The research question is to examine the effects of object size (large vs small) and task goal (reach at a comfortable pace vs reach as fast as possible) in the virtual environment. Forty-one healthy adults participated in virtual bubble-popping games that ran on our virtual reality platform (SuperPop VR), which can precisely measure reaching kinematics (movement time, straightness, jerkiness, and speed). Participants began with their dominant hand for each condition and alternated hands after each condition was tested three times. A repeated ANOVA was used for analyses. Reaches for small bubbles had longer duration, faster speed, and jerkier with more curved trajectories than reaches for large bubbles; reaches for small bubbles also had lar...
Previous studies have shown that the representation of the body in action contributes and calibrates...
BACKGROUND Goal-directed reaching for real-world objects by humans is enabled through visual depth ...
International audienceVirtual Reality (VR) technology has advanced forward in everyday life where vi...
Virtual environments are increasingly being used for upper limb rehabilitation in post-stroke patien...
Virtual reality (VR) technology is being used with increasing frequency as a training medium for mot...
This cross-sectional study aimed to evaluate the effect of visual feedback, age and movement repetit...
This work explores how the availability of visual and haptic feedback affects the kinematics of reac...
Abstract Background Skilled performance of reach actions includes both anticipatory planning and com...
Recent innovations in the field of virtual reality, such as the Oculus Rift head mounted display, pr...
The inability to complete instrumental activities of daily living (IADL) is a precursor to various n...
Similar Virtual Reality Games Elicit Different Challenges for Balance Training Background: Age-relat...
In this paper we propose a new protocol based on Virtual Reality and a low-cost haptic device for ev...
Objective: The aim of the present study was to evaluate the impact of different task constraints on ...
Technological advancements and increased access have prompted the adoption of head- mounted display ...
Although new virtual reality (VR) devices and their contents are actively being released, there are ...
Previous studies have shown that the representation of the body in action contributes and calibrates...
BACKGROUND Goal-directed reaching for real-world objects by humans is enabled through visual depth ...
International audienceVirtual Reality (VR) technology has advanced forward in everyday life where vi...
Virtual environments are increasingly being used for upper limb rehabilitation in post-stroke patien...
Virtual reality (VR) technology is being used with increasing frequency as a training medium for mot...
This cross-sectional study aimed to evaluate the effect of visual feedback, age and movement repetit...
This work explores how the availability of visual and haptic feedback affects the kinematics of reac...
Abstract Background Skilled performance of reach actions includes both anticipatory planning and com...
Recent innovations in the field of virtual reality, such as the Oculus Rift head mounted display, pr...
The inability to complete instrumental activities of daily living (IADL) is a precursor to various n...
Similar Virtual Reality Games Elicit Different Challenges for Balance Training Background: Age-relat...
In this paper we propose a new protocol based on Virtual Reality and a low-cost haptic device for ev...
Objective: The aim of the present study was to evaluate the impact of different task constraints on ...
Technological advancements and increased access have prompted the adoption of head- mounted display ...
Although new virtual reality (VR) devices and their contents are actively being released, there are ...
Previous studies have shown that the representation of the body in action contributes and calibrates...
BACKGROUND Goal-directed reaching for real-world objects by humans is enabled through visual depth ...
International audienceVirtual Reality (VR) technology has advanced forward in everyday life where vi...