2014
DOI: 10.1080/10400435.2013.800923
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Evaluation of an Augmented Virtual Reality and Haptic Control Interface for Psychomotor Training

Abstract: This study investigated the design of a virtual reality (VR) simulation integrating a haptic control interface for motor skill training. Twenty-four healthy participants were tested and trained in standardized psychomotor control tasks using native and VR forms with their nondominant hands in order to identify VR design features that might serve to accelerate motor learning. The study was also intended to make preliminary observations on the degree of specific motor skill development that can be achieved with … Show more

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Cited by 14 publications
(8 citation statements)
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“…Although the active VR condition allowed participants to practice their putting in the virtual environment, skill improvement was not evident. This may be attributable to a lack of realism in the VR (Kaber et al., 2014; Zhang et al., 2016). Discrepancies that may have prevented skill transfer from virtual to real environment include the Oculus controllers not being the same weight as a golf club, and participants not receiving force feedback when they hit the virtual golf ball.…”
Section: Resultsmentioning
confidence: 99%
See 1 more Smart Citation
“…Although the active VR condition allowed participants to practice their putting in the virtual environment, skill improvement was not evident. This may be attributable to a lack of realism in the VR (Kaber et al., 2014; Zhang et al., 2016). Discrepancies that may have prevented skill transfer from virtual to real environment include the Oculus controllers not being the same weight as a golf club, and participants not receiving force feedback when they hit the virtual golf ball.…”
Section: Resultsmentioning
confidence: 99%
“…Studies by Gray (2017) and Lammfromm and Gopher (2011) show that in training baseball batting and juggling, VR training paired with real life training leads to greater skill improvement when compared to real life training on its own. VR alone has not shown strong effects in training real-world motor skills, so paired training programs compensating for deficits in the fidelity of the virtual environment, or for differences in the movements required to perform the targeted skill (Kaber et al., 2014; Zhang et al., 2016). Comparing real-world and VR-based rowing training programs, Rauter et al.…”
Section: Introductionmentioning
confidence: 99%
“…However, its potential in supporting personal change is wider as demonstrated by different emerging applications: from post-stroke ( 34 ) and physical rehabilitation ( 35 , 36 ), social ( 37 ) and emotional ( 38 ) training for children with autism, to pain reduction ( 39 ). Here, we suggest that the added value of AR is related to the support it offers to all the stages of the experiential learning cycle ( 40 ) (see Figure 2 ).…”
Section: The Virtual Technologies: Augmented Reality and Virtual Realmentioning
confidence: 99%
“…Research has been conducted on the use of haptic-VR simulation for motor skill training with augmented visual and haptic aiding [25,26]. The target context for these studies was skill training for persons attempting to recover from minor Traumatic Brain Injury (mTBI) or seeking to develop new motor skills for work and societal activities.…”
Section: Block Design Testmentioning
confidence: 99%