Evaluation of an augmented virtual reality and haptic control interface for psychomotor training (original) (raw)

The Use of Virtual Reality in Motor Learning: A Multiple Pilot Study Review

Advances in Physical Education, 2015

In recent years, technological improvements have allowed for the creation of V.R. environments for different uses, especially in the training of pilots, astronauts, medical staff, soldiers, and athletes. In regards to physical activity, V.R. is currently being used in two main fields: Exergaming and Rehabilitation. The purpose of this article is to investigate the use of this technology as a means of demonstrating and learning motor abilities in many types of populations and situations. Three studies were done using V.R. In all three of them healthy participants were assigned to a control or test group. These studies were done using two main V.R. systems designed for motor learning: Timocco and IREX. Study 1 tested bilateral transfer in the upper limbs; Study 2 tested the differences in improvement using V.R. between internal and extrinsic focus of attention; Study 3 tested differences in different learning strategies in motor tasks-massed practice vs. distributed practice. Study 1 found significant differences between control and test groups; Study 2 did not find that external focus of attention was superior as expected but found a stronger correlation between tests at different days; Study 3 found no significant improvements (p > 0.05) for each group. In conclusion, V.R. can be an effective means of teaching and training basic motor skills, sometimes even superior to "real-life" because of the highly modifiable environment and difficulty in the comfort of one's clinic or home.

Virtual reality and haptics as a training device for movement rehabilitation after stroke: A single-case study 1 1 No commercial party having a direct financial interest in the results of the research supporting this article has or will confer a benefit upon the authors(s) or upon any organizatio...

Archives of Physical Medicine and Rehabilitation, 2004

Broeren J, Rydmark M, Sunnerhagen KS. Virtual reality and haptics as a training device for movement rehabilitation after stroke: a single-case study. Arch Phys Med Rehabil 2004;85:1247–50.To investigate whether training in a virtual environment with a haptic device will improve motor function in the left hemiparetic arm of a stroke subject.Single case, A-B-A design.University hospital research laboratory.A man in his late fifties (right handed), with a right-hemisphere lesion that caused a deficit in the left upper extremity.The subject trained with a 3-dimensional computer game during a 4-week period that consisted of twelve 90-minute sessions.Three tests (Purdue pegboard test, dynamometer hand-grip strength, upper-extremity test) and a subjective interview were used to evaluate motor performance.Improvements were found in fine manual dexterity, grip force, and motor control of the affected upper extremity. The subject reported that there was a change in his day-to-day use of the upper extremity and that he was able to use it in activities that were previously impossible for him.Training with virtual reality and haptics can promote motor rehabilitation.

Virtual reality and haptics as a training device for movement rehabilitation after stroke: A single-case study1 , *1

Archives of Physical Medicine and Rehabilitation, 2004

Broeren J, Rydmark M, Sunnerhagen KS. Virtual reality and haptics as a training device for movement rehabilitation after stroke: a single-case study. Arch Phys Med Rehabil 2004;85:1247-50. Objective: To investigate whether training in a virtual environment with a haptic device will improve motor function in the left hemiparetic arm of a stroke subject. Design: Single case, A-B-A design. Setting: University hospital research laboratory. Participant: A man in his late fifties (right handed), with a right-hemisphere lesion that caused a deficit in the left upper extremity. Intervention: The subject trained with a 3-dimensional computer game during a 4-week period that consisted of twelve 90-minute sessions. Main Outcome Measures: Three tests (Purdue pegboard test, dynamometer hand-grip strength, upper-extremity test) and a subjective interview were used to evaluate motor performance.

Influence of hand visualization on tool-based motor skills training in an immersive VR simulator

2020 IEEE International Symposium on Mixed and Augmented Reality (ISMAR), 2020

Immersive VR technologies offer versatile training tools by recreating real-world situations in a virtual and safe environment and allowing users to have a first-person experience. The design of such training systems requires defining the most critical components to simulate, and to what extent they can be simulated successfully. One open research question for designing such systems is how to represent the user in the virtual environment, and which is the added value of this representation for training purposes. In this work, we focus on how the user's hand representation in an immersive virtual environment can impact the training of tool-based motor skills. To investigate this question, we have designed a VR trainer for a simple tool-based pick and place task. A user experiment was conducted to evaluate how the movements of the users' real hand representation influence their performance and subjective experience in the virtual environment. For that purpose, the participants performed the task on the VR simulator with two conditions: the presence or absence of their animated virtual hands representation. The results of this study show that, although users prefer to have a visual representation of their hands, they achieved similar and correlated performance in the VR system regardless of the hand representation condition. These results suggest that the presence of the user's hand representation is not necessary when performing a tool-based motor skill task in a VR trainer. These findings have practical implications for the design of VR simulators for training motor skills tasks since adding users' hand representation may require cumbersome and expensive additional devices.

Virtual reality and haptics as a training device for movement rehabilitation after stroke: A single-case study

Archives of Physical Medicine and Rehabilitation, 2004

Broeren J, Rydmark M, Sunnerhagen KS. Virtual reality and haptics as a training device for movement rehabilitation after stroke: a single-case study. Arch Phys Med Rehabil 2004;85:1247-50. Objective: To investigate whether training in a virtual environment with a haptic device will improve motor function in the left hemiparetic arm of a stroke subject. Design: Single case, A-B-A design. Setting: University hospital research laboratory. Participant: A man in his late fifties (right handed), with a right-hemisphere lesion that caused a deficit in the left upper extremity. Intervention: The subject trained with a 3-dimensional computer game during a 4-week period that consisted of twelve 90-minute sessions. Main Outcome Measures: Three tests (Purdue pegboard test, dynamometer hand-grip strength, upper-extremity test) and a subjective interview were used to evaluate motor performance.

Visuo-haptic Illusions for Motor Skill Acquisition in Virtual Reality

Symposium on Spatial User Interaction

In this article we investigate the potential of using visuo-haptic illusions in Virtual Reality environment to learn motor skills in a real environment. We report on an empirical study where 20 participants perform a multi-object pick-and-place task. The results show that although users do not perform the same motion trajectories in the virtual and real environments, skills acquired in VR augmented with visuo-haptic illusions can be successfully reused in a real environment: There is a high amount of skill transfer (78.5%), similar to the one obtained in an optimal real training environment (82.4%); Finally, participants did not notice the illusion and were enthusiastic about the VR environment. Our findings invite designers and researchers to consider visuo-haptic illusions to help operators to learn motor skills in a cost-effective environment. CCS CONCEPTS • Software and its engineering → Virtual worlds training simulations; • Hardware → Tactile and hand-based interfaces; • Human-centered computing → Empirical studies in HCI.

Validating the performance of haptic motor skill training

2008

The effect of haptic interfaces on motor skill training has been widely studied. However, relatively little is known about whether haptic training can promote long-term motor skill acquisition. In this paper, we report two experimental studies that investigated the effectiveness of visuohaptic (visual + haptic) interfaces in helping people develop short-term and long-term motor skills. Our first study compared training outcomes of visuohaptic training, visual training, and no-assistance training. We found that the training outcomes for the tested methods were similar when helping participants develop short-term motor skills. Our second experiment assessed the potential of visual training and visuohaptic training in promoting the development of long-term motor skills. Participants were trained during a four-day-long period. The results showed that the participants gained long-term skills through both training methods, and that the training outcomes for both methods were similar. The results also showed that visuohaptic training is a promising method, but that it needs to be further developed to be useful.

VR-Based Hand Rehabilitation using a Haptic-Based Framework

2006

Haptic-based hand rehabilitation exercises set in virtual environments have not focused on analyzing the data captured during exercises to draw conclusions that relate to specific aspects of the hand. The framework proposed in this study implemented virtual reality exercises carried out with the use of haptic devices for use in stroke rehabilitation. The exercises were tested with healthy subjects to collect information pertaining to the hand performance; namely movements and grip kinematics. The collected information was extracted from data recorded during the exercise. By analyzing the data, the research effort deduced certain analysis patterns that would provide occupational therapists with a means to continuously evaluate a patient's performance, and hence provide him/her with adaptive recovery courses

Lack of transfer of skills after virtual reality simulator training with haptic feedback

Minimally Invasive Therapy & Allied Technologies

Background and Objective: Virtual Reality (VR) simulators enrich surgical training and offer training possibilities outside of the operating room (OR). In this study, we created a criterionbased training program on a VR simulator with haptic feedback and tested it by comparing the performances of a simulator group against a control group. Methods: Medical students with no experience in laparoscopy were randomly assigned to a simulator group or a control group. In the simulator group the candidates trained until they reached predefined criteria on the LapSim® VR simulator (Surgical Science AB, Sweden) with haptic feedback (Xitact TM IHP, Mentice AB, Sweden). All candidates performed a cholecystectomy on a porcine organ model in a box trainer (the clinical setting). The performances were video rated by two surgeons blinded to subject training status. Results: In total, 30 students performed the cholecystectomy and had their videos rated (N=16 simulator group, N=14 control group). The control group achieved better video rating scores than the simulator group (p<0.05). Conclusions: The criterion-based training program did not transfer skills to the clinical setting. Poor mechanical performance of the simulated haptic feedback is believed to have resulted in a negative training effect.

Human Factors in Virtual Reality System Design for Mobility and Haptic Task Performance

Reviews of Human Factors and Ergonomics, 2011

In this chapter, we review research on the use of virtual reality (VR) and haptic technologies for studying human performance in tasks involving the tactile sense, including locomotion and upper-extremity motor-control training or rehabilitation. We present a general organizing framework of motor-control tasks and identify types of VR systems that have been developed for supporting the tactile sense in simulation of such tasks. We divide this coverage into gross motor tasks with a focus on locomotion and gait, in part because of the volume of research that has been conducted in this area, and fine motor skills with a focus on training for surgical tasks and upper-extremity rehabilitation. In covering VR technology, we review visual devices that facilitate hand-eye or body-eye coordination as well as physical task simulators (e.g., treadmill interfaces and haptic controllers). The directions of locomotion and motor-control task research exploiting these technologies are identified, and seminal studies representing each area are summarized. On this basis, we define a collection of VR simulation design recommendations from task and functional perspectives. The review also identifies the underlying cognitive and physical bases for specific observations on human performance made by previous research. Finally, the summaries of research studies are used as a basis for identifying future directions of research that should be addressed by the human factors community.