Application of Virtual Environments to Assessment of Human Motor Learning During Reaching Movements

Author:

Nikooyan Ali Asadi1,Zadpoor Amir Abbas2

Affiliation:

1. Department of Biomechanical Engineering, Faculty of Mechanical, Maritime and Material Engineering, Delft University of Technology, Delft 2628 CD, The Netherlands

2. Faculty of Aerospace Engineering, Delft University of Technology, Delft 2629 HS, The Netherlands

Abstract

This paper studies learning of reaching movements in a dynamically variable virtual environment specially designed for this purpose. Learning of reaching movements in the physical world has been extensively studied by several researchers. In most of those studies, the subjects are asked to exercise reaching movements while being exposed to real force fields exerted through a robotic manipulandum. Those studies have contributed to our understanding of the mechanisms used by the human cognitive system to learn reaching movements in the physical world. The question that remains to be answered is how the learning mechanism in the physical world relates to its counterpart in the virtual world where the real force fields are replaced by virtual force fields. A limited number of studies have already addressed this question and have shown that there are, actually, quite a number of relationships between the learning mechanisms in these two different environments. In this study, we are focused on gaining a more in-depth understanding of these relationships. In our experiments, the subjects are asked to guide a virtual object to a desired target on a computer screen using a mouse. The movement of the virtual object is affected by a viscous virtual force field that is sensed by the examinees through their visual system. Three groups of examinees are used for the experiments. All the examinees are first trained in the null-field condition. Then, the viscous force field is introduced either suddenly (for the two first groups) or gradually (for the last group). While the first and third groups of the examinees used their dominant arm to guide the virtual object in the second step, the second group used their nondominant arm. Generalization of the learning from the dominant to the nondominant arm and vice versa was studied in the third phase of the experiments. Finally, the force field was removed and the examinees were asked to repeat the reaching task to study the so-called aftereffects phenomenon. The results of the experiments are compared with the studies performed in the physical world. It is shown that the trends of learning and generalization are similar to what is observed in the physical world for a sudden application of the virtual force field. However, the generalization behavior of the examinees is somewhat different from the physical world if the force field is gradually applied.

Publisher

MIT Press - Journals

Subject

Computer Vision and Pattern Recognition,Human-Computer Interaction,Control and Systems Engineering,Software

Cited by 4 articles. 订阅此论文施引文献 订阅此论文施引文献,注册后可以免费订阅5篇论文的施引文献,订阅后可以查看论文全部施引文献

同舟云学术

1.学者识别学者识别

2.学术分析学术分析

3.人才评估人才评估

"同舟云学术"是以全球学者为主线,采集、加工和组织学术论文而形成的新型学术文献查询和分析系统,可以对全球学者进行文献检索和人才价值评估。用户可以通过关注某些学科领域的顶尖人物而持续追踪该领域的学科进展和研究前沿。经过近期的数据扩容,当前同舟云学术共收录了国内外主流学术期刊6万余种,收集的期刊论文及会议论文总量共计约1.5亿篇,并以每天添加12000余篇中外论文的速度递增。我们也可以为用户提供个性化、定制化的学者数据。欢迎来电咨询!咨询电话:010-8811{复制后删除}0370

www.globalauthorid.com

TOP

Copyright © 2019-2024 北京同舟云网络信息技术有限公司
京公网安备11010802033243号  京ICP备18003416号-3