Movement kinematic and postural control differences when performing a visuomotor skill in real and virtual environments
dc.contributor.author | Brock, K | |
dc.contributor.author | Vine, S | |
dc.contributor.author | Ross, JM | |
dc.contributor.author | Trevarthen, M | |
dc.contributor.author | Harris, DJ | |
dc.date.accessioned | 2023-05-22T13:30:05Z | |
dc.date.issued | 2023-05-24 | |
dc.date.updated | 2023-05-22T12:14:00Z | |
dc.description.abstract | Immersive technologies, like virtual and mixed reality, pose a novel challenge for our sensorimotor systems as they deliver simulated sensory inputs that may not match those of the natural environment. These include reduced fields of view, missing or inaccurate haptic information, and distortions of 3D space; differences that may impact the control of motor actions. For instance, reach-to-grasp movements without end-point haptic feedback are characterised by slower and more exaggerated movements. A general uncertainty about sensory input may also induce a more conscious form of movement control. We tested whether a more complex skill like golf putting was also characterised by more consciously controlled movement. In a repeated-measures design, kinematics of the putter swing and postural control were compared between i) real-world putting, ii) VR putting, and iii) VR putting with haptic feedback from a real ball (i.e., mixed reality). Differences in putter swing were observed both between the real-world and VR, and between VR conditions with and without haptic information. Further, clear differences in postural control emerged between real and virtual putting, with both VR conditions characterised by larger postural movements, which were more regular and less complex, suggesting a more conscious form of balance control. Conversely, participants actually reported less conscious awareness of their movements in VR. These findings highlight how fundamental movement differences may exist between virtual and natural environments, which may pose challenges for transfer of learning within applications to motor rehabilitation and sport. | en_GB |
dc.description.sponsorship | Leverhulme Trust | en_GB |
dc.identifier.citation | Published online 24 May 2023 | en_GB |
dc.identifier.doi | 10.1007/s00221-023-06639-0 | |
dc.identifier.grantnumber | ECF-2021-548 | en_GB |
dc.identifier.uri | http://hdl.handle.net/10871/133213 | |
dc.identifier | ORCID: 0000-0003-3880-3856 (Harris, David) | |
dc.language.iso | en | en_GB |
dc.publisher | Springer | en_GB |
dc.relation.url | https://osf.io/h8az7/ | en_GB |
dc.rights | © The Author(s) 2023. Open access. This article is licensed under a Creative Commons Attribution 4.0 International License, which permits use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons licence, and indicate if changes were made. The images or other third party material in this article are included in the article's Creative Commons licence, unless indicated otherwise in a credit line to the material. If material is not included in the article's Creative Commons licence and your intended use is not permitted by statutory regulation or exceeds the permitted use, you will need to obtain permission directly from the copyright holder. To view a copy of this licence, visit http://creativecommons.org/licenses/by/4.0/ | |
dc.subject | virtual reality | en_GB |
dc.subject | golf | en_GB |
dc.subject | sport | en_GB |
dc.subject | brain | en_GB |
dc.subject | mixed reality | en_GB |
dc.subject | motor control | en_GB |
dc.title | Movement kinematic and postural control differences when performing a visuomotor skill in real and virtual environments | en_GB |
dc.type | Article | en_GB |
dc.date.available | 2023-05-22T13:30:05Z | |
dc.identifier.issn | 1432-1106 | |
dc.description | This is the final version. Available on open access from Springer via the DOI in this record | en_GB |
dc.description | Availability of data, material and code: All relevant data and code is available online from: https://osf.io/h8az7/ | en_GB |
dc.identifier.journal | Experimental Brain Research | en_GB |
dc.rights.uri | https://creativecommons.org/licenses/by/4.0/ | en_GB |
dcterms.dateAccepted | 2023-05-15 | |
dcterms.dateSubmitted | 2023-01-05 | |
rioxxterms.version | VoR | en_GB |
rioxxterms.licenseref.startdate | 2023-05-15 | |
rioxxterms.type | Journal Article/Review | en_GB |
refterms.dateFCD | 2023-05-22T12:14:03Z | |
refterms.versionFCD | AM | |
refterms.dateFOA | 2023-05-26T14:34:44Z | |
refterms.panel | A | en_GB |
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Except where otherwise noted, this item's licence is described as © The Author(s) 2023. Open access. This article is licensed under a Creative Commons Attribution 4.0 International License, which permits use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons licence, and indicate if changes were made. The images or other third party material in this article are included in the article's Creative Commons licence, unless indicated otherwise in a credit line to the material. If material is not included in the article's Creative Commons licence and your intended use is not permitted by statutory regulation or exceeds the permitted use, you will need to obtain permission directly from the copyright holder. To view a copy of this licence, visit http://creativecommons.org/licenses/by/4.0/