This cross-sectional study aimed to evaluate the effect of visual feedback, age and movement repetition on the upper limb (UL) accuracy and kinematics during a reaching task in immersive virtual reality (VR). Fifty-one healthy participants were asked to perform 25 trials of a reaching task in immersive VR with and without visual feedback of their hand. They were instructed to place, as accurately and as fast as possible, a controller held in their non-dominant hand in the centre of a virtual red cube of 3 cm side length. For each trial, the end-point error (distance between the tip of the controller and the centre of the cube), a coefficient of linearity (CL), the movement time (MT), and the spectral arc length of the velocity signal (SPARC...
Similar Virtual Reality Games Elicit Different Challenges for Balance Training Background: Age-relat...
International audienceBackground. - Postural control associated with self-paced movement is critical...
This study investigated the generalized effects of positive feedback (PF) versus negative feedback (...
INTRODUCTION: The purpose of the current study was to examine whether age-related differences are ex...
Virtual reality (VR) technology is being used with increasing frequency as a training medium for mot...
Computer interaction via visually guided hand or finger movements is a ubiquitous part of daily comp...
Aging related responses to conflicting proprioceptive and visual information about initial position ...
The research question is to examine the effects of object size (large vs small) and task goal (reach...
Virtual environments are increasingly being used for upper limb rehabilitation in post-stroke patien...
Virtual reality (VR) has recently emerged as a promising technology to rehabilitate upper limb funct...
Recent innovations in the field of virtual reality, such as the Oculus Rift head mounted display, pr...
Visual feedback in general, and from the body in particular, is known to influence the performance o...
This work explores how the availability of visual and haptic feedback affects the kinematics of reac...
Abstract Background 2D and 3D virtual reality platforms are used for designing individualized traini...
Purpose: Being able to see one's hand while reaching for an object is known to improve accuracy and ...
Similar Virtual Reality Games Elicit Different Challenges for Balance Training Background: Age-relat...
International audienceBackground. - Postural control associated with self-paced movement is critical...
This study investigated the generalized effects of positive feedback (PF) versus negative feedback (...
INTRODUCTION: The purpose of the current study was to examine whether age-related differences are ex...
Virtual reality (VR) technology is being used with increasing frequency as a training medium for mot...
Computer interaction via visually guided hand or finger movements is a ubiquitous part of daily comp...
Aging related responses to conflicting proprioceptive and visual information about initial position ...
The research question is to examine the effects of object size (large vs small) and task goal (reach...
Virtual environments are increasingly being used for upper limb rehabilitation in post-stroke patien...
Virtual reality (VR) has recently emerged as a promising technology to rehabilitate upper limb funct...
Recent innovations in the field of virtual reality, such as the Oculus Rift head mounted display, pr...
Visual feedback in general, and from the body in particular, is known to influence the performance o...
This work explores how the availability of visual and haptic feedback affects the kinematics of reac...
Abstract Background 2D and 3D virtual reality platforms are used for designing individualized traini...
Purpose: Being able to see one's hand while reaching for an object is known to improve accuracy and ...
Similar Virtual Reality Games Elicit Different Challenges for Balance Training Background: Age-relat...
International audienceBackground. - Postural control associated with self-paced movement is critical...
This study investigated the generalized effects of positive feedback (PF) versus negative feedback (...