Cargando…

A curtailed task for quantitative evaluation of visuomotor adaptation in the head-mounted display virtual reality environment

To accurately perform a goal-directed movement in continuously changing environments, it is unavoidable for individuals to adapt accordingly. The cerebellum has been known to be responsible for such process, specifically adaptation using sensorimotor information. As shown in previous studies, using...

Descripción completa

Detalles Bibliográficos
Autores principales: Chang, Huiyeong, Woo, Sung-Ho, Kang, Sura, Lee, Chan Young, Lee, Jee-Young, Ryu, Jeh-Kwang
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Frontiers Media S.A. 2023
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9989973/
https://www.ncbi.nlm.nih.gov/pubmed/36895426
http://dx.doi.org/10.3389/fpsyt.2022.963303
_version_ 1784901858501853184
author Chang, Huiyeong
Woo, Sung-Ho
Kang, Sura
Lee, Chan Young
Lee, Jee-Young
Ryu, Jeh-Kwang
author_facet Chang, Huiyeong
Woo, Sung-Ho
Kang, Sura
Lee, Chan Young
Lee, Jee-Young
Ryu, Jeh-Kwang
author_sort Chang, Huiyeong
collection PubMed
description To accurately perform a goal-directed movement in continuously changing environments, it is unavoidable for individuals to adapt accordingly. The cerebellum has been known to be responsible for such process, specifically adaptation using sensorimotor information. As shown in previous studies, using HMD-VR technology in an experimental setting has similar advantages as in the real-world environment: researchers can manipulate the experimental environment, precisely control the experiments, and quantitatively analyze errors in real time. Moreover, the HMD-VR environment provides high immersiveness and embodiment which even enhance motor learning and increase engagement and motivation of individuals more than real-world environments do. In our HMD-VR-based task, the subjects were trained to adapt to a condition in which the visual information was artificially 20°clockwise rotated from the actual cursor movement. The subjects used a virtual reality tracker to move the cursor from a starting point to a target that appeared randomly at five locations, 20 cm from the starting point with an interval of 15°. Although no significant side effects were expected from experiencing the HMD-VR environment, we considered the appropriate number of trials for patients with cerebellar disease for future use in clinical settings. To examine the feasibility of our task for analysis of visuomotor adaptation pattern as shown in a real-world-based task, we created and compared two paradigms with a difference in the number of trials. As we expected, the results showed that the heading angle error decreased as the participants of both paradigms continued the task and that there was no significant difference between the two paradigms. Next, we applied our short task paradigm to patients diagnosed with cerebellar ataxia and age-matched controls for further examination of applicability to diagnosis and rehabilitation of the patients. As a result, we observed the distinguishable adaptation pattern of the patient group by using our paradigm. Overall, the results suggest that our paradigm is feasible to analyze the visuomotor adaptation pattern of healthy individuals and patients with cerebellar ataxia so may contribute to the clinical field.
format Online
Article
Text
id pubmed-9989973
institution National Center for Biotechnology Information
language English
publishDate 2023
publisher Frontiers Media S.A.
record_format MEDLINE/PubMed
spelling pubmed-99899732023-03-08 A curtailed task for quantitative evaluation of visuomotor adaptation in the head-mounted display virtual reality environment Chang, Huiyeong Woo, Sung-Ho Kang, Sura Lee, Chan Young Lee, Jee-Young Ryu, Jeh-Kwang Front Psychiatry Psychiatry To accurately perform a goal-directed movement in continuously changing environments, it is unavoidable for individuals to adapt accordingly. The cerebellum has been known to be responsible for such process, specifically adaptation using sensorimotor information. As shown in previous studies, using HMD-VR technology in an experimental setting has similar advantages as in the real-world environment: researchers can manipulate the experimental environment, precisely control the experiments, and quantitatively analyze errors in real time. Moreover, the HMD-VR environment provides high immersiveness and embodiment which even enhance motor learning and increase engagement and motivation of individuals more than real-world environments do. In our HMD-VR-based task, the subjects were trained to adapt to a condition in which the visual information was artificially 20°clockwise rotated from the actual cursor movement. The subjects used a virtual reality tracker to move the cursor from a starting point to a target that appeared randomly at five locations, 20 cm from the starting point with an interval of 15°. Although no significant side effects were expected from experiencing the HMD-VR environment, we considered the appropriate number of trials for patients with cerebellar disease for future use in clinical settings. To examine the feasibility of our task for analysis of visuomotor adaptation pattern as shown in a real-world-based task, we created and compared two paradigms with a difference in the number of trials. As we expected, the results showed that the heading angle error decreased as the participants of both paradigms continued the task and that there was no significant difference between the two paradigms. Next, we applied our short task paradigm to patients diagnosed with cerebellar ataxia and age-matched controls for further examination of applicability to diagnosis and rehabilitation of the patients. As a result, we observed the distinguishable adaptation pattern of the patient group by using our paradigm. Overall, the results suggest that our paradigm is feasible to analyze the visuomotor adaptation pattern of healthy individuals and patients with cerebellar ataxia so may contribute to the clinical field. Frontiers Media S.A. 2023-02-16 /pmc/articles/PMC9989973/ /pubmed/36895426 http://dx.doi.org/10.3389/fpsyt.2022.963303 Text en Copyright © 2023 Chang, Woo, Kang, Lee, Lee and Ryu. https://creativecommons.org/licenses/by/4.0/This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY). The use, distribution or reproduction in other forums is permitted, provided the original author(s) and the copyright owner(s) are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms.
spellingShingle Psychiatry
Chang, Huiyeong
Woo, Sung-Ho
Kang, Sura
Lee, Chan Young
Lee, Jee-Young
Ryu, Jeh-Kwang
A curtailed task for quantitative evaluation of visuomotor adaptation in the head-mounted display virtual reality environment
title A curtailed task for quantitative evaluation of visuomotor adaptation in the head-mounted display virtual reality environment
title_full A curtailed task for quantitative evaluation of visuomotor adaptation in the head-mounted display virtual reality environment
title_fullStr A curtailed task for quantitative evaluation of visuomotor adaptation in the head-mounted display virtual reality environment
title_full_unstemmed A curtailed task for quantitative evaluation of visuomotor adaptation in the head-mounted display virtual reality environment
title_short A curtailed task for quantitative evaluation of visuomotor adaptation in the head-mounted display virtual reality environment
title_sort curtailed task for quantitative evaluation of visuomotor adaptation in the head-mounted display virtual reality environment
topic Psychiatry
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9989973/
https://www.ncbi.nlm.nih.gov/pubmed/36895426
http://dx.doi.org/10.3389/fpsyt.2022.963303
work_keys_str_mv AT changhuiyeong acurtailedtaskforquantitativeevaluationofvisuomotoradaptationintheheadmounteddisplayvirtualrealityenvironment
AT woosungho acurtailedtaskforquantitativeevaluationofvisuomotoradaptationintheheadmounteddisplayvirtualrealityenvironment
AT kangsura acurtailedtaskforquantitativeevaluationofvisuomotoradaptationintheheadmounteddisplayvirtualrealityenvironment
AT leechanyoung acurtailedtaskforquantitativeevaluationofvisuomotoradaptationintheheadmounteddisplayvirtualrealityenvironment
AT leejeeyoung acurtailedtaskforquantitativeevaluationofvisuomotoradaptationintheheadmounteddisplayvirtualrealityenvironment
AT ryujehkwang acurtailedtaskforquantitativeevaluationofvisuomotoradaptationintheheadmounteddisplayvirtualrealityenvironment
AT changhuiyeong curtailedtaskforquantitativeevaluationofvisuomotoradaptationintheheadmounteddisplayvirtualrealityenvironment
AT woosungho curtailedtaskforquantitativeevaluationofvisuomotoradaptationintheheadmounteddisplayvirtualrealityenvironment
AT kangsura curtailedtaskforquantitativeevaluationofvisuomotoradaptationintheheadmounteddisplayvirtualrealityenvironment
AT leechanyoung curtailedtaskforquantitativeevaluationofvisuomotoradaptationintheheadmounteddisplayvirtualrealityenvironment
AT leejeeyoung curtailedtaskforquantitativeevaluationofvisuomotoradaptationintheheadmounteddisplayvirtualrealityenvironment
AT ryujehkwang curtailedtaskforquantitativeevaluationofvisuomotoradaptationintheheadmounteddisplayvirtualrealityenvironment