scholarly journals A Novel Perspective for Examining and Comparing Real and Virtual Test Tasks Performed by the Dominant and Non-Dominant Hand in Healthy Adults

Symmetry ◽  
2021 ◽  
Vol 13 (10) ◽  
pp. 1810
Author(s):  
Beata Sokołowska

This study presents a novel perspective for the study of functional lateralization in a virtual reality environment. In the model study of handedness, the recognition of the dominant and non-dominant hand in real and virtual conditions was assessed using selected tests, such as a real light exposure test of Piórkowski’s apparatus and classical clinical tests, as well as virtual test tasks, in healthy adults. Statistically significant differences between the dominant and non-dominant hand were observed for tests carried out both in classical conditions and the virtual environment. The results and findings of other studies suggest that the virtual reality approach is a very promising and sensitive tool in the research on functional asymmetries in healthy and disease for motor skills and cognition processes.

Author(s):  
George P. Prigatano ◽  
Sandro Barbosa de Oliveira ◽  
Carlos Wellington Passos Goncalves ◽  
Sheila Marques Denucci ◽  
Roberta Monteiro Pereira ◽  
...  

Abstract Objective: Selective motor inhibition is known to decline with age. The purpose of this study was to determine the frequency of failures at inhibitory control of adjacent finger movements while performing a repetitive finger tapping task in young, middle-aged and older adults. Potential education and sex effects were also evaluated. Methods: Kinematic recordings of adjacent finger movements were obtained on 107 healthy adults (ages 20–80) while they performed a modified version of the Halstead Finger Tapping Test (HTFF). Study participants were instructed to inhibit all finger movements while tapping with the index finger. Results: Inability to inhibit adjacent finger movements while performing the task was infrequent in young adults (2.9% of individuals between 20 and 39 years of age) but increased with age (23.3% between the ages of 40 and 59; 31.0% between ages 60 and 80). Females and males did not differ in their inability to inhibit adjacent finger movements, but individuals with a college education showed a lower frequency of failure to inhibit adjacent finger movements (10.3%) compared to those with a high school education (28.6%). These findings were statistically significant only for the dominant hand. Conclusion: Selective motor inhibition failures are most common in the dominant hand and occur primarily in older healthy adults while performing the modified version of the HFTT. Monitoring selective motor inhibition failures may have diagnostic significance.


Author(s):  
Govindarajan Srimathveeravalli ◽  
Venkatraghavan Gourishankar ◽  
Amrish Kumar ◽  
Thenkurussi Kesavadas

We present the experimental results contrasting virtual fixtures (VFs) with a new shared control (SC) technique for rehabilitation of fine motor skills. The SC assistance algorithm used haptic attributes as the control goal. VF provided assistance based on trajectory. Shapes were chosen from the Visual Motor Integration test book and were used to train candidate’s nondominant hand, using samples recorded from their dominant hand. The results were analyzed using time, trajectory, forces, shape of trajectory, and haptic profiles as metrics. The results indicate that performance of VF and SC were comparable for simple trajectories and SC performed better for complex trajectories.


2021 ◽  
Vol 53 (8S) ◽  
pp. 260-260
Author(s):  
Eric Evans ◽  
Keith Naugle ◽  
Alex Ovispo ◽  
Anthony Kaleth ◽  
Brent Arnold ◽  
...  

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.


2014 ◽  
Vol 18 (1) ◽  
pp. 49-60 ◽  
Author(s):  
Line Tremblay ◽  
Brahim Chebbi ◽  
Stéphane Bouchard ◽  
Krystel Cimon-Lambert ◽  
Jessica Carmichael

2021 ◽  
Vol 9 (1) ◽  
Author(s):  
Nur Indri Rahayu ◽  
Aini Dewi Monica ◽  
Jajat Jajat ◽  
Kuston Sultoni

Tujuan penelitian ini adalah menguji hubungan antara physical activity dengan fine motor skills pada anak usia 4 tahun. Metode yang digunakan adalah metode penelitian kuantitatif dengan pendekatan korelasional. Populasi dalam penelitian ini yaitu anak usia 4 tahun yang sedang menempuh pendidikan anak usia dini di PAUD, TK, dan KB di Kota Bandung. Jumlah sampel sebanyak 53 anak dengan teknik pengambilan sampel menggunakan purposive sampling. Instrumen yang digunakan berupa Accelerometer Actigraph dan 9-Hole Peg Test. Accelerometer Actigraph digunakan untuk mengukur tingkat physical activity atau aktivitas fisik dengan hasil yang menunjukan bahwa anak – anak paling banyak menghabiskan waktu di skor light daripada sedentary, moderate-to-vigorous dan vigorous. 9-Hole Peg Test digunakan untuk mengukur tingkat kemampuan motorik halus atau fine motor skills anak dengan hasil menunjukan bahwa anak lebih terampil dalam menggunakan tangan yang dominan. Data kemudian dianalisis dengan menggunakan Spearman Correlation Test. Hasil analisis data menunjukan tidak terdapat korelasi antara physical activity dengan fine motor skills baik pada tangan dominan (p=0,678>0,05) maupun dengan tangan non dominan (p=0,167>0,05) yang berarti tidak terdapat hubungan yang signifikan antara physical activity dengan fine motor skills pada anak usia 4 tahun. The relationship between physical activity and fine motor skills in 4-year-old children Abstract:The purpose of this study was to examine the relationship between physical activity and fine motor skills in 4-year-old children. The method used is a quantitative research method with the correlation research approach. The population in this study were 4-year-old children who were taking early education in PAUD, TK, and KB in Bandung City. A total of 53 4-year-old children participated in this study by using a purposive sampling technique. The instrumen used were Accelerometer Actograph and 9-Hole Peg Test. The accelerometer actigraph is used to measure the level of physical activity and the results show that children spend the most time on the light score rather than sedentary, moderate-to-vigorous and vigorous score. 9-Hole Peg Test is used to measure the level of fine motor skills of children and the results showing that children are more skilled in using the dominant hand. Data were analyzed using the Spearman Correlation Test. The results of data analysis showed there is no correlation between physical activity and fine motor skills both in dominant hand (p=0.678>0,05) and with the non-dominant hand (p=0,167>0,05) which meant there are no significant relationship between physical activity and fine motor skills in 4-year-old children.


2020 ◽  
Author(s):  
Li-Ann Leow ◽  
James R. Tresilian ◽  
Aya Uchida ◽  
Dirk Koester ◽  
Tamara Spingler ◽  
...  

AbstractSensorimotor adaptation is an important part of our ability to perform novel motor tasks (i.e., learning of motor skills). Efforts to improve adaptation in healthy and clinical patients using non-invasive brain stimulation methods have been hindered by interindividual and intra-individual variability in brain susceptibility to stimulation. Here, we explore unpredictable loud acoustic stimulation as an alternative method of modulating brain excitability to improve sensorimotor adaptation. In two experiments, participants moved a cursor towards targets, and adapted to a 30° rotation of cursor feedback, either with or without unpredictable acoustic stimulation. Acoustic stimulation improved initial adaptation to sensory prediction errors in Study 1, and improved overnight retention of adaptation in Study 2. Unpredictable loud acoustic stimulation might thus be a potent method of modulating sensorimotor adaptation in healthy adults.


2021 ◽  
Vol 2 ◽  
Author(s):  
Eric Evans ◽  
Keith E. Naugle ◽  
Alex Ovispo ◽  
Anthony S. Kaleth ◽  
Brent Arnold ◽  
...  

Separately, both physical activity and virtual reality can attenuate pain sensitivity in healthy adults. What is unknown is whether virtual reality combined with physical activity (active virtual reality) could have a greater hypoalgesic effect compared to non-active virtual reality distraction (passive virtual reality engagement).Objective: The purpose of this study was to determine whether playing physically active virtual reality games exert a greater hypoalgesic effect than a non-active virtual reality game.Methods: Participants (n = 36) played three different active virtual reality games (Beat Saber, Holopoint, and Hot Squat) and one non-active virtual reality game (Relax Walk) for 15 min on four different visits. During gameplay, participants wore accelerometers on the thigh, wrist, and waist to measure movement intensity and quantity. Pressure pain thresholds were measured on the forearm and thigh immediately prior to gameplay (pretest) and immediately following each gaming bout (posttest).Results: Analysis of the accelerometer data indicated that Hot Squat elicited greater whole-body and lower body moderate to vigorous physical activity compared to the other games. The ANOVA revealed an overall hypoalgesic effect of the virtual reality games on the forearm, regardless of game type. Results also showed a significant hypoalgesic effect on the thigh following gameplay for Hot Squat, Holopoint, and Relax Walk VR. The magnitude of pain reduction was significantly greater during Hot Squat compared to the other games.Conclusion: Virtual reality gameplay exerted a hypoalgesic effect on experimental pressure pain. Additionally, the data provided evidence of a potential enhanced hypoalgesic effect of physically active virtual reality compared to non-active VR on pressure pain sensitivity.


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