Neural Plasticity and Neurorehabilitation Laboratory, Neuroscience Graduate Program, University of Southern California, Los Angeles, CA, USA.
Neural Plasticity and Neurorehabilitation Laboratory, Division of Occupational Science and Occupational Therapy, University of Southern California, Los Angeles, CA, USA.
J Neuroeng Rehabil. 2020 Apr 10;17(1):48. doi: 10.1186/s12984-020-00678-2.
Virtual reality viewed using a head-mounted display (HMD-VR) has the potential to be a useful tool for motor learning and rehabilitation. However, when developing tools for these purposes, it is important to design applications that will effectively transfer to the real world. Therefore, it is essential to understand whether motor skills transfer between HMD-VR and conventional screen-based environments and what factors predict transfer.
We randomized 70 healthy participants into two groups. Both groups trained on a well-established measure of motor skill acquisition, the Sequential Visual Isometric Pinch Task (SVIPT), either in HMD-VR or in a conventional environment (i.e., computer screen). We then tested whether the motor skills transferred from HMD-VR to the computer screen, and vice versa. After the completion of the experiment, participants responded to questions relating to their presence in their respective training environment, age, gender, video game use, and previous HMD-VR experience. Using multivariate and univariate linear regression, we then examined whether any personal factors from the questionnaires predicted individual differences in motor skill transfer between environments.
Our results suggest that motor skill acquisition of this task occurs at the same rate in both HMD-VR and conventional screen environments. However, the motor skills acquired in HMD-VR did not transfer to the screen environment. While this decrease in motor skill performance when moving to the screen environment was not significantly predicted by self-reported factors, there were trends for correlations with presence and previous HMD-VR experience. Conversely, motor skills acquired in a conventional screen environment not only transferred but improved in HMD-VR, and this increase in motor skill performance could be predicted by self-reported factors of presence, gender, age and video game use.
These findings suggest that personal factors may predict who is likely to have better transfer of motor skill to and from HMD-VR. Future work should examine whether these and other predictors (i.e., additional personal factors such as immersive tendencies and task-specific factors such as fidelity or feedback) also apply to motor skill transfer from HMD-VR to more dynamic physical environments.
使用头戴式显示器(HMD-VR)观看虚拟现实(VR)具有成为运动学习和康复的有用工具的潜力。然而,在为这些目的开发工具时,设计将有效转移到现实世界的应用程序非常重要。因此,了解运动技能是否在 HMD-VR 和常规屏幕环境之间转移以及哪些因素预测转移至关重要。
我们将 70 名健康参与者随机分为两组。两组均在经过充分验证的运动技能习得测量工具——连续视觉等距捏合任务(SVIPT)上进行训练,分别在 HMD-VR 或常规环境(即计算机屏幕)中进行。然后,我们测试了运动技能是否从 HMD-VR 转移到计算机屏幕,反之亦然。实验完成后,参与者回答了与他们在各自训练环境中的存在、年龄、性别、视频游戏使用和以前的 HMD-VR 经验有关的问题。然后,我们使用多元和单变量线性回归,检查问卷中的任何个人因素是否预测了环境之间运动技能转移的个体差异。
我们的结果表明,这项任务的运动技能习得在 HMD-VR 和常规屏幕环境中的速度相同。然而,在 HMD-VR 中获得的运动技能并未转移到屏幕环境中。虽然这种运动技能表现下降在向屏幕环境移动时没有被自我报告的因素显著预测,但存在与存在、以前的 HMD-VR 经验相关的趋势。相反,在常规屏幕环境中获得的运动技能不仅转移了,而且在 HMD-VR 中得到了提高,这种运动技能表现的提高可以通过自我报告的存在、性别、年龄和视频游戏使用等因素来预测。
这些发现表明,个人因素可能预测谁更有可能将运动技能从 HMD-VR 转移到 HMD-VR 和从 HMD-VR 转移。未来的工作应该检查这些和其他预测因素(即,额外的个人因素,如沉浸式倾向,以及任务特定的因素,如保真度或反馈)是否也适用于从 HMD-VR 到更动态的物理环境的运动技能转移。