2016
DOI: 10.1109/jtehm.2016.2623787
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Effects of Real-World Versus Virtual Environments on Joint Excursions in Full-Body Reaching Tasks

Abstract: Starting from an upright standing posture and reaching for a target that requires some forward bending of the trunk can involve many different configurations of the trunk and limb segments. We sought to determine if configurations of the limb and trunk segments during our standardized full-body reaching tasks were influenced by the visual environment. This paper examined movement patterns of healthy participants (\documentclass[12pt]{minimal} \usepackage{amsmath} \usepackage{wasysym} \usepackage{amsfonts} \u… Show more

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Cited by 25 publications
(19 citation statements)
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“…Full body reaching tasks to virtual targets results in greater joint excursions as compared to real-world targets. Without the actual physical end-point, one can thus move beyond the visual target [8,14,19]. This explains the improvement in POMA-B in the EG in our study.…”
Section: Discussionmentioning
confidence: 68%
“…Full body reaching tasks to virtual targets results in greater joint excursions as compared to real-world targets. Without the actual physical end-point, one can thus move beyond the visual target [8,14,19]. This explains the improvement in POMA-B in the EG in our study.…”
Section: Discussionmentioning
confidence: 68%
“…Each game level consisted of 2 sets with 15 balls in each set. The intended impact locations of 12 of the 15 balls launched were distributed amongst the three impact heights normalized to the participant’s arm length, trunk length, and hip height [ 8 , 9 , 13 - 16 ]. For example, during gameplay, the participant could successfully block a virtual ball launched to impact height 1 (ie, IH1, the highest impact height) simply by flexing at the lumbar spine 15° with the elbow fully extended and the shoulder flexed to 90°.…”
Section: Methodsmentioning
confidence: 99%
“…However, the vast differences in methodology, especially concerning visual display type, avatar perspective, and level of gameplay immersion, make it difficult to draw broad conclusions about which features are driving the efficacy of VR treatments [ 7 ]. Visual environments in VR can present 3-dimensional (3D) images across a variety of display devices, including head mounted-displays (HMD) [ 6 ] and 3D televisions (3DTV) [ 8 , 9 ]. The different methods used to present visual scenes can affect how the virtual environment is perceived and thus can influence not only motor behavior [ 8 ] but pain responses as well [ 10 ].…”
Section: Introductionmentioning
confidence: 99%
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