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

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...

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Main Authors: Shlomi Haar, Guhan Sundar, A Aldo Faisal
Format: Article
Language:English
Published: Public Library of Science (PLoS) 2021-01-01
Series:PLoS ONE
Online Access:https://doi.org/10.1371/journal.pone.0245717
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spelling doaj-c5b74f0787d5408c8a8941b4a37321c22021-06-19T05:08:58ZengPublic Library of Science (PLoS)PLoS ONE1932-62032021-01-01161e024571710.1371/journal.pone.0245717Embodied virtual reality for the study of real-world motor learning.Shlomi HaarGuhan SundarA Aldo FaisalMotor-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.https://doi.org/10.1371/journal.pone.0245717
collection DOAJ
language English
format Article
sources DOAJ
author Shlomi Haar
Guhan Sundar
A Aldo Faisal
spellingShingle Shlomi Haar
Guhan Sundar
A Aldo Faisal
Embodied virtual reality for the study of real-world motor learning.
PLoS ONE
author_facet Shlomi Haar
Guhan Sundar
A Aldo Faisal
author_sort Shlomi Haar
title Embodied virtual reality for the study of real-world motor learning.
title_short Embodied virtual reality for the study of real-world motor learning.
title_full Embodied virtual reality for the study of real-world motor learning.
title_fullStr Embodied virtual reality for the study of real-world motor learning.
title_full_unstemmed Embodied virtual reality for the study of real-world motor learning.
title_sort embodied virtual reality for the study of real-world motor learning.
publisher Public Library of Science (PLoS)
series PLoS ONE
issn 1932-6203
publishDate 2021-01-01
description 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.
url https://doi.org/10.1371/journal.pone.0245717
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AT guhansundar embodiedvirtualrealityforthestudyofrealworldmotorlearning
AT aaldofaisal embodiedvirtualrealityforthestudyofrealworldmotorlearning
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