1
|
Rhiel S, Kläy A, Keller U, van Hedel HJA, Ammann-Reiffer C. Comparing Walking-Related Everyday Life Tasks of Children with Gait Disorders in a Virtual Reality Setup With a Physical Setup: Cross-Sectional Noninferiority Study. JMIR Serious Games 2024; 12:e49550. [PMID: 38498048 PMCID: PMC10985604 DOI: 10.2196/49550] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 06/01/2023] [Revised: 08/13/2023] [Accepted: 02/02/2024] [Indexed: 03/19/2024] Open
Abstract
BACKGROUND A frequent rehabilitation goal for children with gait disorders is to practice daily-life walking activities. Unfortunately, these are often difficult to practice in a conventional therapeutic setting. Virtual reality (VR) with head-mounted displays (HMDs) could be a promising approach in neurorehabilitation to train such activities in a safe environment. First, however, we must know whether obstacles in VR are indeed mastered as obstacles. OBJECTIVE This study aimed to provide information on whether VR is feasible and motivating to induce and practice movements needed to master real obstacles in children and adolescents with gait disorders. Furthermore, this project aims to evaluate which kinds of everyday walking activities are appropriate to be practiced in VR. METHODS In this cross-sectional study, participants stepped over a bar, crossed a gap, balanced over a beam, and circumvented stationary obstructions arranged in a course under real physical and virtual conditions wearing a VR HMD. We recorded the respective primary outcomes (step height, step length, step width, and minimal shoulder-obstacle distance) with motion capture. We then calculated the mean differences and 95% CI of the spatiotemporal parameters between the VR and physical setup and later compared them using noninferiority analysis with margins defined a priori by a clinical expert panel. Additionally, the participants responded to a standardized questionnaire while the therapists observed and evaluated their movement performance. RESULTS We recruited 20 participants (mean age 12.0, range 6.6-17.8 years) with various diagnoses affecting their walking ability. At 3.77 (95% CI 1.28 to 6.26) cm, the mean difference in step height of the leading foot in the overstepping task did not exceed the predefined margin of -2 cm, thus signifying noninferiority of the VR condition compared to mastering the physical obstacles. The same was true for step length (-1.75, 95% CI -4.91 to 1.41 cm; margin -10 cm), step width (1.05, 95% CI 0.20 to -1.90 cm; margin 3 cm), and the minimal shoulder-obstacle distance (0.25, 95% CI -0.85 to 0.35 cm; margin -2 cm) in the other tasks. Only the trailing foot in the overstepping task yielded inconclusive results. CONCLUSIONS Children with gait disorders perform everyday walking tasks like overstepping, crossing, balancing, or circumventing similarly in physical and VR environments, suggesting that VR could be a feasible therapeutic tool to practice everyday walking tasks.
Collapse
Affiliation(s)
- Sophia Rhiel
- Swiss Children's Rehab, University Children's Hospital Zurich, University of Zurich, Affoltern am Albis, Switzerland
- Children's Research Center, University Children's Hospital Zurich, University of Zurich, Zurich, Switzerland
| | - Andrina Kläy
- Swiss Children's Rehab, University Children's Hospital Zurich, University of Zurich, Affoltern am Albis, Switzerland
- Children's Research Center, University Children's Hospital Zurich, University of Zurich, Zurich, Switzerland
| | - Urs Keller
- Swiss Children's Rehab, University Children's Hospital Zurich, University of Zurich, Affoltern am Albis, Switzerland
- Children's Research Center, University Children's Hospital Zurich, University of Zurich, Zurich, Switzerland
| | - Hubertus J A van Hedel
- Swiss Children's Rehab, University Children's Hospital Zurich, University of Zurich, Affoltern am Albis, Switzerland
- Children's Research Center, University Children's Hospital Zurich, University of Zurich, Zurich, Switzerland
| | - Corinne Ammann-Reiffer
- Swiss Children's Rehab, University Children's Hospital Zurich, University of Zurich, Affoltern am Albis, Switzerland
- Children's Research Center, University Children's Hospital Zurich, University of Zurich, Zurich, Switzerland
| |
Collapse
|
2
|
Ao M, Shi H, Li X, Huang H, Ao Y, Wang W. Effects of visual restoration on gait performance and kinematics of lower extremities in patients with age-related cataract. Chin Med J (Engl) 2023; 136:596-603. [PMID: 36877988 PMCID: PMC10106207 DOI: 10.1097/cm9.0000000000002509] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/04/2022] [Indexed: 03/08/2023] Open
Abstract
BACKGROUND Visual inputs are critical for locomotor navigation and sensorimotor integration in the elderly; however, the mechanism needs to be explored intensively. The present study assessed the gait pattern after cataract surgery to investigate the effects of visual restoration on locomotion. METHODS The prospective study recruited 32 patients (70.1 ± 5.2 years) with bilateral age-related cataracts in the Department of Ophthalmology at Peking University Third Hospital from October 2016 to December 2019. The temporal-spatial gait parameters and kinematic parameters were measured by the Footscan system and inertial measurement units. Paired t -test was employed to compare data normally distributed and Wilcoxon rank-sum test for non-normally distributed. RESULTS After visual restoration, the walking speed increased by 9.3% (1.19 ± 0.40 m/s vs. 1.09 ± 0.34 m/s, P =0.008) and exhibited an efficient gait pattern with significant decrease in gait cycle (1.02 ± 0.08 s vs. 1.04 ± 0.07 s, P =0.012), stance time (0.66 ± 0.06 s vs. 0.68 ± 0.06 s, P =0.045), and single support time (0.36 ± 0.03 s vs. 0.37 ± 0.02 s, P =0.011). High amplitude of joint motion was detected in the sagittal plane in the left hip (37.6° ± 5.3° vs. 35.5° ± 6.2°, P =0.014), left thigh (38.0° ± 5.2° vs. 36.4° ± 5.8°, P =0.026), left shank (71.9° ± 5.7° vs. 70.1° ± 5.6°, P =0.031), and right knee (59.1° ± 4.8° vs. 56.4° ± 4.8°, P =0.001). The motor symmetry of thigh improved from 8.35 ± 5.30% to 6.30 ± 4.73% ( P =0.042). CONCLUSIONS The accelerated gait in response to visual restoration is characterized by decreased stance time and increased range of joint motion. Training programs for improving muscle strength of lower extremities might be helpful to facilitate the adaptation to these changes in gait.
Collapse
Affiliation(s)
- Mingxin Ao
- Department of Ophthalmology, Beijing Key Laboratory of Restoration of Damaged Ocular Nerve, Peking University Third Hospital, Beijing 100191, China
| | - Huijuan Shi
- Department of Sports Medicine, Institute of Sports Medicine of Peking University, Beijing Key Laboratory of Sports Injuries, Peking University Third Hospital, Beijing 100191, China
| | - Xuemin Li
- Department of Ophthalmology, Beijing Key Laboratory of Restoration of Damaged Ocular Nerve, Peking University Third Hospital, Beijing 100191, China
| | - Hongshi Huang
- Department of Sports Medicine, Institute of Sports Medicine of Peking University, Beijing Key Laboratory of Sports Injuries, Peking University Third Hospital, Beijing 100191, China
| | - Yingfang Ao
- Department of Sports Medicine, Institute of Sports Medicine of Peking University, Beijing Key Laboratory of Sports Injuries, Peking University Third Hospital, Beijing 100191, China
| | - Wei Wang
- Department of Ophthalmology, Beijing Key Laboratory of Restoration of Damaged Ocular Nerve, Peking University Third Hospital, Beijing 100191, China
| |
Collapse
|
3
|
Pastel S, Petri K, Bürger D, Marschal H, Chen CH, Witte K. Influence of body visualization in VR during the execution of motoric tasks in different age groups. PLoS One 2022; 17:e0263112. [PMID: 35077512 PMCID: PMC8789136 DOI: 10.1371/journal.pone.0263112] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/15/2021] [Accepted: 01/13/2022] [Indexed: 11/18/2022] Open
Abstract
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.
Collapse
Affiliation(s)
- Stefan Pastel
- Department of Sports Engineering and Movement Science, Institute III: Sports Science, Otto-von-Guericke-University, Magdeburg, Germany
| | - Katharina Petri
- Department of Sports Engineering and Movement Science, Institute III: Sports Science, Otto-von-Guericke-University, Magdeburg, Germany
| | - Dan Bürger
- Department of Sports Engineering and Movement Science, Institute III: Sports Science, Otto-von-Guericke-University, Magdeburg, Germany
| | - Hendrik Marschal
- Department of Sports Engineering and Movement Science, Institute III: Sports Science, Otto-von-Guericke-University, Magdeburg, Germany
| | - Chien-Hsi Chen
- Department of Sports Engineering and Movement Science, Institute III: Sports Science, Otto-von-Guericke-University, Magdeburg, Germany
| | - Kerstin Witte
- Department of Sports Engineering and Movement Science, Institute III: Sports Science, Otto-von-Guericke-University, Magdeburg, Germany
| |
Collapse
|
4
|
Orban GA, Sepe A, Bonini L. Parietal maps of visual signals for bodily action planning. Brain Struct Funct 2021; 226:2967-2988. [PMID: 34508272 PMCID: PMC8541987 DOI: 10.1007/s00429-021-02378-6] [Citation(s) in RCA: 9] [Impact Index Per Article: 3.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/26/2021] [Accepted: 09/01/2021] [Indexed: 12/24/2022]
Abstract
The posterior parietal cortex (PPC) has long been understood as a high-level integrative station for computing motor commands for the body based on sensory (i.e., mostly tactile and visual) input from the outside world. In the last decade, accumulating evidence has shown that the parietal areas not only extract the pragmatic features of manipulable objects, but also subserve sensorimotor processing of others’ actions. A paradigmatic case is that of the anterior intraparietal area (AIP), which encodes the identity of observed manipulative actions that afford potential motor actions the observer could perform in response to them. On these bases, we propose an AIP manipulative action-based template of the general planning functions of the PPC and review existing evidence supporting the extension of this model to other PPC regions and to a wider set of actions: defensive and locomotor actions. In our model, a hallmark of PPC functioning is the processing of information about the physical and social world to encode potential bodily actions appropriate for the current context. We further extend the model to actions performed with man-made objects (e.g., tools) and artifacts, because they become integral parts of the subject’s body schema and motor repertoire. Finally, we conclude that existing evidence supports a generally conserved neural circuitry that transforms integrated sensory signals into the variety of bodily actions that primates are capable of preparing and performing to interact with their physical and social world.
Collapse
Affiliation(s)
- Guy A Orban
- Department of Medicine and Surgery, University of Parma, via Volturno 39/E, 43125, Parma, Italy.
| | - Alessia Sepe
- Department of Medicine and Surgery, University of Parma, via Volturno 39/E, 43125, Parma, Italy
| | - Luca Bonini
- Department of Medicine and Surgery, University of Parma, via Volturno 39/E, 43125, Parma, Italy.
| |
Collapse
|
5
|
Liang HW, Chi SY, Chen BY, Li YH, Tai TL, Hwang YH. The Effects of Visual Backgrounds in the Virtual Environments on the Postural Stability of Standing. IEEE Trans Neural Syst Rehabil Eng 2021; 29:1129-1137. [PMID: 34097614 DOI: 10.1109/tnsre.2021.3087021] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/07/2022]
Abstract
A photorealistic scene in a head mount display (HMD) is considered high fidelity and associated with postural stability similar to that in the real world, but the effects of visual background under different standing conditions have not been examined. Thirty-four healthy adults performed four standing (standardized, narrow, tandem and one-leg) tasks in three scenes with an HMD, while viewing one of three scenes: a real room (real scene, RS), a photorealistic scene (VrS) and a blank scene (BS). The effects of the visual scenes and standing tasks on sway parameters were analyzed. Romberg quotients (RQs) of the sway parameters were compared between RS and VrS with reference to BS to compare visual contribution to posture stability. Sway parameters were similar during all three scenes during the standardized and narrow standing tasks, but higher in VrS and BS conditions than in the RS condition during the tandem and one-leg standing tasks. The effects of visual scenes on postural stability showed a significant interaction with the standing tasks. The BS/VsR and BS/RS ratios were close to 1.0 for the standardized and narrow standing tasks, and the magnitude of increase was lower for BS/VsR than BS/RS during the tandem and one-leg standing tasks, indicating different levels of visual dependence. The effects of virtual scenes on postural stability were task-dependent. Adjusting the amount of visual stimuli and choosing tasks with higher postural demands may result in synergic effects, but the influence of visual environments should be examined with consideration of visual targeting.
Collapse
|
6
|
Abstract
Individuals with balance and gait problems encounter additional challenges navigating this post-coronavirus disease-2019 (COVID-19) world. All but the best fitting facemasks partially obscure the lower visual field. Facemask use by individuals with balance and gait problems has the potential to further compromise walking safety. More broadly, as the world reopens for business, balance and gait testing in clinics and research laboratories will also be impacted by facemask use. Here, we highlight some of the challenges faced by patients, clinicians, and researchers as they return to "normal" after COVID-19.Video Abstract is available for insights from the authors (see the Video, Supplemental Digital Content 1, available at: http://links.lww.com/JNPT/A328).
Collapse
Affiliation(s)
- Brooke N. Klatt
- Physical Therapy Department, University of Pittsburgh, Pittsburgh, Pennsylvania (B.N.K.); and Department of Otolaryngology, University of Rochester, Rochester, New York (E.R.A.)
| | - Eric R. Anson
- Physical Therapy Department, University of Pittsburgh, Pittsburgh, Pennsylvania (B.N.K.); and Department of Otolaryngology, University of Rochester, Rochester, New York (E.R.A.)
| |
Collapse
|
7
|
Kondo Y, Fukuhara K, Suda Y, Higuchi T. Training older adults with virtual reality use to improve collision-avoidance behavior when walking through an aperture. Arch Gerontol Geriatr 2020; 92:104265. [PMID: 33011429 DOI: 10.1016/j.archger.2020.104265] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/08/2020] [Revised: 09/11/2020] [Accepted: 09/21/2020] [Indexed: 11/18/2022]
Abstract
Many older adults perform collision-avoidance behavior either insufficiently (i.e., frequent collision) or inefficiently (i.e., exaggerated behavior to ensure collision-avoidance). The present study examined whether a training system using virtual reality (VR) simulation enhanced older adults' collision-avoidance behavior in response to a VR image of an aperture during real walking. Twenty-five (n = 13 intervention group and n = 12 control group) older individuals participated. During training, a VR image of walking through an aperture was projected onto a large screen. Participants in the intervention group tried to avoid virtual collision with the minimum body rotation required to walk on the spot through a variety of narrow apertures. Participants in the control group remained without body rotation while walking on the spot through a wide aperture. A comparison between pre-test and post-test performances in the real environment indicated that after the training, significantly smaller body rotation angles were observed in the intervention group. This suggests that the training led participants to modify their behavior to try to move efficiently during real walking. However, although not significant, collision rates also tended to be greater, suggesting that, at least for some participants, the modification required to avoid collision was too difficult. Transfer of the learned behavior using the VR environment to real walking is discussed.
Collapse
Affiliation(s)
- Yuki Kondo
- Department of Health Promotion Science, Tokyo Metropolitan University, Tokyo, Japan; Department of Physical Rehabilitation, National Center Hospital, National Center of Neurology and Psychiatry, Tokyo, Japan
| | - Kazunobu Fukuhara
- Department of Health Promotion Science, Tokyo Metropolitan University, Tokyo, Japan
| | - Yuki Suda
- Department of Health Promotion Science, Tokyo Metropolitan University, Tokyo, Japan
| | - Takahiro Higuchi
- Department of Health Promotion Science, Tokyo Metropolitan University, Tokyo, Japan.
| |
Collapse
|
8
|
Pastel S, Chen CH, Petri K, Witte K. Effects of body visualization on performance in head-mounted display virtual reality. PLoS One 2020; 15:e0239226. [PMID: 32956420 PMCID: PMC7505416 DOI: 10.1371/journal.pone.0239226] [Citation(s) in RCA: 10] [Impact Index Per Article: 2.5] [Reference Citation Analysis] [Abstract] [MESH Headings] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/27/2020] [Accepted: 09/01/2020] [Indexed: 11/19/2022] Open
Abstract
Although there are many virtual reality (VR) applications in sports, only a handful of studies visualized the whole body. There is still a lack of understanding, how much of the own body must be visualized in the head-mounted display (HMD) based VR, to ensure fidelity and similar performance outcome as in the real-world. In the current study, 20 young and healthy participants completed three tasks in a real and virtual environment: balance task, grasping task, and throwing task with a ball. The aim was to find out the meaning of the visualization of different body parts for the quality of movement execution and to derive future guidelines for virtual body presentation. In addition, a comparison of human performance between reality and VR, with whole-body visualization was made. Focusing on the main goal of the current study, there were differences within the measured parameters due to the visualization of different body parts. In the balance task, the differences within the VR body visualization consisted mainly through no-body visualization (NB) compared to the other visualization types defined as whole-body (WB), WB except feet (NF), as well as WB except feet and legs (NLF). In the grasping task, the different body visualization seemed to have no impact on the participants' performances. In the throwing task, the whole-body visualization led to higher accuracy compared to the other visualization types. Regarding the comparison between the conditions, we found significant differences between reality and VR, which had a large effect on the parameters time for completion in the balance and grasping task, the number of foot strikes on the beam in the balance task, as well as the subjective estimation of the difficulty for all tasks. However, the number of errors and the quality of the performances did not differ significantly. The current study was the first study comparing sports-related tasks in VR and reality with further manipulations (occlusions of body parts) of the virtual body. For studies analyzing perception and sports performance or for VR sports interventions, we recommend the visualization of the whole body in real-time.
Collapse
Affiliation(s)
- Stefan Pastel
- Department of Sports Engineering and Movement Science, Otto-von-Guericke-University Magdeburg, Institute III: Sports Science, Magdeburg, Germany
| | - Chien-Hsi Chen
- Department of Sports Engineering and Movement Science, Otto-von-Guericke-University Magdeburg, Institute III: Sports Science, Magdeburg, Germany
| | - Katharina Petri
- Department of Sports Engineering and Movement Science, Otto-von-Guericke-University Magdeburg, Institute III: Sports Science, Magdeburg, Germany
| | - Kerstin Witte
- Department of Sports Engineering and Movement Science, Otto-von-Guericke-University Magdeburg, Institute III: Sports Science, Magdeburg, Germany
| |
Collapse
|
9
|
Desmet DM, Westbrook AD, Grabiner MD. Treadmill-belt width, but not feedback from the lower visual field, influences the noise characteristics of step width time series. J Biomech 2020; 109:109943. [PMID: 32807305 DOI: 10.1016/j.jbiomech.2020.109943] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/05/2019] [Revised: 06/18/2020] [Accepted: 07/02/2020] [Indexed: 10/23/2022]
Abstract
Step kinematic variability, which has been associated with gait-related fall risk, is thought to be attributed to neuromotor noise. Altered neuromotor control of step kinematics would be expected to manifest as changes in the noise-related characteristics of the step kinematic time series. This study determined the effects of eliminating feedback from the lower visual field and reducing treadmill-belt width on the noise characteristics of step width time series and statistical measures of step width variability during treadmill walking. We hypothesized that eliminating feedback from the lower visual field and reducing treadmill-belt width would both alter the noise characteristics of step width time series, reflected by decreased fractal scaling, and increase statistical measures of step width variability. Eighteen young adults performed four randomly ordered walking trials during which we manipulated visual feedback from the lower visual field (normal and obstructed) and treadmill-belt width (wide and narrow). Reducing treadmill-belt width, but not eliminating feedback from the lower visual field, significantly reduced the fractal scaling of step width time series, indicating a shift towards white, uncorrelated noise. These results suggest that accounting for the influence of treadmill-belt width on step width time series may be an important consideration in both laboratory and clinical settings. Further work is needed to clarify the effects of vision on measures of step width, identify the mechanism(s) underlying the observed shift towards white, uncorrelated noise associated with reduced treadmill-belt width, and to assess the potential relationship between the noise characteristics of step width time series and fall risk.
Collapse
Affiliation(s)
- David M Desmet
- Department of Kinesiology and Nutrition, University of Illinois at Chicago, Chicago, IL 60612, United States.
| | - Aaron D Westbrook
- Department of Kinesiology and Nutrition, University of Illinois at Chicago, Chicago, IL 60612, United States
| | - Mark D Grabiner
- Department of Kinesiology and Nutrition, University of Illinois at Chicago, Chicago, IL 60612, United States
| |
Collapse
|
10
|
Hagio S, Kouzaki M. Visuomotor Transformation for the Lead Leg Affects Trail Leg Trajectories During Visually Guided Crossing Over a Virtual Obstacle in Humans. Front Neurosci 2020; 14:357. [PMID: 32390793 PMCID: PMC7191033 DOI: 10.3389/fnins.2020.00357] [Citation(s) in RCA: 3] [Impact Index Per Article: 0.8] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 09/17/2019] [Accepted: 03/24/2020] [Indexed: 11/13/2022] Open
Abstract
When walking around a room or outside, we often need to negotiate external physical objects, such as walking up stairs or stepping over an obstacle. In previous studies on obstacle avoidance, lead and trail legs in humans have been considered to be controlled independently on the basis of visual input regarding obstacle properties. However, this perspective has not been sufficient because the influence of visuomotor transformation in the lead leg on the trail leg has not been fully elucidated due to technical limitations in the experimental tasks of stepping over physical obstacles. In this study, we investigated how visuomotor transformation in the lead leg affected movement trajectories in the trail leg using a visually guided task of crossing over a virtual obstacle. Trials for stepping over a physical obstacle were established followed by visually guided tasks in which cursors corresponding to the subject's lead and trail limb toe positions were displayed on a head-mounted display apparatus. Subjects were instructed to manipulate the cursors so that they precisely crossover a virtual obstacle. In the middle of the trials, the vertical displacement of the cursor only in the lead leg was reduced relative to the actual toe movement during one or two consecutive trials. This visuomotor perturbation resulted in higher elevation not only in the lead limb toe position but also in the trail limb toe trajectories, and then the toe heights returned to the baseline in washout trials, indicating that the visuomotor transformation for obstacle avoidance in the lead leg affects the trail leg trajectory. Taken together, neural resources of limb-specific motor memories for obstacle crossing movements in the lead and trail legs can be shared based on visual input regarding obstacle properties.
Collapse
Affiliation(s)
- Shota Hagio
- Laboratory of Neurophysiology, Graduate School of Human and Environmental Studies, Kyoto University, Kyoto, Japan
| | - Motoki Kouzaki
- Laboratory of Neurophysiology, Graduate School of Human and Environmental Studies, Kyoto University, Kyoto, Japan
| |
Collapse
|
11
|
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.
Collapse
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.
| |
Collapse
|
12
|
The feasibility of using virtual reality to induce mobility-related anxiety during turning. Gait Posture 2020; 77:6-13. [PMID: 31951915 DOI: 10.1016/j.gaitpost.2020.01.006] [Citation(s) in RCA: 10] [Impact Index Per Article: 2.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 09/13/2019] [Revised: 12/17/2019] [Accepted: 01/07/2020] [Indexed: 02/02/2023]
Abstract
UNLABELLED The fear of falling, or mobility-related anxiety, profoundly affects gait, but is challenging to study without risk to participants. PURPOSE To determine the efficacy of using virtual reality (VR) to manipulate illusions of height and consequently, elevated mobility-related anxiety when turning. Moreover, we examined if mobility-related anxiety effects decline across time in VR environments as participants habituate. METHODS Altogether, 10 healthy participants (five women, mean (standard deviation) age = 28.5 (8.5) years) turned at self-selected and fast speeds on a 2.2 m walkway under two simulated environments: (1) ground elevation; and (2) high elevation (15 m above ground). Peak turning velocity was recorded using inertial sensors and participants rated their cognitive (i.e., worry) and somatic (i.e., tension) anxiety, confidence, and mental effort. RESULTS A significant Height × Speed × Trial interaction (p = 0.013) was detected for peak turning velocity. On average, the virtual height illusion decreased peak turning velocity, especially at fast speeds. At low elevation, participants decreased speed across trials, but not significantly (p = 0.381), but at high elevation, they significantly increased speed across trials (p = 0.001). At self-selected speeds, no effects were revealed (all p > 0.188) and only effects for Height were observed for fast speeds (p < 0.001). After turning at high elevation, participants reported greater cognitive (p = 0.008) and somatic anxiety (p = 0.007), reduced confidence (p = 0.021), and greater mental effort (p < 0.001) compared to the low elevation. CONCLUSION VR can safely induce mobility-related anxiety during dynamic motor tasks, and habituation effects from repeated exposure should be carefully considered in experimental designs and analysis.
Collapse
|
13
|
Coolen B, Beek PJ, Geerse DJ, Roerdink M. Avoiding 3D Obstacles in Mixed Reality: Does It Differ from Negotiating Real Obstacles? SENSORS (BASEL, SWITZERLAND) 2020; 20:E1095. [PMID: 32079351 PMCID: PMC7071133 DOI: 10.3390/s20041095] [Citation(s) in RCA: 13] [Impact Index Per Article: 3.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Subscribe] [Scholar Register] [Received: 12/18/2019] [Revised: 01/29/2020] [Accepted: 02/14/2020] [Indexed: 12/22/2022]
Abstract
Mixed-reality technologies are evolving rapidly, allowing for gradually more realistic interaction with digital content while moving freely in real-world environments. In this study, we examined the suitability of the Microsoft HoloLens mixed-reality headset for creating locomotor interactions in real-world environments enriched with 3D holographic obstacles. In Experiment 1, we compared the obstacle-avoidance maneuvers of 12 participants stepping over either real or holographic obstacles of different heights and depths. Participants' avoidance maneuvers were recorded with three spatially and temporally integrated Kinect v2 sensors. Similar to real obstacles, holographic obstacles elicited obstacle-avoidance maneuvers that scaled with obstacle dimensions. However, with holographic obstacles, some participants showed dissimilar trail or lead foot obstacle-avoidance maneuvers compared to real obstacles: they either consistently failed to raise their trail foot or crossed the obstacle with extreme lead-foot margins. In Experiment 2, we examined the efficacy of mixed-reality video feedback in altering such dissimilar avoidance maneuvers. Participants quickly adjusted their trail-foot crossing height and gradually lowered extreme lead-foot crossing heights in the course of mixed-reality video feedback trials, and these improvements were largely retained in subsequent trials without feedback. Participant-specific differences in real and holographic obstacle avoidance notwithstanding, the present results suggest that 3D holographic obstacles supplemented with mixed-reality video feedback may be used for studying and perhaps also training 3D obstacle avoidance.
Collapse
Affiliation(s)
- Bert Coolen
- Department of Human Movement Sciences, Faculty of Behavioural and Movement Sciences, Vrije Universiteit Amsterdam, Amsterdam Movement Sciences, Van der Boechorststraat 7, 1081 BT Amsterdam, The Netherlands; (P.J.B.); (D.J.G.); (M.R.)
| | | | | | | |
Collapse
|
14
|
Harris DJ, Buckingham G, Wilson MR, Vine SJ. Virtually the same? How impaired sensory information in virtual reality may disrupt vision for action. Exp Brain Res 2019; 237:2761-2766. [PMID: 31485708 PMCID: PMC6794235 DOI: 10.1007/s00221-019-05642-8] [Citation(s) in RCA: 36] [Impact Index Per Article: 7.2] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Download PDF] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/02/2019] [Accepted: 08/30/2019] [Indexed: 12/25/2022]
Abstract
Virtual reality (VR) is a promising tool for expanding the possibilities of psychological experimentation and implementing immersive training applications. Despite a recent surge in interest, there remains an inadequate understanding of how VR impacts basic cognitive processes. Due to the artificial presentation of egocentric distance cues in virtual environments, a number of cues to depth in the optic array are impaired or placed in conflict with each other. Moreover, realistic haptic information is all but absent from current VR systems. The resulting conflicts could impact not only the execution of motor skills in VR but also raise deeper concerns about basic visual processing, and the extent to which virtual objects elicit neural and behavioural responses representative of real objects. In this brief review, we outline how the novel perceptual environment of VR may affect vision for action, by shifting users away from a dorsal mode of control. Fewer binocular cues to depth, conflicting depth information and limited haptic feedback may all impair the specialised, efficient, online control of action characteristic of the dorsal stream. A shift from dorsal to ventral control of action may create a fundamental disparity between virtual and real-world skills that has important consequences for how we understand perception and action in the virtual world.
Collapse
Affiliation(s)
- David J. Harris
- School of Sport and Health Sciences, University of Exeter, St Luke’s Campus, Exeter, EX1 2LU UK
| | - Gavin Buckingham
- School of Sport and Health Sciences, University of Exeter, St Luke’s Campus, Exeter, EX1 2LU UK
| | - Mark R. Wilson
- School of Sport and Health Sciences, University of Exeter, St Luke’s Campus, Exeter, EX1 2LU UK
| | - Samuel J. Vine
- School of Sport and Health Sciences, University of Exeter, St Luke’s Campus, Exeter, EX1 2LU UK
| |
Collapse
|
15
|
Kim A, Schweighofer N, Finley JM. Locomotor skill acquisition in virtual reality shows sustained transfer to the real world. J Neuroeng Rehabil 2019; 16:113. [PMID: 31521167 PMCID: PMC6744642 DOI: 10.1186/s12984-019-0584-y] [Citation(s) in RCA: 24] [Impact Index Per Article: 4.8] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/20/2019] [Accepted: 08/29/2019] [Indexed: 12/13/2022] Open
Abstract
Background Virtual reality (VR) is a potentially promising tool for enhancing real-world locomotion in individuals with mobility impairment through its ability to provide personalized performance feedback and simulate real-world challenges. However, it is unknown whether novel locomotor skills learned in VR show sustained transfer to the real world. Here, as an initial step towards developing a VR-based clinical intervention, we study how young adults learn and transfer a treadmill-based virtual obstacle negotiation skill to the real world. Methods On Day 1, participants crossed virtual obstacles while walking on a treadmill, with the instruction to minimize foot clearance during obstacle crossing. Gradual changes in performance during training were fit via non-linear mixed effect models. Immediate transfer was measured by foot clearance during physical obstacle crossing while walking over-ground. Retention of the obstacle negotiation skill in VR and retention of over-ground transfer were assessed after 24 h. Results On Day 1, participants systematically reduced foot clearance throughout practice by an average of 5 cm (SD 4 cm) and transferred 3 cm (SD 1 cm) of this reduction to over-ground walking. The acquired reduction in foot clearance was also retained after 24 h in VR and over-ground. There was only a small, but significant 0.8 cm increase in foot clearance in VR and no significant increase in clearance over-ground on Day 2. Moreover, individual differences in final performance at the end of practice on Day 1 predicted retention both in VR and in the real environment. Conclusions Overall, our results support the use of VR for locomotor training as skills learned in a virtual environment readily transfer to real-world locomotion. Future work is needed to determine if VR-based locomotor training leads to sustained transfer in clinical populations with mobility impairments, such as individuals with Parkinson’s disease and stroke survivors.
Collapse
Affiliation(s)
- Aram Kim
- Division of Biokinesiology and Physical Therapy, University of Southern California, 1540 E. Alcazar St, CHP 155, Los Angeles, CA, 90033, USA
| | - Nicolas Schweighofer
- Division of Biokinesiology and Physical Therapy, University of Southern California, 1540 E. Alcazar St, CHP 155, Los Angeles, CA, 90033, USA.,Neuroscience Graduate Program, University of Southern California, Los Angeles, CA, 90089, USA.,Department of Biomedical Engineering, University of Southern California, Los Angeles, CA, 90089, USA.,Department of Computer Science, University of Southern California, Los Angeles, CA, 90089, USA
| | - James M Finley
- Division of Biokinesiology and Physical Therapy, University of Southern California, 1540 E. Alcazar St, CHP 155, Los Angeles, CA, 90033, USA. .,Neuroscience Graduate Program, University of Southern California, Los Angeles, CA, 90089, USA. .,Department of Biomedical Engineering, University of Southern California, Los Angeles, CA, 90089, USA.
| |
Collapse
|