scholarly journals Embodied virtual reality for the study of real-world motor learning

Author(s):  
Shlomi Haar ◽  
Guhan Sundar ◽  
A. Aldo Faisal

AbstractMotor-learning literature focuses on simple laboratory-tasks due to their controlled manner and the ease to apply manipulations to induce learning and adaptation. Recently, we introduced a billiards paradigm and demonstrated the feasibility of real-world-neuroscience using wearables for naturalistic full-body motion-tracking and mobile-brain-imaging. Here we developed an embodied virtual-reality (VR) environment to our real-world billiards paradigm, which allows to control the visual feedback for this complex real-world task, while maintaining sense of embodiment. The setup was validated by comparing real-world ball trajectories with the trajectories of the virtual balls, calculated by the physics engine. We then ran our learning protocol in the embodied VR. Subjects played billiard shots when they held the physical cue and hit a physical ball on the table while seeing it all in VR. We found comparable learning trends in the embodied VR to those we previously reported in the physical real-world task. Embodied VR can be used for learning real-world tasks in a highly controlled environment which enables applying visual manipulations, common in laboratory-tasks and rehabilitation, to a real-world full-body task. Embodied VR enables to manipulate feedback and apply perturbations to isolate and assess interactions between specific motor-learning components, thus enabling addressing the current questions of motor-learning in real-world tasks. Such a setup can be used for rehabilitation, where VR is gaining popularity but the transfer to the real-world is currently limited, presumably, due to the lack of embodiment.

PLoS ONE ◽  
2021 ◽  
Vol 16 (1) ◽  
pp. e0245717
Author(s):  
Shlomi Haar ◽  
Guhan Sundar ◽  
A. Aldo Faisal

Motor-learning literature focuses on simple laboratory-tasks due to their controlled manner and the ease to apply manipulations to induce learning and adaptation. Recently, we introduced a billiards paradigm and demonstrated the feasibility of real-world-neuroscience using wearables for naturalistic full-body motion-tracking and mobile-brain-imaging. Here we developed an embodied virtual-reality (VR) environment to our real-world billiards paradigm, which allows to control the visual feedback for this complex real-world task, while maintaining sense of embodiment. The setup was validated by comparing real-world ball trajectories with the trajectories of the virtual balls, calculated by the physics engine. We then ran our short-term motor learning protocol in the embodied VR. Subjects played billiard shots when they held the physical cue and hit a physical ball on the table while seeing it all in VR. We found comparable short-term motor learning trends in the embodied VR to those we previously reported in the physical real-world task. Embodied VR can be used for learning real-world tasks in a highly controlled environment which enables applying visual manipulations, common in laboratory-tasks and rehabilitation, to a real-world full-body task. Embodied VR enables to manipulate feedback and apply perturbations to isolate and assess interactions between specific motor-learning components, thus enabling addressing the current questions of motor-learning in real-world tasks. Such a setup can potentially be used for rehabilitation, where VR is gaining popularity but the transfer to the real-world is currently limited, presumably, due to the lack of embodiment.


Author(s):  
Simon Biggs

This paper discusses the immersive full body motion tracking installation Dark Matter, developed by the author and completed in early 2016. The paper outlines the conceptual focus of the project, including the use of the metaphor of dark matter to explore questions around interactive systems and assemblage. The primary technical considerations involved in the project are also outlined. ‘Co-reading' is proposed as a framework for a generative ontology, within the context of assemblage theory, deployed within a multimodal multi-agent interactive system.


Sensors ◽  
2021 ◽  
Vol 21 (6) ◽  
pp. 2108
Author(s):  
Maik Boltes ◽  
Juliane Adrian ◽  
Anna-Katharina Raytarowski

For our understanding of the dynamics inside crowds, reliable empirical data are needed, which could enable increases in safety and comfort for pedestrians and the design of models reflecting the real dynamics. A well-calibrated camera system can extract absolute head position with high accuracy. The inclusion of inertial sensors or even self-contained full-body motion capturing systems allows the relative tracking of invisible people or body parts or capturing the locomotion of the whole body even in dense crowds. The newly introduced hybrid system maps the trajectory of the top of the head coming from a full-body motion tracking system to the head trajectory of a camera system in global space. The fused data enable the analysis of possible correlations of all observables. In this paper we present an experiment of people passing though a bottleneck and show by example the influences of bottleneck width and motivation on the overall movement, velocity, stepping locomotion and rotation of the pelvis. The hybrid tracking system opens up new possibilities for analyzing pedestrian dynamics inside crowds, such as the space requirement while passing through a bottleneck. The system allows linking any body motion to characteristics describing the situation of a person inside a crowd, such as the density or movements of other participants nearby.


2021 ◽  
Author(s):  
Thibault Porssut ◽  
Olaf Blanke ◽  
Bruno Herbelin ◽  
Ronan Boulic

Providing Virtual Reality(VR) users with a 3D representation of their body complements the experience of immersion and presence in the virtual world with the experience of being physically located and more personally involved. A full-body avatar representation is known to induce a Sense of Embodiment (SoE) for this virtual body, which is associated with improvements in task performance, motivation and motor learning. Recent experimental research on embodiment provides useful guidelines, indicating the extent of discrepancy tolerated by users and, conversely, the limits and disruptive events that lead to a break in embodiment (BiE). Based on previous works on the limit of agency under movement distortion, this paper describes, studies and analyses the impact of a very common yet overlooked embodiment limitation linked to articular limits when performing a reaching movement. We demonstrate that perceiving the articular limit when fully extending the arm provides users with an additional internal proprioceptive feedback which, if not matched in the avatar's movement, leads to the disruptive realization of an incorrect posture mapping. This study complements previous works on self-contact and visuo-haptic conflicts and emphasizes the risk of disrupting the SoE when distorting users’ movements or using a poorly-calibrated avatar.


Author(s):  
S. Graceline Jasmine ◽  
L. Jani Anbarasi ◽  
Modigari Narendra ◽  
Benson Edwin Raj

Augmented reality (AR) overlies manually made materials directly over the real-world materials. This chapter addresses the technological and design frameworks required to create realistic motion tracking environments, realistic audio, 3D graphical interactions, multimodal sensory integration, and user interfaces and games using virtual reality to augmented reality. Similarly, the portfolio required to build a personal VR or AR application is detailed. Virtual and augmented reality industry committed innovative technologies that can be explored in the field of entertainment, education, training, medical and industrial innovation, and the development are explored. Augmented reality (AR) allows the physical world to be enhanced by incorporating digital knowledge in real time created by virtual machine. Few applications that have used augmented and virtual reality in real-world applications are discussed.


Sensors ◽  
2020 ◽  
Vol 20 (5) ◽  
pp. 1244 ◽  
Author(s):  
Jacob Kritikos ◽  
Chara Zoitaki ◽  
Giannis Tzannetos ◽  
Anxhelino Mehmeti ◽  
Marilina Douloudi ◽  
...  

Virtual Reality has already been proven as a useful supplementary treatment tool for anxiety disorders. However, no specific technological importance has been given so far on how to apply Virtual Reality with a way that properly stimulates the phobic stimulus and provide the necessary means for lifelike experience. Thanks to technological advancements, there is now a variety of hardware that can help enhance stronger emotions generated by Virtual Reality systems. This study aims to evaluate the feeling of presence during different hardware setups of Virtual Reality Exposure Therapy, and, particularly how the user’s interaction with those setups can affects their sense of presence during the virtual simulation. An acrophobic virtual scenario is used as a case study by 20 phobic individuals and the Witmer–Singer presence questionnaire was used for presence evaluation by the users of the system. Statistical analysis on their answers revealed that the proposed full body Motion Recognition Cameras system generates a better feeling of presence compared to the Hand Controllers system. This is thanks to the Motion Recognition Cameras, which track and allow display of the user’s entire body within the virtual environment. Thus, the users are enabled to interact and confront the anxiety-provoking stimulus as in real world. Further studies are recommended, in which the proposed system could be used in Virtual Reality Exposure Therapy trials with acrophobic patients and other anxiety disorders as well, since the proposed system can provide natural interaction in various simulated environments.


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