Virtual Reality in Teachers' Vocal Motor Behavior Acquisition (VirtuVox)

Author(s):  
2010 ◽  
Vol 19 (4) ◽  
pp. 281-290 ◽  
Author(s):  
Nicolas Vignais ◽  
Richard Kulpa ◽  
Cathy Craig ◽  
Benoit Bideau

In order to use virtual reality as a sport analysis tool, we need to be sure that an immersed athlete reacts realistically in a virtual environment. This has been validated for a real handball goalkeeper facing a virtual thrower. However, we currently ignore which visual variables induce a realistic motor behavior of the immersed handball goalkeeper. In this study, we used virtual reality to dissociate the visual information related to the movements of the player from the visual information related to the trajectory of the ball. Thus, the aim is to evaluate the relative influence of these different visual information sources on the goalkeeper's motor behavior. We tested 10 handball goalkeepers who had to predict the final position of the virtual ball in the goal when facing the following: only the throwing action of the attacking player (TA condition), only the resulting ball trajectory (BA condition), and both the throwing action of the attacking player and the resulting ball trajectory (TB condition). Here we show that performance was better in the BA and TB conditions, but contrary to expectations, performance was substantially worse in the TA condition. A significant effect of ball landing zone does, however, suggest that the relative importance between visual information from the player and the ball depends on the targeted zone in the goal. In some cases, body-based cues embedded in the throwing actions may have a minor influence on the ball trajectory and vice versa. Kinematics analysis was then combined with these results to determine why such differences occur depending on the ball landing zone and consequently how it can clarify the role of different sources of visual information on the motor behavior of an athlete immersed in a virtual environment.


2021 ◽  
Vol 2 ◽  
Author(s):  
Emily A. Keshner ◽  
Anouk Lamontagne

Dynamic systems theory transformed our understanding of motor control by recognizing the continual interaction between the organism and the environment. Movement could no longer be visualized simply as a response to a pattern of stimuli or as a demonstration of prior intent; movement is context dependent and is continuously reshaped by the ongoing dynamics of the world around us. Virtual reality is one methodological variable that allows us to control and manipulate that environmental context. A large body of literature exists to support the impact of visual flow, visual conditions, and visual perception on the planning and execution of movement. In rehabilitative practice, however, this technology has been employed mostly as a tool for motivation and enjoyment of physical exercise. The opportunity to modulate motor behavior through the parameters of the virtual world is often ignored in practice. In this article we present the results of experiments from our laboratories and from others demonstrating that presenting particular characteristics of the virtual world through different sensory modalities will modify balance and locomotor behavior. We will discuss how movement in the virtual world opens a window into the motor planning processes and informs us about the relative weighting of visual and somatosensory signals. Finally, we discuss how these findings should influence future treatment design.


2021 ◽  
Vol 20 (1) ◽  
pp. 73-83
Author(s):  
Letícia De S. Vidal ◽  
Lilian Maria M. C. De Oliveira ◽  
Tassiane Maria A. Pereira ◽  
Janaína De M. Silva

Introdution: Stroke causes several alterations, the morefrequent are motor, physical and psychological. Since rehabilitationtakes time and can become monotonous, the useof virtual reality can act as a stimulating way to involve thepatient in the treatment, seeking to develop its functionality.Objective: The objective of this study was to verify in theavailable literature the effects of using virtual reality in thetreatment of the sequelae of the Stroke, to gain functionalityin the upper limbs. Methods: This literature review was basedon the PICO strategy, carried out in the databases Lílacs,Pubmed, Scielo and PEDro, using the keywords “physiotherapyAND virtual reality OR exergame OR exergaming ANDstroke AND upper limbs”. Complete articles were published inEnglish, Portuguese and Spanish, available and dated between2015 and 2020, excluding those that were review articles,incomplete and that did not address the topic. Results: As aresult, the search found 1,035 articles, of which only 14 metthe imposed criteria. Most studies have shown that the useof virtual reality through games has proved to be an efficientresource in the functional rehabilitation of patients withstroke. Presenting itself as a competent complementary tophysiotherapeutic treatment in improving fine motor skills,motor behavior of the limbs and cognitive performance,these gains directly influenced the gain in functionality ofthe samples. Conclusion: The use of virtual reality is useful toassist in the treatment and reduction of sequelae in the upperlimbs of patients with stroke, as it promotes greater functionalgain, range of motion and improves the dexterity of both themost and the least compromised hand.


Motricidade ◽  
2017 ◽  
Vol 13 (1) ◽  
pp. 50 ◽  
Author(s):  
Fábio Fabregas Cairolli ◽  
Giordano Marcio Gatinho Bonuzzi ◽  
Gisele Carla dos Santos Palma ◽  
Marcos Antônio Arlindo Soares ◽  
José Eduardo Pompeu ◽  
...  

The virtual reality has been frequently required in rehabilitation settings. However, it still lacks specificity, making it necessary to establish specific criteria to classify the most relevant aspects of electronic games to allow interventions based on virtual reality. Therefore, the purpose of this study is to develop a “Perceptual and motor demands assessment protocol for virtual reality systems” and to investigate its content validity and intra and inter observer agreement. The protocol was created through a literature review including classical studies as well as a review of recent articles about motor behavior, physical training, cognitive neuroscience and virtual reality. The previous versions were presented in study group meetings and congresses, and modified accordingly to suggestions of experts. Three examiners used the final version to analyze twice the total of 20 videos of individuals in a virtual environment and answered a questionnaire about its content validity. Most of the obtained values were classified as “good” (concordance from 80% to 89%) or “excellent” (concordance from 90% to 100%) by the three examiners and the protocol’s content validity was adequate. The protocol is valid, applicable and practical for analyzing different requirements of electronic games in a virtual environment.


2008 ◽  
Vol 17 (1) ◽  
pp. 17-28 ◽  
Author(s):  
Franck Multon ◽  
Richard Kulpa ◽  
Benoit Bideau

Virtual humans are more and more used in VR applications, but their animation is still a challenge, especially if complex tasks must be carried out in interaction with the user. In many applications with virtual humans, credible virtual characters play a major role in presence. Motion editing techniques assume that the natural laws are intrinsically encoded in prerecorded trajectories and that modifications may preserve these natural laws, leading to credible autonomous actors. However, a complete knowledge of all the constraints is required to ensure continuity or to synchronize and blend several actions necessary to achieve a given task. We propose a framework capable of performing these tasks in an interactive environment that can change at each frame, depending on the user’s orders. This framework enables VR applications to animate from dozens of characters in real time for complex constraints, to hundreds of characters if only ground adaptation is performed. It offers the following capabilities: motion synchronization, blending, retargeting, and adaptation thanks to enhanced inverse kinetics and kinematics solver. To evaluate this framework, we have compared the motor behavior of subjects in real and in virtual environments.


2021 ◽  
Vol 11 ◽  
Author(s):  
Deniz Bedir ◽  
Süleyman Erim Erhan

The aim of this study is the examination of the effect of virtual reality based imagery (VRBI) training programs on the shot performance and imagery skills of athletes and, and to conduct a comparison with Visual Motor Behavior Rehearsal and Video Modeling (VMBR + VM). In the research, mixed research method and sequential explanatory design were used. In the quantitative dimension of the study the semi-experimental model was used, and in the qualitative dimension the case study design was adopted. The research participants were selected from athletes who were involved in our target sports: curling (n = 14), bowling (n = 13), and archery (n = 7). All participants were randomly assigned to VMBR + VM (n = 11), VRBI (n = 12), and Control (n = 11) groups through the “Research Randomizer” program. The quantitative data of the study was: the weekly shot performance scores of the athletes and the data obtained from the “Movement Imagery Questionnaire-Revised.” The qualitative data was obtained from the data collected from the semi-structured interview guide, which was developed by researchers and field experts. According to the results obtained from the study, there were statistically significant differences between the groups in terms of shot performance and imagery skills. VRBI training athletes showed more improvement in the 4-week period than the athletes in the VMBR + VM group, in terms of both shot performance and imagery skills. In addition, the VRBI group adapted to the imagery training earlier than the VMBR + VM group. As a result, it was seen that they showed faster development in shot performances. From these findings, it can be said that VRBI program is more efficient in terms of shot performance and imagery skills than VMBR + VM, which is the most used imaging training model.


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.


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