Abstract

BackgroundVirtual reality viewed using a head-mounted display (HMD-VR) has the potential to be a useful tool for motor learning and rehabilitation. However, when developing tools for these purposes, it is important to design applications that will effectively transfer to the real world. Therefore, it is essential to understand whether motor skills transfer between HMD-VR and conventional screen-based environments and what factors predict transfer.MethodsWe randomized 70 healthy participants into two groups. Both groups trained on a well-established measure of motor skill acquisition, the Sequential Visual Isometric Pinch Task (SVIPT), either in HMD-VR or in a conventional environment (i.e., computer screen). We then tested whether the motor skills transferred from HMD-VR to the computer screen, and vice versa. After the completion of the experiment, participants responded to questions relating to their presence in their respective training environment, age, gender, video game use, and previous HMD-VR experience. Using multivariate and univariate linear regression, we then examined whether any personal factors from the questionnaires predicted individual differences in motor skill transfer between environments.ResultsOur results suggest that motor skill acquisition of this task occurs at the same rate in both HMD-VR and conventional screen environments. However, the motor skills acquired in HMD-VR did not transfer to the screen environment. While this decrease in motor skill performance when moving to the screen environment was not significantly predicted by self-reported factors, there were trends for correlations with presence and previous HMD-VR experience. Conversely, motor skills acquired in a conventional screen environment not only transferred but improved in HMD-VR, and this increase in motor skill performance could be predicted by self-reported factors of presence, gender, age and video game use.ConclusionsThese findings suggest that personal factors may predict who is likely to have better transfer of motor skill to and from HMD-VR. Future work should examine whether these and other predictors (i.e., additional personal factors such as immersive tendencies and task-specific factors such as fidelity or feedback) also apply to motor skill transfer from HMD-VR to more dynamic physical environments.

Highlights

  • Virtual reality viewed using a head-mounted display (HMD-virtual reality (VR)) has the potential to be a useful tool for motor learning and rehabilitation

  • Juliano and Liew Journal of NeuroEngineering and Rehabilitation (2020) 17:48 (Continued from previous page). These findings suggest that personal factors may predict who is likely to have better transfer of motor skill to and from HMD-VR

  • Some studies have shown that VR interventions are not effective at improving motor performance in the real world due to a lack of motor skill transfer [11, 12]

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Summary

Methods

We randomized 70 healthy participants into two groups. Both groups trained on a well-established measure of motor skill acquisition, the Sequential Visual Isometric Pinch Task (SVIPT), either in HMD-VR or in a conventional environment (i.e., computer screen). Three participants in the Train-Screen group were excluded from the analysis as a result of performing all trials in the Baseline training block incorrectly (see Analyses) and one participant in the TrainHMD-VR group was excluded from the analysis as a result of being an outlier, which was defined as being beyond three standard deviations from the group mean motor skill in at least one of the blocks. This resulted in a total of seventy participants (53 females/16 males/1 other, aged: M = 25.81, SD = 4.71) with thirty-five participants in each group included in the analysis. The experimental protocol was approved by the University of Southern California Institutional Review Board and performed in accordance with the 1964 Declaration of Helsinki

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