible to comple...

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Autores principales: Pastel, Stefan, Petri, Katharina, Bürger, Dan, Marschal, Hendrik, Chen, Chien-Hsi, Witte, Kerstin
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Public Library of Science 2022
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8789136/
https://www.ncbi.nlm.nih.gov/pubmed/35077512
http://dx.doi.org/10.1371/journal.pone.0263112
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author Pastel, Stefan
Petri, Katharina
Bürger, Dan
Marschal, Hendrik
Chen, Chien-Hsi
Witte, Kerstin
author_facet Pastel, Stefan
Petri, Katharina
Bürger, Dan
Marschal, Hendrik
Chen, Chien-Hsi
Witte, Kerstin
author_sort Pastel, Stefan
collection PubMed
description Virtual reality (VR) has become a common tool and is often considered for sport-specific purposes. Despite the increased usage, the transfer of VR-adapted skills into the real-world (RW) has not yet been sufficiently studied, and it is still unknown how much of the own body must be visible to complete motoric tasks within VR. In addition, it should be clarified whether older adults also need to perceive their body within VR scenarios to the same extent as younger people extending the usability. Therefore, younger (18–30 years old) and elderly adults (55 years and older) were tested (n = 42) performing a balance-, grasping- and throwing task in VR (HMD based) accompanied with different body visualization types in VR and in the RW having the regular visual input of body’s components. Comparing the performances between the age groups, the time for completion, the number of steps (balance task), the subjective estimation of difficulty, the number of errors, and a rating system revealing movements’ quality were considered as examined parameters. A one-way ANOVA/Friedmann with repeated measurements with factor [body visualization] was conducted to test the influence of varying body visualizations during task completion. Comparisons between the conditions [RW, VR] were performed using the t-Tests/Wilcoxon tests, and to compare both age groups [young, old], t-Tests for independent samples/Mann-Whitney-U-Test were used. The analyses of the effect of body visualization on performances showed a significant loss in movement’s quality when no body part was visualized (p < .05). This did not occur for the elderly adults, for which no influence of the body visualization on their performance could be proven. Comparing both age groups, the elderly adults performed significantly worse than the young age group in both conditions (p < .05). In VR, both groups showed longer times for completion, a higher rating of tasks’ difficulty in the balance and throwing task, and less performance quality in the grasping task. Overall, the results suggest using VR for the elderly with caution to the task demands, and the visualization of the body seemed less crucial for generating task completion. In summary, the actual task demands in VR could be successfully performed by elderly adults, even once one has to reckon with losses within movement’s quality. Although more different movements should be tested, basic elements are also realizable for elderly adults expanding possible areas of VR applications.
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spelling pubmed-87891362022-01-26 Influence of body visualization in VR during the execution of motoric tasks in different age groups Pastel, Stefan Petri, Katharina Bürger, Dan Marschal, Hendrik Chen, Chien-Hsi Witte, Kerstin PLoS One Research Article Virtual reality (VR) has become a common tool and is often considered for sport-specific purposes. Despite the increased usage, the transfer of VR-adapted skills into the real-world (RW) has not yet been sufficiently studied, and it is still unknown how much of the own body must be visible to complete motoric tasks within VR. In addition, it should be clarified whether older adults also need to perceive their body within VR scenarios to the same extent as younger people extending the usability. Therefore, younger (18–30 years old) and elderly adults (55 years and older) were tested (n = 42) performing a balance-, grasping- and throwing task in VR (HMD based) accompanied with different body visualization types in VR and in the RW having the regular visual input of body’s components. Comparing the performances between the age groups, the time for completion, the number of steps (balance task), the subjective estimation of difficulty, the number of errors, and a rating system revealing movements’ quality were considered as examined parameters. A one-way ANOVA/Friedmann with repeated measurements with factor [body visualization] was conducted to test the influence of varying body visualizations during task completion. Comparisons between the conditions [RW, VR] were performed using the t-Tests/Wilcoxon tests, and to compare both age groups [young, old], t-Tests for independent samples/Mann-Whitney-U-Test were used. The analyses of the effect of body visualization on performances showed a significant loss in movement’s quality when no body part was visualized (p < .05). This did not occur for the elderly adults, for which no influence of the body visualization on their performance could be proven. Comparing both age groups, the elderly adults performed significantly worse than the young age group in both conditions (p < .05). In VR, both groups showed longer times for completion, a higher rating of tasks’ difficulty in the balance and throwing task, and less performance quality in the grasping task. Overall, the results suggest using VR for the elderly with caution to the task demands, and the visualization of the body seemed less crucial for generating task completion. In summary, the actual task demands in VR could be successfully performed by elderly adults, even once one has to reckon with losses within movement’s quality. Although more different movements should be tested, basic elements are also realizable for elderly adults expanding possible areas of VR applications. Public Library of Science 2022-01-25 /pmc/articles/PMC8789136/ /pubmed/35077512 http://dx.doi.org/10.1371/journal.pone.0263112 Text en © 2022 Pastel et al https://creativecommons.org/licenses/by/4.0/This is an open access article distributed under the terms of the Creative Commons Attribution License (https://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
Pastel, Stefan
Petri, Katharina
Bürger, Dan
Marschal, Hendrik
Chen, Chien-Hsi
Witte, Kerstin
Influence of body visualization in VR during the execution of motoric tasks in different age groups
title Influence of body visualization in VR during the execution of motoric tasks in different age groups
title_full Influence of body visualization in VR during the execution of motoric tasks in different age groups
title_fullStr Influence of body visualization in VR during the execution of motoric tasks in different age groups
title_full_unstemmed Influence of body visualization in VR during the execution of motoric tasks in different age groups
title_short Influence of body visualization in VR during the execution of motoric tasks in different age groups
title_sort influence of body visualization in vr during the execution of motoric tasks in different age groups
topic Research Article
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8789136/
https://www.ncbi.nlm.nih.gov/pubmed/35077512
http://dx.doi.org/10.1371/journal.pone.0263112
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