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.
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。