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.
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
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.