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A curtailed task for quantitative evaluation of visuomotor adaptation in the head-mounted display virtual reality environment

Bibliographic Data

ID15517554
AuthorsHuiyeong Chang (Dongguk University), Sung‐Ho Woo (0009-0001-8552-2021, Dongguk University), Sung-Ho Woo (0000-0002-4833-1111), Sura Kang (0000-0002-4907-8066, Dongguk University), Chan Young Lee (0000-0001-9559-5286, Ewha Womans University), Jee‐Young Lee (0000-0002-9120-2075, Seoul National University, corresponding author), Jee-Young Lee, Jeh-Kwang Ryu (0000-0001-6942-9399, Dongguk University)
Year2023
Volume13
Pages963303-963303
Publication date2023-02-16
Open AccessYes
TypeARTICLE
VenueFrontiers in Psychiatry (JOURNAL)
Journal identifiersISSN: 1664-0640 • E-ISSN: 1664-0640
PublisherFrontiers Media (PUBLISHER • CH)
DOI10.3389/fpsyt.2022.963303
PMID36895426
OpenAlexW4321101935
LanguageEN
References cited36

To accurately perform a goal-directed movement in continuously changing environments, it is unavoidable for individuals to adapt accordingly. The cerebellum has been known to be responsible for such process, specifically adaptation using sensorimotor information. As shown in previous studies, using HMD-VR technology in an experimental setting has similar advantages as in the real-world environment: researchers can manipulate the experimental environment, precisely control the experiments, and quantitatively analyze errors in real time. Moreover, the HMD-VR environment provides high immersiveness and embodiment which even enhance motor learning and increase engagement and motivation of individuals more than real-world environments do. In our HMD-VR-based task, the subjects were trained to adapt to a condition in which the visual information was artificially 20°clockwise rotated from the actual cursor movement. The subjects used a virtual reality tracker to move the cursor from a starting point to a target that appeared randomly at five locations, 20 cm from the starting point with an interval of 15°. Although no significant side effects were expected from experiencing the HMD-VR environment, we considered the appropriate number of trials for patients with cerebellar disease for future use in clinical settings. To examine the feasibility of our task for analysis of visuomotor adaptation pattern as shown in a real-world-based task, we created and compared two paradigms with a difference in the number of trials. As we expected, the results showed that the heading angle error decreased as the participants of both paradigms continued the task and that there was no significant difference between the two paradigms. Next, we applied our short task paradigm to patients diagnosed with cerebellar ataxia and age-matched controls for further examination of applicability to diagnosis and rehabilitation of the patients. As a result, we observed the distinguishable adaptation pattern of the patient group by using our paradigm. Overall, the results suggest that our paradigm is feasible to analyze the visuomotor adaptation pattern of healthy individuals and patients with cerebellar ataxia so may contribute to the clinical field

Adaptation (eye · Computer vision · Cursor (databases · Human–computer interaction · Optical head-mounted display · Task (project management · Virtual machine · Virtual reality · Balance, Gait, and Falls Prevention · Computer Science · Motor Control and Adaptation · Psychology · Vestibular and auditory disorders · Artificial Intelligence

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