Visual feedback and age affect upper limb reaching accuracy and kinematics in immersive virtual reality among healthy adults.

IF 1.5 4区 医学 Q3 REHABILITATION International Journal of Rehabilitation Research Pub Date : 2023-09-01 Epub Date: 2023-06-16 DOI:10.1097/MRR.0000000000000588
Gauthier J Everard, Thierry M Lejeune, Charles S Batcho
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Abstract

This cross-sectional study aimed to evaluate the effect of visual feedback, age and movement repetition on the upper limb (UL) accuracy and kinematics during a reaching task in immersive virtual reality (VR). Fifty-one healthy participants were asked to perform 25 trials of a reaching task in immersive VR with and without visual feedback of their hand. They were instructed to place, as accurately and as fast as possible, a controller held in their non-dominant hand in the centre of a virtual red cube of 3 cm side length. For each trial, the end-point error (distance between the tip of the controller and the centre of the cube), a coefficient of linearity (CL), the movement time (MT), and the spectral arc length of the velocity signal (SPARC), which is a movement smoothness index, were calculated. Multivariate analyses of variance were conducted to assess the influence of visual feedback, age and trial repetition on the average end-point error, SPARC, CL and MT, and their time course throughout the 25 trials. Providing visual feedback of the hand reduced average end-point error ( P  < 0.001) and MT ( P  = 0.044), improved SPARC ( P  < 0.001) but did not affect CL ( P  = 0.07). Younger participants obtained a lower mean end-point error ( P  = 0.037), a higher SPARC ( P  = 0.021) and CL ( P  = 0.013). MT was not affected by age ( P  = 0.671). Trial repetition increased SPARC ( P  < 0.001) and CL ( P  < 0.001), and reduced MT ( P  = 0.001) but did not affect end-point error ( P  = 0.608). In conclusion, the results of this study demonstrated that providing visual feedback of the hand and being younger improves UL accuracy and movement smoothness in immersive VR. UL kinematics but not accuracy can be improved with more trial repetitions. These findings could guide the future development of protocols in clinical rehabilitation and research.

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视觉反馈和年龄影响健康成人沉浸式虚拟现实中上肢到达精度和运动学。
本横断面研究旨在评估视觉反馈、年龄和运动重复对沉浸式虚拟现实(VR)中上肢(UL)精度和运动学的影响。51名健康的参与者被要求在沉浸式虚拟现实中进行25次触摸任务的试验,有或没有他们的手的视觉反馈。他们被要求尽可能准确和快速地将一个控制器放在一个边长为3厘米的虚拟红色立方体的中心。对于每次试验,计算端点误差(控制器尖端与立方体中心之间的距离)、线性系数(CL)、运动时间(MT)和速度信号的光谱弧长(SPARC),这是一种运动平滑度指标。进行多变量方差分析,评估视觉反馈、年龄和试验重复对25个试验中平均终点误差、SPARC、CL和MT及其时间过程的影响。提供手的视觉反馈减少了平均终点误差(P
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来源期刊
CiteScore
3.10
自引率
0.00%
发文量
88
审稿时长
6-12 weeks
期刊介绍: International Journal of Rehabilitation Research is a quarterly, peer-reviewed, interdisciplinary forum for the publication of research into functioning, disability and contextual factors experienced by persons of all ages in both developed and developing societies. The wealth of information offered makes the journal a valuable resource for researchers, practitioners, and administrators in such fields as rehabilitation medicine, outcome measurement nursing, social and vocational rehabilitation/case management, return to work, special education, social policy, social work and social welfare, sociology, psychology, psychiatry assistive technology and environmental factors/disability. Areas of interest include functioning and disablement throughout the life cycle; rehabilitation programmes for persons with physical, sensory, mental and developmental disabilities; measurement of functioning and disability; special education and vocational rehabilitation; equipment access and transportation; information technology; independent living; consumer, legal, economic and sociopolitical aspects of functioning, disability and contextual factors.
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