Impact of task constraints on a 3D visuomotor tracking task in virtual reality

IF 3.2 Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING Frontiers in virtual reality Pub Date : 2023-10-17 DOI:10.3389/frvir.2023.1119238
Héloïse Baillet, Simone Burin-Chu, Laure Lejeune, Morgan Le Chénéchal, Régis Thouvarecq, Nicolas Benguigui, Pascale Leconte
{"title":"Impact of task constraints on a 3D visuomotor tracking task in virtual reality","authors":"Héloïse Baillet, Simone Burin-Chu, Laure Lejeune, Morgan Le Chénéchal, Régis Thouvarecq, Nicolas Benguigui, Pascale Leconte","doi":"10.3389/frvir.2023.1119238","DOIUrl":null,"url":null,"abstract":"Objective: The aim of the present study was to evaluate the impact of different task constraints on the participants’ adaptation when performing a 3D visuomotor tracking task in a virtual environment. Methods: Twenty-three voluntary participants were tested with the HTC Vive Pro Eye VR headset in a task that consisted of tracking a virtual target moving in a cube with an effector controlled with the preferred hand. Participants had to perform 120 trials according to three task constraints (i.e., gain, size, and speed), each performed according to four randomized conditions. The target-effector distance and elbow range of movement were measured. Results: The results showed an increase in the distance to the target when the task constraints were the strongest. In addition, a change in movement kinematics was observed, involving an increase in elbow amplitude as task constraints increased. It also appeared that the depth dimension played a major role in task difficulty and elbow amplitude and coupling in the tracking task. Conclusion: This research is an essential step towards characterizing interactions with a 3D virtual environment and showing how virtual constraints can facilitate arm’s involvement in the depth dimension.","PeriodicalId":73116,"journal":{"name":"Frontiers in virtual reality","volume":null,"pages":null},"PeriodicalIF":3.2000,"publicationDate":"2023-10-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Frontiers in virtual reality","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.3389/frvir.2023.1119238","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q2","JCRName":"COMPUTER SCIENCE, SOFTWARE ENGINEERING","Score":null,"Total":0}
引用次数: 0

Abstract

Objective: The aim of the present study was to evaluate the impact of different task constraints on the participants’ adaptation when performing a 3D visuomotor tracking task in a virtual environment. Methods: Twenty-three voluntary participants were tested with the HTC Vive Pro Eye VR headset in a task that consisted of tracking a virtual target moving in a cube with an effector controlled with the preferred hand. Participants had to perform 120 trials according to three task constraints (i.e., gain, size, and speed), each performed according to four randomized conditions. The target-effector distance and elbow range of movement were measured. Results: The results showed an increase in the distance to the target when the task constraints were the strongest. In addition, a change in movement kinematics was observed, involving an increase in elbow amplitude as task constraints increased. It also appeared that the depth dimension played a major role in task difficulty and elbow amplitude and coupling in the tracking task. Conclusion: This research is an essential step towards characterizing interactions with a 3D virtual environment and showing how virtual constraints can facilitate arm’s involvement in the depth dimension.
查看原文
分享 分享
微信好友 朋友圈 QQ好友 复制链接
本刊更多论文
任务约束对虚拟现实中三维视觉运动跟踪任务的影响
目的:本研究的目的是评估不同的任务约束对参与者在虚拟环境中执行三维视觉运动跟踪任务的适应的影响。方法:23名自愿参与者使用HTC Vive Pro Eye VR头显进行测试,任务包括跟踪在立方体中移动的虚拟目标,用首选的手控制效应器。参与者必须根据三个任务约束(即,增益,大小和速度)进行120次试验,每个试验根据四个随机条件进行。测量目标-效应器距离和肘部运动范围。结果:任务约束最强时,被试与目标的距离增加。此外,观察到运动运动学的变化,包括随着任务约束的增加肘关节振幅的增加。在跟踪任务中,深度维度对任务难度和肘部振幅和耦合也起主要作用。结论:这项研究是刻画与3D虚拟环境交互的重要一步,并展示了虚拟约束如何促进手臂在深度维度的参与。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 去求助
来源期刊
CiteScore
5.80
自引率
0.00%
发文量
0
审稿时长
13 weeks
期刊最新文献
Experiential disparities in social VR: uncovering power dynamics and inequality Predictive multiuser redirected walking using artificial potential fields Synergy and medial effects of multimodal cueing with auditory and electrostatic force stimuli on visual field guidance in 360° VR Virtual reality training for intraoperative imaging in orthopaedic surgery: an overview of current progress and future direction Editorial: Virtual agents in virtual reality: design and implications for VR users
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
已复制链接
已复制链接
快去分享给好友吧!
我知道了
×
扫码分享
扫码分享
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1