Analysis of Visual Cues in Virtual Reality Shaping Motor Control Behavior

Description/Abstract/Artist Statement

The visual system responds to environmental stimuli (e.g. flashing lights, moving objects) and depending on the location (e.g., central, peripheral) or characteristics (e.g., size, velocity) can influence how movements are organized for a given task. This is an important consideration in developing virtual reality interventions to shape motor behavior in rehabilitation. For example, a visual cue such as the flight trajectory of a launched virtual ball provides a stimulus to the body to move to approximate the landing area of a projectile triggering a goal-directed behavior (i.e., trunk flexion). Its presence can determine the integration between sensory response time and expressed motor behavior. Virtual Immersive Gaming to Optimize Recovery (VIGOR) utilizes a virtual dodgeball (i.e., Dodgeality) to assess angular movements of the upper and lower body region and the added associated angular velocity in response to launched virtual balls. To determine the effects of visual cues on motor performance in Dodgeality, eleven participants were asked to play the game under two conditions (i.e., with and without flight trajectories of launched virtual balls provided). Subjects donned reflective marker clusters and joint motion was recorded using an optoelectrical system (i.e., Vicon Vero cameras, Motion Monitor, floor plates). Joint angle excursions of the knee, hip, and lumbar spine were extracted from the time series data. The results found no significant effect of the visual cue of flight trajectory on joint excursions. In conclusion, providing the flight of the launched virtual object may be a useful addition to help teach the game while still encouraging the target behavior.

Presenting Author Name/s

Mary Ann Dilidili

Faculty Advisor/Mentor

Dr. James Thomas

Faculty Advisor/Mentor Department

Health Sciences Department, Motor Control Lab

College Affiliation

College of Health Sciences

Presentation Type

Poster

Disciplines

Graphics and Human Computer Interfaces | Other Computer Sciences | Physical Therapy

Session Title

Poster Session

Location

Learning Commons Lobby @ Perry Library

Start Date

3-30-2024 8:30 AM

End Date

3-30-2024 10:00 AM

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Mar 30th, 8:30 AM Mar 30th, 10:00 AM

Analysis of Visual Cues in Virtual Reality Shaping Motor Control Behavior

Learning Commons Lobby @ Perry Library

The visual system responds to environmental stimuli (e.g. flashing lights, moving objects) and depending on the location (e.g., central, peripheral) or characteristics (e.g., size, velocity) can influence how movements are organized for a given task. This is an important consideration in developing virtual reality interventions to shape motor behavior in rehabilitation. For example, a visual cue such as the flight trajectory of a launched virtual ball provides a stimulus to the body to move to approximate the landing area of a projectile triggering a goal-directed behavior (i.e., trunk flexion). Its presence can determine the integration between sensory response time and expressed motor behavior. Virtual Immersive Gaming to Optimize Recovery (VIGOR) utilizes a virtual dodgeball (i.e., Dodgeality) to assess angular movements of the upper and lower body region and the added associated angular velocity in response to launched virtual balls. To determine the effects of visual cues on motor performance in Dodgeality, eleven participants were asked to play the game under two conditions (i.e., with and without flight trajectories of launched virtual balls provided). Subjects donned reflective marker clusters and joint motion was recorded using an optoelectrical system (i.e., Vicon Vero cameras, Motion Monitor, floor plates). Joint angle excursions of the knee, hip, and lumbar spine were extracted from the time series data. The results found no significant effect of the visual cue of flight trajectory on joint excursions. In conclusion, providing the flight of the launched virtual object may be a useful addition to help teach the game while still encouraging the target behavior.