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Srinivasan S, Kumavor PD, Morgan K. A Pilot Feasibility Study on the Use of Dual-Joystick-Operated Ride-on Toys in Upper Extremity Rehabilitation for Children with Unilateral Cerebral Palsy. CHILDREN (BASEL, SWITZERLAND) 2024; 11:408. [PMID: 38671624 PMCID: PMC11048905 DOI: 10.3390/children11040408] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Subscribe] [Scholar Register] [Received: 02/25/2024] [Revised: 03/20/2024] [Accepted: 03/26/2024] [Indexed: 04/28/2024]
Abstract
Children with unilateral cerebral palsy (UCP) require task-oriented practice several hours per week to produce meaningful gains in affected upper extremity (UE) motor function. Clinicians find it challenging to provide services at the required intensity and sustain child engagement. This pilot study assessed the acceptance and utility of a child-friendly program using dual-joystick-operated ride-on toys incorporated into an intensive UE rehabilitation camp. Eleven children with UCP between four and 10 years received ride-on-toy navigation training for 20-30 min/day, five days/week, for three weeks as part of camp programming. We report session adherence and percent time children spent in task-appropriate attention/engagement across sessions. The overall effects of camp programming on children's motor function were assessed using the Shriner's Hospital Upper Extremity Evaluation (SHUEE) from pretest to posttest and using training-specific measures of bimanual UE use and navigational accuracy. Children showed excellent adherence and sustained task-appropriate engagement across sessions. The combined program led to improved navigational accuracy (p-values ≤ 0.007) as well as spontaneous affected UE use during bimanual activities outside the training context (p < 0.001). Our pilot study provides promising evidence for using modified, commercially available ride-on toys to incentivize rehabilitation and boost repetitive, task-oriented UE practice among children with UCP.
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Affiliation(s)
- Sudha Srinivasan
- Physical Therapy Program, Department of Kinesiology, University of Connecticut, Storrs, CT 06269, USA
- Institute for Collaboration on Health, Intervention, and Policy (InCHIP), University of Connecticut, Storrs, CT 06269, USA
- The Institute for the Brain and Cognitive Sciences (IBACS), University of Connecticut, Storrs, CT 06269, USA
| | - Patrick D. Kumavor
- Biomedical Engineering Department, University of Connecticut, Storrs, CT 06269, USA; (P.D.K.); (K.M.)
| | - Kristin Morgan
- Biomedical Engineering Department, University of Connecticut, Storrs, CT 06269, USA; (P.D.K.); (K.M.)
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2
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Kirby ED, Andrushko JW, Rinat S, D'Arcy RCN, Boyd LA. Investigating female versus male differences in white matter neuroplasticity associated with complex visuo-motor learning. Sci Rep 2024; 14:5951. [PMID: 38467763 PMCID: PMC10928090 DOI: 10.1038/s41598-024-56453-z] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/25/2023] [Accepted: 03/06/2024] [Indexed: 03/13/2024] Open
Abstract
Magnetic resonance imaging (MRI) has increasingly been used to characterize structure-function relationships during white matter neuroplasticity. Biological sex differences may be an important factor that affects patterns of neuroplasticity, and therefore impacts learning and rehabilitation. The current study examined a participant cohort before and after visuo-motor training to characterize sex differences in microstructural measures. The participants (N = 27) completed a 10-session (4 week) complex visuo-motor training task with their non-dominant hand. All participants significantly improved movement speed and their movement speed variability over the training period. White matter neuroplasticity in females and males was examined using fractional anisotropy (FA) and myelin water fraction (MWF) along the cortico-spinal tract (CST) and the corpus callosum (CC). FA values showed significant differences in the middle portion of the CST tract (nodes 38-51) across the training period. MWF showed a similar cluster in the inferior portion of the tract (nodes 18-29) but did not reach significance. Additionally, at baseline, males showed significantly higher levels of MWF measures in the middle body of the CC. Combining data from females and males would have resulted in reduced sensitivity, making it harder to detect differences in neuroplasticity. These findings offer initial insights into possible female versus male differences in white matter neuroplasticity during motor learning. This warrants investigations into specific patterns of white matter neuroplasticity for females versus males across the lifespan. Understanding biological sex-specific differences in white matter neuroplasticity may have significant implications for the interpretation of change associated with learning or rehabilitation.
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Affiliation(s)
- Eric D Kirby
- BrainNet, Health and Technology District, Vancouver, BC, Canada
- Faculty of Individualized Interdisciplinary Studies, Simon Fraser University, Burnaby, BC, Canada
- Faculty of Science, Simon Fraser University, Burnaby, BC, Canada
| | - Justin W Andrushko
- DM Centre for Brain Health, Faculty of Medicine, University of British Columbia, Vancouver, Canada
- Department of Sport, Exercise and Rehabilitation, Faculty of Health and Life Sciences, Northumbria University, Newcastle Upon Tyne, UK
- Brain Behaviour Laboratory, Department of Physical Therapy, Faculty of Medicine, University of British Columbia, Vancouver, Canada
| | - Shie Rinat
- Brain Behaviour Laboratory, Department of Physical Therapy, Faculty of Medicine, University of British Columbia, Vancouver, Canada
| | - Ryan C N D'Arcy
- BrainNet, Health and Technology District, Vancouver, BC, Canada.
- DM Centre for Brain Health, Faculty of Medicine, University of British Columbia, Vancouver, Canada.
- Faculty of Applied Sciences, Simon Fraser University, Burnaby, BC, Canada.
| | - Lara A Boyd
- DM Centre for Brain Health, Faculty of Medicine, University of British Columbia, Vancouver, Canada.
- Brain Behaviour Laboratory, Department of Physical Therapy, Faculty of Medicine, University of British Columbia, Vancouver, Canada.
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Levac DE. Individual and contextual factors influencing children's effort in pediatric rehabilitation interventions. Dev Med Child Neurol 2024; 66:23-31. [PMID: 37082901 DOI: 10.1111/dmcn.15609] [Citation(s) in RCA: 1] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 06/06/2022] [Revised: 03/06/2023] [Accepted: 03/20/2023] [Indexed: 04/22/2023]
Abstract
Rehabilitation clinicians strive to encourage children's sustained effort within challenging practice conditions. Effort influences intervention success, yet it is rarely defined or measured. Effort can be conflated with individual factors, such as motivation and engagement, that might influence it. Contextual factors that likely impact children's effort, such as practice conditions and therapeutic interactions, are generally under-described. Defining, describing, and measuring effort and its influencers is necessary to enhance understanding of differences in rehabilitation intervention outcomes across individuals and contexts and to support the development of personalized precision rehabilitation approaches. This narrative review describes effort conceptualization in rehabilitation, particularly in relation to intensity, engagement, and participation nomenclature. The review outlines individual and contextual factors that may influence children's effort in rehabilitation and describes potential next steps for effort description and measurement. Subsequent work should aim to identify factors that can be targeted in clinical practice to promote and sustain children's effort in the rehabilitation process, thereby individualizing interventions and potentially improving their effectiveness. WHAT THIS PAPER ADDS: Effort as it relates to rehabilitation is confusingly described and infrequently measured. Engagement, involvement, intensity, and participation are terms alluding to effort. Child-specific and therapy-specific factors, alone and in combination, may influence children's effort. Clearer conceptualization of effort and the factors that influence it will support personalization of interventions. Better measurement will enhance knowledge about relationships between effort and therapeutic outcomes.
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Affiliation(s)
- Danielle E Levac
- School of Rehabilitation, Faculty of Medicine, University of Montreal, Montreal, Canada
- CHU Sainte-Justine Research Center, Montreal, Canada
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Ahn H, Won J. The Effects of Adolescents' Participation in Video Games on Cognitive Function and Motor Control Skills. Healthcare (Basel) 2023; 11:2740. [PMID: 37893814 PMCID: PMC10606105 DOI: 10.3390/healthcare11202740] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 09/09/2023] [Revised: 10/01/2023] [Accepted: 10/13/2023] [Indexed: 10/29/2023] Open
Abstract
There is still a lack of understanding of the productive areas of video game participation. Therefore, in order to observe positive effects and changes in game participation, this study examines the effects of game participation on the cognitive function and motor skills from 130 adolescents. To evaluate the participants' test performance, a cognitive function and motor control skill test program consisting of 10 tests were used (Trail Making, Corsi block, Tower of London, shooting game tasks, etc.). Differences in test performances between groups were verified using one-way ANOVA and an independent t-test. The results were as follows: first, there was no difference between groups according to the frequency of game participation in every test performance. Second, the results of this study showed statistically significant differences between groups according to the play time of game participation in several test performances (Key-mapping: p = 0.40; score of Grid Shot: p = 0.01, 0.07; score of Sphere Track: p = 0.12, 0.21; accuracy of Sphere Track: p = 0.12, 0.16). Also, all the effects' size results were confirmed as medium (Cohen's f > 0.20 and <0.40). Third, high school students only showed statistically significant higher results in a Multi-tasking test performance than middle school students, and the results of the effect size were confirmed to be middle and large (Multi-tasking1: p = 0.00, Cohen's d = 0.830; Multi-tasking2: p = 0.05, Cohen's d = 0.501). The results of this study imply the need to regard game participation as a behavior that can contribute to adolescents' cognitive psychological health.
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Affiliation(s)
| | - Jongeun Won
- Department of Physical Education, College of Education, Seoul National University, Seoul 08826, Republic of Korea;
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Chen K, Chen KB. Task-Oriented and Imitation-Oriented Movements in Virtual Reality Exercise Performance and Design. HUMAN FACTORS 2023; 65:125-136. [PMID: 33874773 DOI: 10.1177/00187208211010100] [Citation(s) in RCA: 3] [Impact Index Per Article: 3.0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 06/12/2023]
Abstract
OBJECTIVE This study investigated the influence of game features and practice type on human kinematic and muscular performance in a virtual reality exercise (VRE). Participants demonstrated changes in shoulder flexion angle and muscle activation under different virtual scenarios. BACKGROUND Conventional VRE studies often compared the outcomes between an experimental group that underwent exercise in VR and a real-world exercise control group, whereas comparisons between VRE programs are lacking. Besides, the attributes of VREs received little attention. METHOD Thirteen able-bodied participants performed upper extremity exercise movements in immersive VR using a head-mounted display. Participants performed task-oriented and imitation-oriented movements with different game features. Shoulder muscle activity (the deltoid, supraspinatus, and infraspinatus) and shoulder motion were collected. RESULTS Practice type (task-oriented, imitation-oriented) significantly influenced the flexion angle of the shoulder complex (F(1,11) = 9.53, p = .01), and the muscle activity of the supraspinatus (F(1,9) = 12.61, p = .006) and the infraspinatus (F(1,9) = 12.71, p = .006). Game features did not have a statistically significant effect on shoulder flexion angle or shoulder muscles' activations. CONCLUSIONS Compared to imitation-oriented practice, task-oriented practice elicited more intensive shoulder movements and muscular efforts but also induced greater movement variations. Substantial differences across game features levels should be further investigated to have significant effects. APPLICATIONS This research may help guide the design of future VREs. For strength training or rehabilitation where intensive practice is required, task-oriented practice should be considered; for movement learning where movement consistency is required, imitation oriented practice should be adopted.
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Affiliation(s)
- Ken Chen
- 6798 North Carolina State University, Raleigh, USA
| | - Karen B Chen
- 6798 North Carolina State University, Raleigh, USA
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6
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Key Competences for Lifelong Learning through the “Animal Crossing: New Horizons” Video Game. FUTURE INTERNET 2022. [DOI: 10.3390/fi14110329] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/16/2022] Open
Abstract
The growth and impact of video games in education at an international level is a reality. Research shows that gamers can increase their knowledge, skills, and behavioural flexibility. However, there has been no in-depth research into the relationship between current video games and the key competences for lifelong learning set out by the European Commission. This research focuses on learning acquisition through playing the popular game “Animal Crossing: New Horizons”. The Communicative Methodology has been used in this research through, on the one hand, use of the Social Impact in Social Media (SISM) method involving the analysis of 1000 comments posted on the social network Twitter and, on the other hand, through communicative inter, sanviews with five gamers and a family member of a user. The results show that the Animal Crossing video game promotes learning achievements regarding literacy, multilingualism, mathematical skills, digital competence, social skills, citizenship, entrepreneurship, and cultural awareness.
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Wenk N, Jordi MV, Buetler KA, Marchal-Crespo L. Hiding Assistive Robots During Training in Immersive VR Does not Affect Users' Motivation, Presence, Embodiment, Performance, nor Visual Attention. IEEE Trans Neural Syst Rehabil Eng 2022; 30:390-399. [PMID: 35085087 DOI: 10.1109/tnsre.2022.3147260] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/10/2022]
Abstract
Combining immersive virtual reality (VR) using head-mounted displays (HMDs) with assisting robotic devices might be a promising procedure to enhance neurorehabilitation. However, it is still an open question how immersive virtual environments (VE) should be designed when interacting with rehabilitation robots. In conventional training, the robot is usually not visually represented in the VE, resulting in a visuo-haptic sensory conflict between what users see and feel. This study aimed to investigate how motivation, embodiment, and presence are affected by this visuo-haptic sensory conflict. Using an HMD and a rehabilitation robot, 28 healthy participants performed a path-tracing task, while the robot was either visually reproduced in the VE or not and while the robot either assisted the movements or not. Participants' performance and visual attention were measured during the tasks, and after each visibility/assistance condition, they reported their motivation, presence, and embodiment with questionnaires. We found that, independently of the assistance, the robot visibility did not affect participants' motivation, presence, embodiment, nor task performance. We only found a greater effort/importance reported when the robot was visible. The visual attention was also slightly affected by the robot's visibility. Importantly, we found that the robotic assistance hampered presence and embodiment, but improved motivation. Our results indicate no disadvantage of not reproducing robotic devices in VEs when using HMDs. However, caution must be put when developing assisting controllers, as they might hamper users' affect.
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Walking Practice Combined with Virtual Reality Contributes to Early Acquisition of Symmetry Prosthetic Walking: An Experimental Study Using Simulated Prosthesis. Symmetry (Basel) 2021. [DOI: 10.3390/sym13122282] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/16/2022] Open
Abstract
Virtual reality (VR)-based rehabilitation has been used in lower limb amputees; however, the extent to which VR is effective in reacquiring symmetrical gait in lower limb amputees is unclear. The purpose of this study was to confirm whether a VR intervention is effective in obtaining a simulated prosthetic gait. The participants were 24 healthy males who had never worn a simulated prosthesis. They were divided into three groups: VR, tablet, and control groups. The intervention consisted of 5 min of in situ stepping on parallel bars and watching a video of a simulated prosthetic leg walker on a head-mounted display or a tablet. Measurements included Gait Up parameters during a 10-m walk and immersion scores. After the intervention, there was a significant interaction between walking speed and leg swing speed in the VR group. The rate of improvement in walking speed and immersion scores was significantly higher in the VR group than in the other two groups, and there was a significant positive correlation between the rate of improvement and immersion scores. Compared to the tablet and control groups, the VR group showed the highest rate of immersion and improvement in walking speed.
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9
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Jaquess KJ, Lu Y, Ginsberg A, Kahl S, Lu C, Ritland B, Gentili RJ, Hatfield BD. Effect of Self-Controlled Practice on Neuro-Cortical Dynamics During the Processing of Visual Performance Feedback. J Mot Behav 2020; 53:632-643. [PMID: 32938332 DOI: 10.1080/00222895.2020.1817841] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/23/2022]
Abstract
Evidence has accumulated that learners participating in self-controlled practice can both acquire skills and process task-relevant information more effectively than those participating in externally controlled practice. However, the impact of self-controlled practice on neuro-cognitive information processing during visual performance-related feedback has received limited investigation. We expected that individuals participating in self-controlled practice would exhibit elevated neuro-cognitive information processing, as assessed via electroencephalography (EEG), compared with those engaged with externally controlled practice. Participants practiced a golf-putting task under self-controlled or externally controlled (yoked) conditions while EEG data were recorded. Results indicated that EEG theta power was maintained at an elevated level during the feedback period in the self-controlled group relative to the yoked group. The yoked group did not display increases in theta power until the time at which the ball stopped. Both groups displayed similar improvement over the course of the experiment. Correlational analyses revealed that performance improvement within each group was related differently to EEG theta power. Specifically, the self-controlled group displayed positive relationships between theta power and performance improvement, while the yoked group displayed negative relationships. These results have implications regarding the relative effectiveness of self-controlled and externally controlled practice and the instances in which they may provide the most benefit.
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Affiliation(s)
- Kyle J Jaquess
- Department of Kinesiology, University of Maryland, College Park, MD, USA.,Department of Psychology, Juniata College, Huntingdon, PA, USA.,War Related Illness and Injury Study Center, Department of Veterans Affairs, Washington, DC, USA
| | - Yingzhi Lu
- Department of Kinesiology, University of Maryland, College Park, MD, USA.,Department of Psychology, Shanghai University of Sport, Shanghai, China
| | - Andrew Ginsberg
- Department of Kinesiology, University of Maryland, College Park, MD, USA
| | - Steven Kahl
- Department of Kinesiology, University of Maryland, College Park, MD, USA
| | - Calvin Lu
- Department of Kinesiology, University of Maryland, College Park, MD, USA
| | - Bradley Ritland
- Department of Kinesiology, University of Maryland, College Park, MD, USA.,Military Performance Division, United States Army Research Institute of Environmental Medicine, MA, USA
| | - Rodolphe J Gentili
- Department of Kinesiology, University of Maryland, College Park, MD, USA
| | - Bradley D Hatfield
- Department of Kinesiology, University of Maryland, College Park, MD, USA
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10
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Yoshimura M, Kurumadani H, Hirata J, Osaka H, Senoo K, Date S, Ueda A, Ishii Y, Kinoshita S, Hanayama K, Sunagawa T. Virtual reality-based action observation facilitates the acquisition of body-powered prosthetic control skills. J Neuroeng Rehabil 2020; 17:113. [PMID: 32819412 PMCID: PMC7439659 DOI: 10.1186/s12984-020-00743-w] [Citation(s) in RCA: 13] [Impact Index Per Article: 3.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 02/29/2020] [Accepted: 08/05/2020] [Indexed: 11/16/2022] Open
Abstract
Background Regular body-powered (BP) prosthesis training facilitates the acquisition of skills through repeated practice but requires adequate time and motivation. Therefore, auxiliary tools such as indirect training may improve the training experience and speed of skill acquisition. In this study, we examined the effects of action observation (AO) using virtual reality (VR) as an auxiliary tool. We used two modalities during AO: three-dimensional (3D) VR and two-dimensional (2D) computer tablet devices (Tablet). Each modality was tested from first- and third-person perspectives. Methods We studied 40 healthy right-handed participants wearing a BP prosthesis simulator on their non-dominant hands. The participants were divided into five groups based on combinations of the different modalities and perspectives: first-person perspective on VR (VR1), third-person perspective on VR (VR3), first-person perspective on a tablet (Tablet1), third-person perspective on a tablet (Tablet3), and a control group (Control). The intervention groups observed and imitated the video image of prosthesis operation for 10 min in each of two sessions. We evaluated the level of immersion during AO using the visual analogue scale. Prosthetic control skills were evaluated using the Box and Block Test (BBT) and a bowknot task (BKT). Results In the BBT, there were no significant differences in the amount of change in the skills between the five groups. In contrast, the relative changes in the BKT prosthetic control skills in VR1 (p < 0.001, d = 3.09) and VR3 (p < 0.001, d = 2.16) were significantly higher than those in the control group. Additionally, the immersion scores of VR1 (p < 0.05, d = 1.45) and VR3 (p < 0.05, d = 1.18) were higher than those of Tablet3. There was a significant negative correlation between the immersion scores and the relative change in the BKT scores (Spearman’s rs = − 0.47, p < 0.01). Conclusions Using the BKT of bilateral manual dexterity, VR-based AO significantly improved short-term prosthetic control acquisition. Additionally, it appeared that the higher the immersion score was, the shorter the execution time of the BKT task. Our findings suggest that VR-based AO training may be effective in acquiring bilateral BP prosthetic control, which requires more 3D-based operation.
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Affiliation(s)
- Manabu Yoshimura
- Graduate School of Biomedical and Health Sciences, Hiroshima University, Hiroshima, Japan, 1-2-3 Kasumi, Minami-Ku, Hiroshima, 734-8551, Japan. .,Kawasaki University of Medical Welfare, Okayama, Japan, 288 Matsushima, Kurashiki, Okayama, 701-0192, Japan.
| | - Hiroshi Kurumadani
- Graduate School of Biomedical and Health Sciences, Hiroshima University, Hiroshima, Japan, 1-2-3 Kasumi, Minami-Ku, Hiroshima, 734-8551, Japan
| | - Junya Hirata
- Kawasaki University of Medical Welfare, Okayama, Japan, 288 Matsushima, Kurashiki, Okayama, 701-0192, Japan
| | - Hiroshi Osaka
- Kawasaki University of Medical Welfare, Okayama, Japan, 288 Matsushima, Kurashiki, Okayama, 701-0192, Japan
| | - Katsutoshi Senoo
- Kawasaki University of Medical Welfare, Okayama, Japan, 288 Matsushima, Kurashiki, Okayama, 701-0192, Japan
| | - Shota Date
- Graduate School of Biomedical and Health Sciences, Hiroshima University, Hiroshima, Japan, 1-2-3 Kasumi, Minami-Ku, Hiroshima, 734-8551, Japan
| | - Akio Ueda
- Graduate School of Biomedical and Health Sciences, Hiroshima University, Hiroshima, Japan, 1-2-3 Kasumi, Minami-Ku, Hiroshima, 734-8551, Japan
| | - Yosuke Ishii
- Graduate School of Biomedical and Health Sciences, Hiroshima University, Hiroshima, Japan, 1-2-3 Kasumi, Minami-Ku, Hiroshima, 734-8551, Japan
| | - Seiji Kinoshita
- Kawasaki Medical School Hospital, Okayama, Japan, 577 Matsushima, Kurashiki, Okayama, 701-0192, Japan
| | - Kozo Hanayama
- Kawasaki Medical School, Department of Rehabilitation Medicine, Okayama, Japan, 577 Matsushima, Kurashiki, Okayama, 701-0192, Japan
| | - Toru Sunagawa
- Graduate School of Biomedical and Health Sciences, Hiroshima University, Hiroshima, Japan, 1-2-3 Kasumi, Minami-Ku, Hiroshima, 734-8551, Japan
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Juliano JM, Liew SL. Transfer of motor skill between virtual reality viewed using a head-mounted display and conventional screen environments. J Neuroeng Rehabil 2020; 17:48. [PMID: 32276664 PMCID: PMC7149857 DOI: 10.1186/s12984-020-00678-2] [Citation(s) in RCA: 9] [Impact Index Per Article: 2.3] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 12/10/2019] [Accepted: 04/01/2020] [Indexed: 02/09/2023] Open
Abstract
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.
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Affiliation(s)
- Julia M Juliano
- Neural Plasticity and Neurorehabilitation Laboratory, Neuroscience Graduate Program, University of Southern California, Los Angeles, CA, USA
| | - Sook-Lei Liew
- Neural Plasticity and Neurorehabilitation Laboratory, Division of Occupational Science and Occupational Therapy, University of Southern California, Los Angeles, CA, USA.
- USC Stevens Neuroimaging and Informatics Institute, Department of Neurology, University of Southern California, Los Angeles, CA, USA.
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12
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Dissociating the contributions of reward-prediction errors to trial-level adaptation and long-term learning. Biol Psychol 2020; 149:107775. [DOI: 10.1016/j.biopsycho.2019.107775] [Citation(s) in RCA: 12] [Impact Index Per Article: 3.0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 01/22/2019] [Revised: 09/23/2019] [Accepted: 09/23/2019] [Indexed: 01/23/2023]
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13
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Jaquess KJ, Lu Y, Iso-Ahola SE, Zhang J, Gentili RJ, Hatfield BD. Self-Controlled Practice to Achieve Neuro-Cognitive Engagement: Underlying Brain Processes to Enhance Cognitive-Motor Learning and Performance. J Mot Behav 2019; 52:544-557. [PMID: 31610750 DOI: 10.1080/00222895.2019.1651245] [Citation(s) in RCA: 5] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/25/2022]
Abstract
While self-controlled practice has been shown to be an effective practice methodology, the neuro-cognitive correlates of its effectiveness are unclear. We investigated whether learners participating in self-controlled practice exhibit increased neuro-cognitive engagement compared to externally controlled practice. Two groups (self-controlled and yoked) of 16 participants practiced and performed a golf putting task over 3 days. Working memory engagement, central executive activity, and cortical activation were assessed via electroencephalography as indicators of neuro-cognitive engagement. The self-controlled group exhibited more consistent working memory engagement, and greater central executive activity, compared to the yoked group during practice. Relationships were also observed between neuro-cognitive engagement during self-controlled practice and performance improvement, indicating that self-controlled practice uniquely benefitted from increased neuro-cognitive engagement.
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Affiliation(s)
- Kyle J Jaquess
- Department of Kinesiology, School of Public Health, University of Maryland, College Park, MD, USA
| | - Yingzhi Lu
- Department of Kinesiology, School of Public Health, University of Maryland, College Park, MD, USA.,School of Kinesiology, Shanghai University of Sport, Shanghai, China
| | - Seppo E Iso-Ahola
- Department of Kinesiology, School of Public Health, University of Maryland, College Park, MD, USA
| | - Jing Zhang
- Department of Epidemiology and Biostatistics, School of Public Health, University of Maryland, College Park, MD, USA
| | - Rodolphe J Gentili
- Department of Kinesiology, School of Public Health, University of Maryland, College Park, MD, USA.,Neuroscience and Cognitive Science Program, University of Maryland, College Park, MD, USA.,Maryland Robotics Center, University of Maryland, College Park, MD, USA
| | - Bradley D Hatfield
- Department of Kinesiology, School of Public Health, University of Maryland, College Park, MD, USA.,Neuroscience and Cognitive Science Program, University of Maryland, College Park, MD, USA
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Rohrbach N, Chicklis E, Levac DE. What is the impact of user affect on motor learning in virtual environments after stroke? A scoping review. J Neuroeng Rehabil 2019; 16:79. [PMID: 31248439 PMCID: PMC6598261 DOI: 10.1186/s12984-019-0546-4] [Citation(s) in RCA: 28] [Impact Index Per Article: 5.6] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 01/07/2019] [Accepted: 06/05/2019] [Indexed: 01/08/2023] Open
Abstract
PURPOSE The purported affective impact of virtual reality (VR) and active video gaming (AVG) systems is a key marketing strategy underlying their use in stroke rehabilitation, yet little is known as to how affective constructs are measured or linked to intervention outcomes. The purpose of this scoping review is to 1) explore how motivation, enjoyment, engagement, immersion and presence are measured or described in VR/AVG interventions for patients with stroke; 2) identify directional relationships between these constructs; and 3) evaluate their impact on motor learning outcomes. METHODS A literature search was undertaken of VR/AVG interventional studies for adults post-stroke published in Medline, PEDro and CINAHL databases between 2007 and 2017. Following screening, reviewers used an iterative charting framework to extract data about construct measurement and description. A numerical and thematic analytical approach adhered to established scoping review guidelines. RESULTS One hundred fifty-five studies were included in the review. Although the majority (89%; N = 138) of studies described at least one of the five constructs within their text, construct measurement took place in only 32% (N = 50) of studies. The most frequently described construct was motivation (79%, N = 123) while the most frequently measured construct was enjoyment (27%, N = 42). A summative content analysis of the 50 studies in which a construct was measured revealed that constructs were described either as a rationale for the use of VR/AVGs in rehabilitation (76%, N = 38) or as an explanation for intervention results (56%, N = 29). 38 (76%) of the studies proposed relational links between two or more constructs and/or between any construct and motor learning. No study used statistical analyses to examine these links. CONCLUSIONS Results indicate a clear discrepancy between the theoretical importance of affective constructs within VR/AVG interventions and actual construct measurement. Standardized terminology and outcome measures are required to better understand how enjoyment, engagement, motivation, immersion and presence contribute individually or in interaction to VR/AVG intervention effectiveness.
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Affiliation(s)
- Nina Rohrbach
- Chair of Human Movement Science, Department of Sport and Health Sciences, Technical University of Munich, Munich, Germany
| | - Emily Chicklis
- Department of Physical Therapy, Movement & Rehabilitation Science, Northeastern University, Boston, MA USA
| | - Danielle Elaine Levac
- Department of Physical Therapy, Movement & Rehabilitation Science, Northeastern University, Boston, MA USA
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Gaming- a bane or a boon-a systematic review. Asian J Psychiatr 2019; 42:12-17. [PMID: 30939393 DOI: 10.1016/j.ajp.2019.03.001] [Citation(s) in RCA: 4] [Impact Index Per Article: 0.8] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 11/29/2018] [Revised: 02/08/2019] [Accepted: 03/04/2019] [Indexed: 12/13/2022]
Abstract
Recent trends show online/video games, have shifted from being just recreational in nature, to hazardous even resulting in the gamer's death like the blue whale game. The aim of the study is to examine associations between video/online gaming and its implication on the biopsychosocial domains of the user. Online databases were studied on gaming and its effect on behaviour, general and mental health from 1997-2017. The PICO guidelines, PRISMA flow diagram and the Rayyan software was used in identifying relevant studies. Cross referencing was done with the co-authors. A total of 41 studies were included in the final analysis. The choice of the video game is influenced by age, gender, parental mediation, as well as the players' and the game's characteristics. Excessive gaming affects both the individual himself and their interpersonal relationships, with 'internet addiction' being added as a diagnosis under DSM V. Despite its several negative consequences, over the past decade, researchers have now started to acknowledge the benefits of gamification in social, educational and even in the health sector, irrespective of the individual's age. There is a need to develop cross cultural database to understand the impact of addictive and/or promotive use of games on the biopsychosocial factors of the gamer.
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The Effects of Expecting to Teach and Actually Teaching on Motor Learning. JOURNAL OF MOTOR LEARNING AND DEVELOPMENT 2019. [DOI: 10.1123/jmld.2017-0052] [Citation(s) in RCA: 5] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/18/2022]
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17
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van der Kooij K, van Dijsseldonk R, van Veen M, Steenbrink F, de Weerd C, Overvliet KE. Gamification as a Sustainable Source of Enjoyment During Balance and Gait Exercises. Front Psychol 2019; 10:294. [PMID: 30881322 PMCID: PMC6405433 DOI: 10.3389/fpsyg.2019.00294] [Citation(s) in RCA: 21] [Impact Index Per Article: 4.2] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/17/2018] [Accepted: 01/30/2019] [Indexed: 11/16/2022] Open
Abstract
We may be motivated to engage in a certain motor activity because it is instrumental to obtaining reward (e.g., money) or because we enjoy the activity, making it intrinsically rewarding. Enjoyment is related to intrinsic motivation which is considered to be a durable form of motivation. Therefore, many rehabilitation programs aim to increase task enjoyment by adding game elements ("gamification"). Here we ask how the influence of game elements on motivation develops over time and additionally explore whether enjoyment influences motor performance. We describe two different studies that varied game elements in different exercises. Experiment 1 compared the durability of enjoyment for a gamified and a conventional balance exercise in elderly. Experiment 2 addressed the question whether adding game elements to a gait adaptability exercise enhances the durability of enjoyment and additionally tested whether the game elements influenced movement vigor and accuracy (motor performance). The results show that the game elements enhanced enjoyment. Enjoyment faded over time, but this decrease tended to be less pronounced in gamified exercises. There was no evidence that the game elements affected movement vigor or accuracy.
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Affiliation(s)
- Katinka van der Kooij
- Department of Human Movement Sciences, Vrije Universiteit Amsterdam, Amsterdam, Netherlands
| | - Rosanne van Dijsseldonk
- Department of Human Movement Sciences, Vrije Universiteit Amsterdam, Amsterdam, Netherlands
- Department of Research, Sint Maartenskliniek, Nijmegen, Netherlands
| | - Milou van Veen
- Department of Human Movement Sciences, Vrije Universiteit Amsterdam, Amsterdam, Netherlands
| | | | | | - Krista E. Overvliet
- Department of Biological Psychology and Neuropsychology, University of Hamburg, Hamburg, Germany
- Department of Experimental Psychology, Utrecht University, Utrecht, Netherlands
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18
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Jaquess KJ, Lo LC, Oh H, Lu C, Ginsberg A, Tan YY, Lohse KR, Miller MW, Hatfield BD, Gentili RJ. Changes in Mental Workload and Motor Performance Throughout Multiple Practice Sessions Under Various Levels of Task Difficulty. Neuroscience 2018; 393:305-318. [PMID: 30266685 DOI: 10.1016/j.neuroscience.2018.09.019] [Citation(s) in RCA: 23] [Impact Index Per Article: 3.8] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 02/27/2018] [Revised: 09/12/2018] [Accepted: 09/17/2018] [Indexed: 11/28/2022]
Abstract
The allocation of mental workload is critical to maintain cognitive-motor performance under various demands. While mental workload has been investigated during performance, limited efforts have examined it during cognitive-motor learning, while none have concurrently manipulated task difficulty. It is reasonable to surmise that the difficulty level at which a skill is practiced would impact the rate of skill acquisition and also the rate at which mental workload is reduced during learning (relatively slowed for challenging compared to easier tasks). This study aimed to monitor mental workload by assessing cortical dynamics during a task practiced under two difficulty levels over four days while perceived task demand, performance, and electroencephalography (EEG) were collected. As expected, self-reported mental workload was reduced, greater working memory engagement via EEG theta synchrony was observed, and reduced cortical activation, as indexed by progressive EEG alpha synchrony was detected during practice. Task difficulty was positively related to the magnitude of alpha desynchrony and accompanied by elevations in the theta-alpha ratio. Counter to expectation, the absence of an interaction between task difficulty and practice days for both theta and alpha power indicates that the refinement of mental processes throughout learning occurred at a comparable rate for both levels of difficulty. Thus, the assessment of brain dynamics was sensitive to the rate of change of cognitive workload with practice, but not to the degree of difficulty. Future work should consider a broader range of task demands and additional measures of brain processes to further assess this phenomenon.
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Affiliation(s)
- Kyle J Jaquess
- Department of Kinesiology, School of Public Health, University of Maryland, College Park, MD, USA
| | - Li-Chuan Lo
- Department of Kinesiology, School of Public Health, University of Maryland, College Park, MD, USA
| | - Hyuk Oh
- Department of Kinesiology, School of Public Health, University of Maryland, College Park, MD, USA; Neuroscience and Cognitive Science Program, University of Maryland, College Park, MD, USA
| | - Calvin Lu
- Department of Kinesiology, School of Public Health, University of Maryland, College Park, MD, USA
| | - Andrew Ginsberg
- Department of Kinesiology, School of Public Health, University of Maryland, College Park, MD, USA
| | - Ying Ying Tan
- Department of Kinesiology, School of Public Health, University of Maryland, College Park, MD, USA; Neuroscience and Cognitive Science Program, University of Maryland, College Park, MD, USA; Defense Science and Technology Agency, Singapore
| | - Keith R Lohse
- Department of Health, Kinesiology, and Recreation, University of Utah, Salt Lake City, UT, USA
| | | | - Bradley D Hatfield
- Department of Kinesiology, School of Public Health, University of Maryland, College Park, MD, USA; Neuroscience and Cognitive Science Program, University of Maryland, College Park, MD, USA
| | - Rodolphe J Gentili
- Department of Kinesiology, School of Public Health, University of Maryland, College Park, MD, USA; Neuroscience and Cognitive Science Program, University of Maryland, College Park, MD, USA; Maryland Robotics Center, University of Maryland, College Park, MD, USA.
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19
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Levac D, Glegg S, Colquhoun H, Miller P, Noubary F. Virtual Reality and Active Videogame-Based Practice, Learning Needs, and Preferences: A Cross-Canada Survey of Physical Therapists and Occupational Therapists. Games Health J 2018; 6:217-228. [PMID: 28816511 DOI: 10.1089/g4h.2016.0089] [Citation(s) in RCA: 45] [Impact Index Per Article: 7.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 01/08/2023] Open
Abstract
OBJECTIVE Describe the clinical use of virtual reality (VR)/active videogaming (AVG) by physical therapists (PTs) and occupational therapists (OTs) in Canada, identify usage barriers and facilitators, evaluate factors that predict intention to use VR/AVGs, and determine therapists' learning needs. DESIGN Cross-sectional survey. MATERIALS AND METHODS Online survey of therapists in Canada who were members of 1 of 26 professional PT or OT colleges or associations using the Assessing Determinants Of Prospective Take-up of Virtual Reality (ADOPT-VR2) Instrument. RESULTS We received 1071 (506 PTs, 562 OTs, 3 dual-trained) responses. Forty-six percent had clinical VR/AVG experience; only 12% reported current use, with the Wii being the most clinically accessible (41%) system. Therapists used VR/AVGs primarily in rehabilitation (32%) and hospital (29%) settings, preferentially targeting balance (39.3%) and physical activity (19.8%) outcomes. Stroke (25.8%), brain injury (15.3%), musculoskeletal (14.9%), and cerebral palsy (10.5%) populations were most frequently treated. Therapists with VR/AVG experience rated all ADOPT-VR2 constructs more highly than did those without experience (P < 0.001). Factors predictive of intention to use VR included the technology's perceived usefulness and therapist self-efficacy in VR/AVG use (P < 0.001). Highest-rated barriers to VR/AVG use were lack of funds, space, time, support staff, and appropriate clients, whereas facilitators included client motivation, therapist knowledge, and management support. Most (76%) respondents were interested in learning more. CONCLUSION Understanding use, predictors of use, and learning needs is essential for developing knowledge translation initiatives to support clinical integration of VR/AVGs. Results of this first national survey will inform the creation of resources to support therapists in this field.
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Affiliation(s)
- Danielle Levac
- 1 Department of Physical Therapy, Movement and Rehabilitation Sciences, Bouvé College of Health Sciences, Northeastern University , Boston, Massachusetts
| | - Stephanie Glegg
- 2 Sunny Hill Health Centre for Children , Vancouver, British Columbia, Canada .,3 Department of Occupational Science and Occupational Therapy, The University of British Columbia , Vancouver, British Columbia, Canada
| | - Heather Colquhoun
- 4 Department of Occupational Therapy and Occupational Science, University of Toronto , Toronto, Ontario, Canada
| | - Patricia Miller
- 5 School of Rehabilitation Sciences, McMaster University , Hamilton, Ontario, Canada
| | - Farzad Noubary
- 6 The Institute for Clinical Research and Health Policy Studies, Tufts Medical Center, Tufts University , Boston, Massachusetts.,7 Tufts Clinical and Translational Science Institute, Tufts University , Boston, Massachusetts
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20
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Levac DE, Lu AS. Does Narrative Feedback Enhance Children's Motor Learning in a Virtual Environment? J Mot Behav 2018; 51:199-211. [PMID: 29708467 PMCID: PMC6988522 DOI: 10.1080/00222895.2018.1454398] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 09/06/2017] [Revised: 03/06/2018] [Accepted: 03/06/2018] [Indexed: 10/17/2022]
Abstract
Augmented feedback has motivational and informational functions in motor learning, and is a key feature of practice in a virtual environment (VE). This study evaluated the impact of narrative (story-based) feedback as compared to standard feedback during practice of a novel task in a VE on typically developing children's motor learning, motivation and engagement. Thirty-eight children practiced navigating through a virtual path, receiving narrative or non-narrative feedback following each trial. All participants improved their performance on retention but not transfer, with no significant differences between groups. Self-reported engagement was associated with acquisition, retention and transfer for both groups. A narrative approach to feedback delivery did not offer an additive benefit; additional affective advantages of augmented feedback for motor learning in VEs should be explored.
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Affiliation(s)
- Danielle E Levac
- a Department of Physical Therapy, Movement and Rehabilitation Sciences , Bouve College of Health Sciences, Northeastern University , Boston , MA , USA
| | - Amy S Lu
- b Department of Communication Studies , College of Arts, Media and Design, Northeastern University , Boston , MA , USA
- c Department of Health Sciences , Bouvé College of Health Sciences, Northeastern University , Boston , MA , USA
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21
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Valdés BA, Glegg SMN, Lambert-Shirzad N, Schneider AN, Marr J, Bernard R, Lohse K, Hoens AM, Van der Loos HFM. Application of Commercial Games for Home-Based Rehabilitation for People with Hemiparesis: Challenges and Lessons Learned. Games Health J 2018; 7:197-207. [PMID: 29565694 DOI: 10.1089/g4h.2017.0137] [Citation(s) in RCA: 15] [Impact Index Per Article: 2.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/12/2022] Open
Abstract
OBJECTIVE To identify the factors that influence the use of an at-home virtual rehabilitation gaming system from the perspective of therapists, engineers, and adults and adolescents with hemiparesis secondary to stroke, brain injury, and cerebral palsy. MATERIALS AND METHODS This study reports on qualitative findings from a study, involving seven adults (two female; mean age: 65 ± 8 years) and three adolescents (one female; mean age: 15 ± 2 years) with hemiparesis, evaluating the feasibility and clinical effectiveness of a home-based custom-designed virtual rehabilitation system over 2 months. Thematic analysis was used to analyze qualitative data from therapists' weekly telephone interview notes, research team documentation regarding issues raised during technical support interactions, and the transcript of a poststudy debriefing session involving research team members and collaborators. RESULTS Qualitative themes that emerged suggested that system use was associated with three key factors as follows: (1) the technology itself (e.g., characteristics of the games and their clinical implications, system accessibility, and hardware and software design); (2) communication processes (e.g., preferences and effectiveness of methods used during the study); and (3) knowledge and training of participants and therapists on the technology's use (e.g., familiarity with Facebook, time required to gain competence with the system, and need for clinical observations during remote therapy). Strategies to address these factors are proposed. CONCLUSION Lessons learned from this study can inform future clinical and implementation research using commercial videogames and social media platforms. The capacity to track compensatory movements, clinical considerations in game selection, the provision of kinematic and treatment progress reports to participants, and effective communication and training for therapists and participants may enhance research success, system usability, and adoption.
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Affiliation(s)
- Bulmaro A Valdés
- 1 RREACH (Robotics for Rehabilitation Exercise and Assessment in Collaborative Healthcare) Lab, Department of Mechanical Engineering, The University of British Columbia , Vancouver, Canada
| | - Stephanie M N Glegg
- 2 Sunny Hill Health Centre for Children , Therapy Department, Vancouver, Canada
| | - Navid Lambert-Shirzad
- 1 RREACH (Robotics for Rehabilitation Exercise and Assessment in Collaborative Healthcare) Lab, Department of Mechanical Engineering, The University of British Columbia , Vancouver, Canada
| | - Andrea N Schneider
- 3 Abilities Neurological Rehabilitation , Department of Occupational Therapy, Surrey, Canada
| | - Jonathan Marr
- 1 RREACH (Robotics for Rehabilitation Exercise and Assessment in Collaborative Healthcare) Lab, Department of Mechanical Engineering, The University of British Columbia , Vancouver, Canada
| | - Renee Bernard
- 1 RREACH (Robotics for Rehabilitation Exercise and Assessment in Collaborative Healthcare) Lab, Department of Mechanical Engineering, The University of British Columbia , Vancouver, Canada
| | - Keith Lohse
- 4 Department of Health, Kinesiology, and Recreation, and Department of Physical Therapy and Athletic Training, University of Utah College of Health , Salt Lake City, Utah
| | - Alison M Hoens
- 5 Department of Physical Therapy, University of British Columbia , Vancouver, Canada
| | - H F Machiel Van der Loos
- 1 RREACH (Robotics for Rehabilitation Exercise and Assessment in Collaborative Healthcare) Lab, Department of Mechanical Engineering, The University of British Columbia , Vancouver, Canada
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22
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Shuggi IM, Shewokis PA, Herrmann JW, Gentili RJ. Changes in motor performance and mental workload during practice of reaching movements: a team dynamics perspective. Exp Brain Res 2017; 236:433-451. [PMID: 29214390 DOI: 10.1007/s00221-017-5136-8] [Citation(s) in RCA: 6] [Impact Index Per Article: 0.9] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 12/30/2016] [Accepted: 11/14/2017] [Indexed: 10/18/2022]
Abstract
Few investigations have examined mental workload during motor practice or learning in a context of team dynamics. This study examines the underlying cognitive-motor processes of motor practice by assessing the changes in motor performance and mental workload during practice of reaching movements. Individuals moved a robotic arm to reach targets as fast and as straight as possible while satisfying the task requirement of avoiding a collision between the end-effector and the workspace limits. Individuals practiced the task either alone (HA group) or with a synthetic teammate (HRT group), which regulated the effector velocity to help satisfy the task requirements. The findings revealed that the performance of both groups improved similarly throughout practice. However, when compared to the individuals of the HA group, those in the HRT group (1) had a lower risk of collisions, (2) exhibited higher performance consistency, and (3) revealed a higher level of mental workload while generally perceiving the robotic teammate as interfering with their performance. As the synthetic teammate changed the effector velocity in specific regions near the workspace boundaries, individuals may have been constrained to learn a piecewise visuomotor map. This piecewise map made the task more challenging, which increased mental workload and perception of the synthetic teammate as a burden. The examination of both motor performance and mental workload revealed a combination of both adaptive and maladaptive team dynamics. This work is a first step to examine the human cognitive-motor processes underlying motor practice in a context of team dynamics and contributes to inform human-robot applications.
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Affiliation(s)
- Isabelle M Shuggi
- Systems Engineering Program, University of Maryland, College Park, MD, 20742, USA.,Department of Kinesiology, School of Public Health, University of Maryland, College Park, MD, 20742, USA.,Program in Neuroscience and Cognitive Science, University of Maryland, College Park, MD, 20742, USA
| | - Patricia A Shewokis
- School of Biomedical Engineering, Science, and Health Systems, Drexel University, Philadelphia, PA, 19102, USA.,Nutrition Sciences Department, College of Nursing and Health Professions, Drexel University, Philadelphia, PA, 19102, USA
| | - Jeffrey W Herrmann
- Department of Mechanical Engineering, University of Maryland, College Park, MD, 20742, USA.,Institute for Systems Research, University of Maryland, College Park, MD, 20742, USA
| | - Rodolphe J Gentili
- Department of Kinesiology, School of Public Health, University of Maryland, College Park, MD, 20742, USA. .,Program in Neuroscience and Cognitive Science, University of Maryland, College Park, MD, 20742, USA. .,Maryland Robotics Center, University of Maryland, College Park, MD, USA.
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Levac D, Driscoll K, Galvez J, Mercado K, O'Neil L. OPTIMAL practice conditions enhance the benefits of gradually increasing error opportunities on retention of a stepping sequence task. Hum Mov Sci 2017; 56:129-138. [PMID: 29128736 DOI: 10.1016/j.humov.2017.10.017] [Citation(s) in RCA: 4] [Impact Index Per Article: 0.6] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/19/2017] [Revised: 09/12/2017] [Accepted: 10/24/2017] [Indexed: 11/28/2022]
Abstract
INTRODUCTION Physical therapists should implement practice conditions that promote motor skill learning after neurological injury. Errorful and errorless practice conditions are effective for different populations and tasks. Errorful learning provides opportunities for learners to make task-relevant choices. Enhancing learner autonomy through choice opportunities is a key component of the Optimizing Performance through Intrinsic Motivation and Attention for Learning (OPTIMAL) theory of motor learning. The objective of this study was to evaluate the interaction between error opportunity frequency and OPTIMAL (autonomy-supportive) practice conditions during stepping sequence acquisition in a virtual environment. METHODS Forty healthy young adults were randomized to autonomy-supportive or autonomy-controlling practice conditions, which differed in instructional language, focus of attention (external vs internal) and positive versus negative nature of verbal and visual feedback. All participants practiced 40 trials of 4, six-step stepping sequences in a random order. Each of the 4 sequences offered different amounts of choice opportunities about the next step via visual cue presentation (4 choices; 1 choice; gradually increasing [1-2-3-4] choices, and gradually decreasing [4-3-2-1] choices). Motivation and engagement were measured by the Intrinsic Motivation Inventory (IMI) and the User Engagement Scale (UES). Participants returned 1-3 days later for retention tests, where learning was measured by time to complete each sequence. No choice cues were offered on retention. RESULTS Participants in the autonomy-supportive group outperformed the autonomy-controlling group at retention on all sequences (mean difference 2.88s, p < .005, t[6835] = 3.42). Participants in both groups had the most difficulty acquiring the decreasing choice (4-3-2-1) sequence (p < .001, t[6835] = -4.26) and performed most poorly on the errorful (4 choice) sequence (p < .034, t[6835] = 2.65) at retention. Participants in the autonomy-supportive group performed best at retention on the increasing choice (1-2-3-4) sequence (p < .033, t[6835] = -2.7). Participants in both groups who reported greater attention to the task on the UES Average Focused Attention subscale during acquisition had poorer retention performance, particularly for the decreasing choice (4-3-2-1) sequence (p < .005, t(6835) = 3.39). Participants in the autonomy-supportive group reported significantly higher overall motivation (p = .007, t(38) = 0.728, d = 0.248) on the IMI as compared to the autonomy-controlling group. CONCLUSION Individual benefits of errorless learning and autonomy-supportive practice conditions, with an interaction effect for practice that begins errorless but adds increasing error opportunities over time, suggest that participants relied on implicit learning strategies for this full body task and that feedback about successes minimized errors and reduced their potential information-processing benefits. Subsequent work will continue to examine how assigning a positive versus a negative quality to error provision influences the benefits of errorful learning in a variety of tasks.
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Affiliation(s)
- Danielle Levac
- Department of Physical Therapy, Movement and Rehabilitation Sciences, USA.
| | - Kate Driscoll
- Department of Physical Therapy, Movement and Rehabilitation Sciences, USA
| | - Jessica Galvez
- Department of Physical Therapy, Movement and Rehabilitation Sciences, USA
| | - Kathleen Mercado
- Department of Physical Therapy, Movement and Rehabilitation Sciences, USA
| | - Lindsey O'Neil
- Department of Physical Therapy, Movement and Rehabilitation Sciences, USA
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Shuggi IM, Oh H, Shewokis PA, Gentili RJ. Mental workload and motor performance dynamics during practice of reaching movements under various levels of task difficulty. Neuroscience 2017; 360:166-179. [PMID: 28757242 DOI: 10.1016/j.neuroscience.2017.07.048] [Citation(s) in RCA: 11] [Impact Index Per Article: 1.6] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/04/2016] [Revised: 07/17/2017] [Accepted: 07/19/2017] [Indexed: 10/19/2022]
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25
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Leiker AM, Bruzi AT, Miller MW, Nelson M, Wegman R, Lohse KR. The effects of autonomous difficulty selection on engagement, motivation, and learning in a motion-controlled video game task. Hum Mov Sci 2016; 49:326-35. [DOI: 10.1016/j.humov.2016.08.005] [Citation(s) in RCA: 24] [Impact Index Per Article: 3.0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/08/2016] [Revised: 08/13/2016] [Accepted: 08/14/2016] [Indexed: 11/30/2022]
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26
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Leiker AM, Miller M, Brewer L, Nelson M, Siow M, Lohse K. The Relationship Between Engagement and Neurophysiological Measures of Attention in Motion-Controlled Video Games: A Randomized Controlled Trial. JMIR Serious Games 2016; 4:e4. [PMID: 27103052 PMCID: PMC4858597 DOI: 10.2196/games.5460] [Citation(s) in RCA: 26] [Impact Index Per Article: 3.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 12/27/2015] [Revised: 01/25/2016] [Accepted: 01/26/2016] [Indexed: 12/20/2022] Open
Abstract
Background Video games and virtual environments continue to be the subject of research in health sciences for their capacity to augment practice through user engagement. Creating game mechanics that increase user engagement may have indirect benefits on learning (ie, engaged learners are likely to practice more) and may also have direct benefits on learning (ie, for a fixed amount of practice, engaged learners show superior retention of information or skills). Objective To manipulate engagement through the aesthetic features of a motion-controlled video game and measure engagement’s influence on learning. Methods A group of 40 right-handed participants played the game under two different conditions (game condition or sterile condition). The mechanics of the game and the amount of practice were constant. During practice, event-related potentials (ERPs) to task-irrelevant probe tones were recorded during practice as an index of participants’ attentional reserve. Participants returned for retention and transfer testing one week later. Results Although both groups improved in the task, there was no difference in the amount of learning between the game and sterile groups, countering previous research. A new finding was a statistically significant relationship between self-reported engagement and the amplitude of the early-P3a (eP3a) component of the ERP waveform, such that participants who reported higher levels of engagement showed a smaller eP3a (beta=−.08,
P=.02). Conclusions This finding provides physiological data showing that engagement elicits increased information processing (reducing attentional reserve), which yields new insight into engagement and its underlying neurophysiological properties. Future studies may objectively index engagement by quantifying ERPs (specifically the eP3a) to task-irrelevant probes.
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