scholarly journals Analysis of Control Characteristics between Dominant and Non-Dominant Hands by Transient Responses of Circular Tracking Movements in 3D Virtual Reality Space

Sensors ◽  
2020 ◽  
Vol 20 (12) ◽  
pp. 3477
Author(s):  
Wookhyun Park ◽  
Woong Choi ◽  
Hanjin Jo ◽  
Geonhui Lee ◽  
Jaehyo Kim

Human movement is a controlled result of the sensory-motor system, and the motor control mechanism has been studied through diverse movements. The present study examined control characteristics of dominant and non-dominant hands by analyzing the transient responses of circular tracking movements in 3D virtual reality space. A visual target rotated in a circular trajectory at four different speeds, and 29 participants tracked the target with their hands. The position of each subject’s hand was measured, and the following three parameters were investigated: normalized initial peak velocity (IPV2), initial peak time (IPT2), and time delay (TD2). The IPV2 of both hands decreased as target speed increased. The results of IPT2 revealed that the dominant hand reached its peak velocity 0.0423 s earlier than the non-dominant hand, regardless of target speed. The TD2 of the hands diminished by 0.0218 s on average as target speed increased, but the dominant hand statistically revealed a 0.0417-s shorter TD2 than the non-dominant hand. Velocity-control performances from the IPV2 and IPT2 suggested that an identical internal model controls movement in both hands, whereas the dominant hand is likely more experienced than the non-dominant hand in reacting to neural commands, resulting in better reactivity in the movement task.

2018 ◽  
Author(s):  
Janna M. Gottwald

This article critically reviews kinematic measures of prospective motor control. Prospective motor control, the ability to anticipatorily adjust movements with respect to task demands and action goals, is an important process involved in action planning. In manual object manipulation tasks, prospective motor control has been studied in various ways, mainly using motion tracking. For this matter, it is crucial to pinpoint the early part of the movement that purely reflects prospective (feed-forward) processes, but not feedback influences from the unfolding movement. One way of defining this period is to rely on a fixed time criterion; another is to base it flexibly on the inherent structure of each movement itself. Velocity—as one key characteristic of human movement—offers such a possibility and describes the structure of movements in a meaningful way. Here, I argue for the latter way of investigating prospective motor control by applying the measure of peak velocity of the first movement unit. I further discuss movement units and their significance in motor development of infants and contrast the introduced measure with other measures related to peak velocity and duration.


2021 ◽  
Vol 0 (0) ◽  
Author(s):  
Juliann Saquib ◽  
Haneen A. AlMohaimeed ◽  
Sally A. AlOlayan ◽  
Nora A. AlRebdi ◽  
Jana I. AlBulaihi ◽  
...  

Abstract Objectives Scientific evidence suggests that virtual reality (VR) could potentially help patients tolerate painful medical procedures and conditions. The aim of this study was to evaluate the efficacy of virtual reality on pain tolerance and threshold. Methods A within-subjects experimental study design was conducted on 53 female students at Qassim University in Saudi Arabia. Each participant completed three rounds of assessment: one baseline (no VR) and two VR immersion (passive and interactive) in random order sequence. During each round, participants submerged their non-dominant hand into an ice bath; pain threshold and tolerance were measured as outcomes and analyzed using repeated measures ANOVA. Results Participants had both higher pain threshold and tolerance during interactive and passive VR rounds in comparison to the non-VR baseline assessment (p<0.05). Participants had greater pain tolerance during the interactive VR condition compared to the passive VR condition (p<0.001). Conclusions VR experiences increase pain threshold and tolerance with minimal side effects, and the larger effects were demonstrated using interactive games. Interactive VR gaming should be considered and tested as a treatment for pain.


Author(s):  
Manoj Srinivasan ◽  
Syed T. Mubarrat ◽  
Quentin Humphrey ◽  
Thomas Chen ◽  
Kieran Binkley ◽  
...  

In this study, we developed a low-cost simulated testbed of a physically interactive virtual reality (VR) system and evaluated its efficacy as an occupational virtual trainer for human-robot collaborative (HRC) tasks. The VR system could be implemented in industrial training applications for sensorimotor skill acquisitions and identifying potential task-, robot-, and human-induced hazards in the industrial environments. One of the challenges in designing and implementing such simulation testbed is the effective integration of virtual and real objects and environment, including human movement biomechanics. Therefore, this study aimed to compare the movement kinematics (joint angles) and kinetics (center of pressure) of the human participants while performing pick-and-place lifting tasks with and without using a physically interactive VR testbed. Results showed marginal differences in human movement kinematics and kinetics between real and virtual environment tasks, suggesting the effective transfer of training benefits from VR to real-life situations.


2012 ◽  
Vol 490-495 ◽  
pp. 1640-1644
Author(s):  
Hui Min Feng ◽  
Fang Zhen Song ◽  
Bo Song

The transient characteristics of mechanical structure of multi-axis force sensor and measuring circuit coupling system is an important index of evaluation of the precision of the maglev system based on the force control. The dynamic model of mechanical structure and coupling system is established. The transient responses curves of mechanical structure and coupling system are obtained through simulation and their transient performances are analyzed respectively. Comparing transient responses of mechanical structure with coupling system, it is shown that maximum overshoot of coupling system is smaller; oscillation number of response curve is less in the settling time; response rise time, peak time and settling time of coupling system is 0.014s, 0.048s and 0.021s respectively. The above data further show that transient characteristics of coupling system can satisfy the control precision of the maglev system


2017 ◽  
Vol 14 (6) ◽  
pp. 686-696 ◽  
Author(s):  
Robin Sawaya ◽  
Abdulgadir Bugdadi ◽  
Hamed Azarnoush ◽  
Alexander Winkler-Schwartz ◽  
Fahad E Alotaibi ◽  
...  

Abstract BACKGROUND The force pyramid is a novel visual representation allowing spatial delineation of instrument force application during surgical procedures. In this study, the force pyramid concept is employed to create and quantify dominant hand, nondominant hand, and bimanual force pyramids during resection of virtual reality brain tumors. OBJECTIVE To address 4 questions: Do ergonomics and handedness influence force pyramid structure? What are the differences between dominant and nondominant force pyramids? What is the spatial distribution of forces applied in specific tumor quadrants? What differentiates “expert” and “novice” groups regarding their force pyramids? METHODS Using a simulated aspirator in the dominant hand and a simulated sucker in the nondominant hand, 6 neurosurgeons and 14 residents resected 8 different tumors using the CAE NeuroVR virtual reality neurosurgical simulation platform (CAE Healthcare, Montréal, Québec and the National Research Council Canada, Boucherville, Québec). Position and force data were used to create force pyramids and quantify tumor quadrant force distribution. RESULTS Force distribution quantification demonstrates the critical role that handedness and ergonomics play on psychomotor performance during simulated brain tumor resections. Neurosurgeons concentrate their dominant hand forces in a defined crescent in the lower right tumor quadrant. Nondominant force pyramids showed a central peak force application in all groups. Bimanual force pyramids outlined the combined impact of each hand. Distinct force pyramid patterns were seen when tumor stiffness, border complexity, and color were altered. CONCLUSION Force pyramids allow delineation of specific tumor regions requiring greater psychomotor ability to resect. This information can focus and improve resident technical skills training.


Author(s):  
Sebastian Rutkowski ◽  
Mateusz Adamczyk ◽  
Agnieszka Pastuła ◽  
Edyta Gos ◽  
Carlos Luque-Moreno ◽  
...  

The implementation of virtual reality (VR) opens up a wide range of possibilities for the development of dexterity, speed and precision of movements. The aim of this study was to investigate whether immersive VR training affected the hand–eye coordination and reaction time in students of the state music school. This study implemented a single-group pre-post study design. This study enrolled 14 individuals, submitted to a 15 min training session of the immersive music game “Beat Saber”, once a day for 5 consecutive days. The plate-tapping test (PTT) and the ruler-drop test (Ditrich’s test) were used to assess the reaction time. Trial-making test (TMT) A and TMT B were used to assess coordination and visual attention. Analysis of the results showed a statistically significant improvement in hand–eye coordination and reaction time of music school students using the TMT-A (p < 0.002), TMT-B (p < 0.001), Ditrich’s test for the non-dominant hand (0.025) and PTT (0.0001) after applying a week-long training period in immersive VR. The results obtained in the present study show that the VR system, along with the immersive music game, has the potential to improve hand–eye coordination and reaction time in young musicians, which may lead to the faster mastering of a musical instrument.


Sign in / Sign up

Export Citation Format

Share Document