A curtailed task for quantitative evaluation of visuomotor adaptation in the head-mounted display virtual reality environment

被引:2
|
作者
Chang, Huiyeong [1 ,2 ]
Woo, Sung-Ho [2 ]
Kang, Sura [2 ,3 ]
Lee, Chan Young [4 ]
Lee, Jee-Young [5 ]
Ryu, Jeh-Kwang [2 ,3 ,6 ]
机构
[1] Seoul Natl Univ, Interdisciplinary Program Cognit Sci, Seoul, South Korea
[2] Dongguk Univ, Convergence Res Ctr Artificial Intelligence, Lab Nat & Artificial Kinasthese, Seoul, South Korea
[3] Dongguk Univ, Grad Sch Sci Educ Serv, Human Dev & Rehabil, Seoul, South Korea
[4] Ewha Womans Univ, Mokdong Hosp, Coll Med, Dept Neurol, Seoul, South Korea
[5] Seoul Natl Univ, Seoul Metropolitan Govt, Dept Neurol, Coll Med,Boramae Med Ctr, Seoul, South Korea
[6] Dongguk Univ, Dept Phys Educ, Seoul, South Korea
来源
FRONTIERS IN PSYCHIATRY | 2023年 / 13卷
基金
新加坡国家研究基金会;
关键词
visuomotor adaptation; HMD-based virtual reality; cerebellar ataxia; sensory prediction error; goal-directed arm movement; SENSORY PREDICTION ERRORS; EXPLICIT STRATEGY; INTERNAL-MODELS; CEREBELLAR; MOVEMENTS; LESIONS; FIELD;
D O I
10.3389/fpsyt.2022.963303
中图分类号
R749 [精神病学];
学科分类号
100205 ;
摘要
To accurately perform a goal-directed movement in continuously changing environments, it is unavoidable for individuals to adapt accordingly. The cerebellum has been known to be responsible for such process, specifically adaptation using sensorimotor information. As shown in previous studies, using HMD-VR technology in an experimental setting has similar advantages as in the real-world environment: researchers can manipulate the experimental environment, precisely control the experiments, and quantitatively analyze errors in real time. Moreover, the HMD-VR environment provides high immersiveness and embodiment which even enhance motor learning and increase engagement and motivation of individuals more than real-world environments do. In our HMD-VR-based task, the subjects were trained to adapt to a condition in which the visual information was artificially 20 degrees clockwise rotated from the actual cursor movement. The subjects used a virtual reality tracker to move the cursor from a starting point to a target that appeared randomly at five locations, 20 cm from the starting point with an interval of 15 degrees. Although no significant side effects were expected from experiencing the HMD-VR environment, we considered the appropriate number of trials for patients with cerebellar disease for future use in clinical settings. To examine the feasibility of our task for analysis of visuomotor adaptation pattern as shown in a real-world-based task, we created and compared two paradigms with a difference in the number of trials. As we expected, the results showed that the heading angle error decreased as the participants of both paradigms continued the task and that there was no significant difference between the two paradigms. Next, we applied our short task paradigm to patients diagnosed with cerebellar ataxia and age-matched controls for further examination of applicability to diagnosis and rehabilitation of the patients. As a result, we observed the distinguishable adaptation pattern of the patient group by using our paradigm. Overall, the results suggest that our paradigm is feasible to analyze the visuomotor adaptation pattern of healthy individuals and patients with cerebellar ataxia so may contribute to the clinical field.
引用
收藏
页数:10
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