scholarly journals The impact of experimental pain on shoulder movement during an arm elevated reaching task in a virtual reality environment

2021 ◽  
Vol 9 (18) ◽  
Author(s):  
Frédérique Dupuis ◽  
Gisela Sole ◽  
Craig A. Wassinger ◽  
Hamish Osborne ◽  
Mathieu Beilmann ◽  
...  
2021 ◽  
Author(s):  
Corinna Martarelli ◽  
Rebecca Ovalle-Fresa ◽  
Dejan Popic ◽  
Laura K. Globig ◽  
Nicolas Rothen

Despite a wealth of research showing a link between spatial information and visual memory, no work has yet directly assessed the impact of location manipulations on mnemonic fidelity of visual features in memory. In a virtual reality environment, we want to investigate how manipulation of location at recall (i.e., corresponding vs. non-corresponding to the location where the object was previously encoded) will affect mnemonic fidelity of color information in memory. Based on the conceptualization of spatial information as a basic feature to support the generation of detailed visual mental representations, we predict that the reinstatement of location during recall will improve mnemonic fidelity. These findings will aid our understanding of the particular role of spatial information in visual memory.


PLoS ONE ◽  
2021 ◽  
Vol 16 (4) ◽  
pp. e0249403
Author(s):  
Frédérique Dupuis ◽  
Gisela Sole ◽  
Craig Wassinger ◽  
Mathieu Bielmann ◽  
Laurent J. Bouyer ◽  
...  

Background Efficient shoulder movement depends on the ability of central nervous system to integrate sensory information and to create an appropriate motor command. Various daily encountered factors can potentially compromise the execution of the command, such as fatigue. This study explored how fatigue influences shoulder movements during upper limb reaching. Methods Forty healthy participants were randomly assigned to one of two groups: Control or Fatigue Group. All participants completed an upper limb reaching task at baseline and post-experimental, during which they reached four targets located at 90° of shoulder abduction, 90° external rotation at 90° abduction, 120° scaption, and 120° flexion in a virtual reality environment. Following the baseline phase, the Fatigue Group completed a shoulder fatigue protocol, while Controls took a 10-minute break. Thereafter, the reaching task was repeated. Upper limb kinematic (joint angles and excursions) and spatiotemporal (speed and accuracy) data were collected during the reaching task. Electromyographic activity of the anterior and middle deltoids were also collected to characterize fatigue. Two-way repeated-measures ANOVA were performed to determine the effects of Time, Group and of the interaction between these factors. Results The Fatigue group showed decreased mean median power frequency and increased electromyographic amplitudes of the anterior deltoid (p < 0.05) following the fatigue protocol. Less glenohumeral elevation, increased trunk flexion and rotation and sternoclavicular elevation were also observed in the Fatigue group (Group x Time interaction, p < 0.05). The Control group improved their movement speed and accuracy in post-experimental phase, while the Fatigue group showed a decrease of movement speed and no accuracy improvement (Group x Time interaction, p < 0.05). Conclusion In a fatigued state, changes in movement strategy were observed during the reaching task, including increased trunk and sternoclavicular movements and less glenohumeral movement. Performance was altered as shown by the lack of accuracy improvement over time and a decrease in movement speed in the Fatigue group.


Author(s):  
Antônio Roberto Miranda de Oliveira

The use of technological tools is increasing rapidly, especially, in design field. This paper discusses the relevant factors of interaction design associated to the use of new technologies. The research has explored the potential of using virtual reality system to discusses the role substantial that designers must be consider such as: cognitive aspects, human factors, as well as use of new strategic tools to improvement the user experience. Particularly, in the implications for the development of interactive technologies based Immersive virtual reality environment. Through a bibliographic review, provide theoretical elements to development of virtual environments constructed to enhance the communication of information to a better engagement in the experience to its visitors. Therefore, also describes principles for systems based on a user-centered approach, the impact of interaction design in the context of information communication for immersive virtual reality (VR) systems allowing investigating the methods to enhance systems based in the user experience.


2004 ◽  
Vol 63 (3) ◽  
pp. 143-149 ◽  
Author(s):  
Fred W. Mast ◽  
Charles M. Oman

The role of top-down processing on the horizontal-vertical line length illusion was examined by means of an ambiguous room with dual visual verticals. In one of the test conditions, the subjects were cued to one of the two verticals and were instructed to cognitively reassign the apparent vertical to the cued orientation. When they have mentally adjusted their perception, two lines in a plus sign configuration appeared and the subjects had to evaluate which line was longer. The results showed that the line length appeared longer when it was aligned with the direction of the vertical currently perceived by the subject. This study provides a demonstration that top-down processing influences lower level visual processing mechanisms. In another test condition, the subjects had all perceptual cues available and the influence was even stronger.


2017 ◽  
Vol 5 (3) ◽  
pp. 15
Author(s):  
GANDOTRA SANDEEP ◽  
Pungotra Harish ◽  
Moudgil Prince Kumar ◽  
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