Abstract

We learn and/or relearn motor skills at all ages. Feedback plays a crucial role in this learning process, and Virtual Reality (VR) constitutes a unique tool to provide feedback and improve motor learning. In particular, VR grants the possibility to edit 3D movements and display augmented feedback in real time. Here we combined VR and motion capture to provide learners with a 3D feedback superimposing in real time the reference movements of an expert (expert feedback) to the movements of the learner (self-feedback). We assessed the effectiveness of this feedback for the learning of a throwing movement in American football. This feedback was used during (concurrent feedback) and/or after movement execution (delayed feedback), and it was compared with a feedback displaying only the reference movements of the expert. In contrast with more traditional studies relying on video feedback, we used the Dynamic Time Warping algorithm coupled to motion capture to measure the spatial characteristics of the movements. We also assessed the regularity with which the learner reproduced the reference movement along its path. For that, we used a new metric computing the dispersion of distance around the mean distance over time. Our results show that when the movements of the expert were superimposed on the movements of the learner during learning (i.e., self + expert), the reproduction of the reference movement improved significantly. On the hand, providing feedback about the movements of the expert only did not give rise to any significant improvement regarding movement reproduction.

Highlights

  • We all learn different sets of motor skills across our life span

  • We investigated the effectiveness of superimposed expert+self modeling (ESS-M) feedback in Virtual Reality (VR) for motor learning

  • The main goal of our study was to assess the effectiveness of a feedback superimposing self and expert avatars for the learning of a motor skill

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Summary

Introduction

We all learn different sets of motor skills across our life span. Learning or re-learning motor skills is even more essential for some individuals, as for instance for those who receive rehabilitation therapy, for sport players, or in gesture-based professions such as surgeon or pilot. To learn or re-learn the good/efficient gesture, learners often rely on tools or programs which usually provide feedback to improve motor learning. This feedback should be understandable, contextual, and relevant in order to best assist the learning process (Rhoads et al, 2014). Different kinds of feedback can be used to improve motor learning. The sensory feedback that directly derives from our actions/movements is usually defined as inherent (or intrinsic) feedback, whereas feedback

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