Movement Control Rehabilitation (MOCORE) Laboratory, Stevens Institute of Technology, Hoboken, NJ, United States of America.
Department of Biomedical Engineering, Stevens Institute of Technology, Hoboken, NJ, United States of America.
PLoS One. 2020 May 20;15(5):e0233175. doi: 10.1371/journal.pone.0233175. eCollection 2020.
This study investigated the generalized effects of positive feedback (PF) versus negative feedback (NF) during training on performance and sense of agency for a reach-to-touch task with a virtual hand. Virtual reality (VR) is increasingly employed for rehabilitation after neuromuscular traumas such as stroke and spinal cord injury. However, VR methods still need to be optimized for greater effectiveness and engagement to increase rates of clinical retention. In this study, we observed that training with disproportionate PF subsequently produced greater reaching performance (minimizing path length) and greater agency (perception of control) than with disproportionate NF. During PF training, there was also progressive increase in agency, but conversely a decrease in performance. Thus, the increase in performance after training may not be due to positively bolstered learning, but rather priming higher confidence reflected in greater agency. Agency was positively measured as compression in perceived time-intervals between the action of touch to a sound consequence, as standard with intentional binding paradigms. Positive feedback desirably increased agency (~180 msec) and reduced path length (1.8 cm) compared to negative feedback, which itself showed insignificant, or neutral, effects. Future investigations into optimizing virtual reality paradigms for neuromotor rehabilitation should consider agency as a driving factor for performance. These studies may serve to optimize how feedback is better presented with performance results for complex motor learning. Investigators should also ponder how personal characteristics, both cognitive and physical, may further affect sensitivity to feedback and the rate of neuromotor rehabilitation.
这项研究调查了在使用虚拟手进行触及任务的训练过程中,正反馈 (PF) 与负反馈 (NF) 的广义效果对表现和主体感的影响。虚拟现实 (VR) 越来越多地用于治疗神经肌肉创伤,如中风和脊髓损伤后的康复。然而,为了提高效果和参与度,以增加临床保留率,VR 方法仍需要进行优化。在这项研究中,我们观察到,与不成比例的 NF 相比,训练中使用不成比例的 PF 随后会产生更好的表现(最小化路径长度)和更强的主体感(控制感)。在 PF 训练期间,主体感也会逐渐增强,但相反,表现会下降。因此,训练后表现的提高可能不是由于积极强化的学习,而是由于更高的信心增强,反映在更大的主体感上。主体感是通过感知触摸到声音后果之间的时间间隔的压缩来进行积极测量的,这是与意向绑定范式标准一致的。与负反馈相比,正反馈令人期望地增加了主体感(~180 毫秒)并减少了路径长度(1.8 厘米),而负反馈本身则显示出微不足道或中性的效果。未来对优化神经运动康复的虚拟现实范式的研究应将主体感作为表现的驱动因素。这些研究可以优化如何更好地呈现反馈和复杂运动学习的表现结果。研究人员还应该思考个人特征,包括认知和身体特征,如何进一步影响对反馈的敏感性和神经运动康复的速度。