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首页> 外文期刊>Journal of NeuroEngineering Rehabilitation >Transfer of motor skill between virtual reality viewed using a head-mounted display and conventional screen environments
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Transfer of motor skill between virtual reality viewed using a head-mounted display and conventional screen environments

机译:使用头戴式显示器和传统的屏幕环境观察虚拟现实之间的运动技能转移

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摘要

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. 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. 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. 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.
机译:使用头戴式显示器(HMD-VR)观看的虚拟现实有可能成为电机学习和康复的有用工具。但是,在开发这些目的的工具时,设计将有效地转移到现实世界的应用是重要的。因此,必须了解HMD-VR和常规?基于屏幕的环境之间的运动技能以及什么因素预测转移。我们将70名健康参与者随机分为两组。这两组训练了在HMD-VR或传统环境中的顺序视觉等距捏合任务(SVIPT)的熟悉的运动技能获取衡量标准,或者在传统环境中(即,计算机屏幕)。然后,我们测试了从HMD-VR转移到计算机屏幕的运动技能,反之亦然。在实验完成后,与会者回应与他们在各自的培训环境,年龄,性别,视频游戏使用以及以前的HMD-VR体验中有关的问题。使用多变量和单变量线性回归,我们检查问卷中的任何个人因素是否预测了环境之间的机动技能转移的个体差异。我们的结果表明,在HMD-VR和传统屏幕环境中,Motor技能获取以相同的速率发生。但是,在HMD-VR中获得的运动技能没有转移到屏幕环境。虽然在自我报告的因素没有显着预测到屏幕环境时,电机技能的性能降低,但是存在与存在和以前的HMD-VR体验的相关性的趋势。相反,在传统的屏幕环境中获得的运动技能不仅转移但在HMD-VR中转移而改善,并且可以通过自我报告的存在,性别,年龄和视频游戏使用的自我报告因素来预测运动技能性能的这种增加。这些调查结果表明,个人因素可能预测谁可能会更好地转移到HMD-VR和来自HMD-VR的机动技能。未来的工作应该检查这些和其他预测因子是否(即额外的个人因素,例如忠诚或忠诚或反馈,如忠诚或反馈)也适用于从HMD-VR到更具动态物理环境的电机技能转移。

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