10 research outputs found

    Naturalistic visualization of reaching movements using head-mounted displays improves movement quality compared to conventional computer screens and proves high usability.

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    BACKGROUND The relearning of movements after brain injury can be optimized by providing intensive, meaningful, and motivating training using virtual reality (VR). However, most current solutions use two-dimensional (2D) screens, where patients interact via symbolic representations of their limbs (e.g., a cursor). These 2D screens lack depth cues, potentially deteriorating movement quality and increasing cognitive load. Head-mounted displays (HMDs) have great potential to provide naturalistic movement visualization by incorporating improved depth cues, reduce visuospatial transformations by rendering movements in the space where they are performed, and preserve eye-hand coordination by showing an avatar-with immersive VR (IVR)-or the user's real body-with augmented reality (AR). However, elderly populations might not find these novel technologies usable, hampering potential motor and cognitive benefits. METHODS We compared movement quality, cognitive load, motivation, and system usability in twenty elderly participants (>59 years old) while performing a dual motor-cognitive task with different visualization technologies: IVR HMD, AR HMD, and a 2D screen. We evaluated participants' self-reported cognitive load, motivation, and usability using questionnaires. We also conducted a pilot study with five brain-injured patients comparing the visualization technologies while using an assistive device. RESULTS Elderly participants performed straighter, shorter duration, and smoother movements when the task was visualized with the HMDs than screen. The IVR HMD led to shorter duration movements than AR. Movement onsets were shorter with IVR than AR, and shorter for both HMDs than the screen, potentially indicating facilitated reaction times due to reduced cognitive load. No differences were found in the questionnaires regarding cognitive load, motivation, or usability between technologies in elderly participants. Both HMDs proved high usability in our small sample of patients. CONCLUSIONS HMDs are a promising technology to be incorporated into neurorehabilitation, as their more naturalistic movement visualization improves movement quality compared to conventional screens. HMDs demonstrate high usability, without decreasing participants' motivation, and might potentially lower cognitive load. Our preliminary clinical results suggest that brain-injured patients may especially benefit from more immersive technologies. However, larger patient samples are needed to draw stronger conclusions.*

    Congruency of Information Rather Than Body Ownership Enhances Motor Performance in Highly Embodied Virtual Reality

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    In immersive virtual reality, the own body is often visually represented by an avatar. This may induce a feeling of body ownership over the virtual limbs. Importantly, body ownership and the motor system share neural correlates. Yet, evidence on the functionality of this neuroanatomical coupling is still inconclusive. Findings from previous studies may be confounded by the congruent vs. incongruent multisensory stimulation used to modulate body ownership. This study aimed to investigate the effect of body ownership and congruency of information on motor performance in immersive virtual reality. We aimed to modulate body ownership by providing congruent vs. incongruent visuo-tactile stimulation (i.e., participants felt a brush stroking their real fingers while seeing a virtual brush stroking the same vs. different virtual fingers). To control for congruency effects, unimodal stimulation conditions (i.e., only visual or tactile) with hypothesized low body ownership were included. Fifty healthy participants performed a decision-making (pressing a button as fast as possible) and a motor task (following a defined path). Body ownership was assessed subjectively with established questionnaires and objectively with galvanic skin response (GSR) when exposed to a virtual threat. Our results suggest that congruency of information may decrease reaction times and completion time of motor tasks in immersive virtual reality. Moreover, subjective body ownership is associated with faster reaction times, whereas its benefit on motor task performance needs further investigation. Therefore, it might be beneficial to provide congruent information in immersive virtual environments, especially during the training of motor tasks, e.g., in neurorehabilitation interventions

    Explicitness of task instructions supports motor learning and modulates engagement of attentional brain networks

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    Motor learning is a complex cognitive and motor process underlying neurorehabilitation. Cognitive (e.g., attentional) engagement is important for motor learning, especially early in the learning process. In this study, we investigated if task instructions enforcing the underlying task rule of a virtual sailing task modulate attentional engagement and motor learning. Our results suggest that enforcing the rule of a motor task using explicit knowledge or visual cues enhances motor learning compared with no enforcement of task rules. Further, training with visual cues may support early visuo-attentional engagement

    Haptic Rendering Modulates Task Performance, Physical Effort and Movement Strategy during Robot-Assisted Training

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    Research on neurorehabilitation has emphasized that somatosensory information about the interaction with the environment during physical training is crucial to provoke brain plasticity. Despite this, only a small number of robotic devices provide haptic rendering of the virtual environment during neurorehabilitation exercises, the majority with simple structures. However, to provide realistic haptic rendering while supporting neurological patients to perform motor tasks, a transparent robot with several degrees of freedom is needed. In this study, we employed Disturbance Observers to achieve high transparency and fine haptic capabilities on the six DoF exoskeleton ARMin.We incorporated arm weight compensation to reduce the excessive physical effort required to move against gravity, promoting movement performance and directing the participants’ effort to the interaction with the environment. The effect of haptic rendering and its interaction with arm weight compensation were evaluated with six healthy participants. The task consisted of inverting a virtual pendulum and keeping it inverted. We found that haptic rendering of the pendulum dynamics affects the movement strategy the participants follow, i.e., they covered a significantly larger workspace with the endeffector at a significantly higher speed, and required moderate physical effort. The inclusion of arm weight support increased task performance and reduced participants’ effort, while it did not change the movement strategy. Our results suggest that haptic rendering, together with arm weight support, are potential interventions to enhance neurorehabilitation due to the added somatosensory information during motor training

    Explicitness of Task Instructions Supports Motor Learning and Modulates Engagement of Attentional Brain Networks

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    Motor learning is a complex cognitive and motor process underlying neurorehabilitation. Cognitive (e.g., attentional) engagement is important for motor learning, especially early in the learning process. In this study, we investigated if task instructions enforcing the underlying task rule of a virtual sailing task modulate attentional engagement and motor learning. Our results suggest that enforcing the rule of a motor task using explicit knowledge or visual cues enhances motor learning compared with no enforcement of task rules. Further, training with visual cues may support early visuo-attentional engagement.Accepted Author ManuscriptHuman-Robot Interactio

    Resting-State Functional Networks Correlate with Motor Performance in a Complex Visuomotor Task: An EEG Microstate Pilot Study on Healthy Individuals

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    Developing motor and cognitive skills is needed to achieve expert (motor) performance or functional recovery from a neurological condition, e.g., after stroke. While extensive practice plays an essential role in the acquisition of good motor performance, it is still unknown whether certain person-specific traits may predetermine the rate of motor learning. In particular, learners’ functional brain organisation might play an important role in appropriately performing motor tasks. In this paper, we aimed to study how two critical cognitive brain networks—the Attention Network (AN) and the Default Mode Network (DMN)—affect the posterior motor performance in a complex visuomotor task: virtual surfing. We hypothesised that the preactivation of the AN would affect how participants divert their attention towards external stimuli, resulting in robust motor performance. Conversely, the excessive involvement of the DMN—linked to internally diverted attention and mind-wandering—would be detrimental for posterior motor performance. We extracted seven widely accepted microstates—representing participants mind states at rest—out of the Electroencephalography (EEG) resting-state recordings of 36 healthy volunteers, prior to execution of the virtual surfing task. By correlating neural biomarkers (microstates) and motor behavioural metrics, we confirmed that the preactivation of the posterior DMN was correlated with poor posterior performance in the motor task. However, we only found a non-significant association between AN preactivation and the posterior motor performance. In this EEG study, we propose the preactivation of the posterior DMN—imaged using EEG microstates—as a neural trait related to poor posterior motor performance. Our findings suggest that the role of the executive control system is to preserve an homeostasis between the AN and the DMN. Therefore, neurofeedback-based downregulation of DMN preactivation could help optimise motor training.Human-Robot Interactio

    Congruency of Information Rather Than Body Ownership Enhances Motor Performance in Highly Embodied Virtual Reality

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    In immersive virtual reality, the own body is often visually represented by an avatar. This may induce a feeling of body ownership over the virtual limbs. Importantly, body ownership and the motor system share neural correlates. Yet, evidence on the functionality of this neuroanatomical coupling is still inconclusive. Findings from previous studies may be confounded by the congruent vs. incongruent multisensory stimulation used to modulate body ownership. This study aimed to investigate the effect of body ownership and congruency of information on motor performance in immersive virtual reality. We aimed to modulate body ownership by providing congruent vs. incongruent visuo-tactile stimulation (i.e., participants felt a brush stroking their real fingers while seeing a virtual brush stroking the same vs. different virtual fingers). To control for congruency effects, unimodal stimulation conditions (i.e., only visual or tactile) with hypothesized low body ownership were included. Fifty healthy participants performed a decision-making (pressing a button as fast as possible) and a motor task (following a defined path). Body ownership was assessed subjectively with established questionnaires and objectively with galvanic skin response (GSR) when exposed to a virtual threat. Our results suggest that congruency of information may decrease reaction times and completion time of motor tasks in immersive virtual reality. Moreover, subjective body ownership is associated with faster reaction times, whereas its benefit on motor task performance needs further investigation. Therefore, it might be beneficial to provide congruent information in immersive virtual environments, especially during the training of motor tasks, e.g., in neurorehabilitation interventions.ISSN:1662-453XISSN:1662-454

    Explicitness of Task Instructions Supports Motor Learning and Modulates Engagement of Attentional Brain Networks

    No full text
    Motor learning is a complex cognitive and motor process underlying neurorehabilitation. Cognitive (e.g., attentional) engagement is important for motor learning, especially early in the learning process. In this study, we investigated if task instructions enforcing the underlying task rule of a virtual sailing task modulate attentional engagement and motor learning. Our results suggest that enforcing the rule of a motor task using explicit knowledge or visual cues enhances motor learning compared with no enforcement of task rules. Further, training with visual cues may support early visuo-attentional engagement.</p

    Do we need complex rehabilitation robots for training complex tasks?

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    One key question in motor learning is how the complex tasks in daily life - those that require coordinated movements of multiple joints - should be trained. Often, complex tasks are directly taught as a whole, even though training of simple movement components before training the entire movement has been shown to be more effective for particularly complex tasks ('part-whole transfer paradigm'). The important implication of the part-whole transfer paradigm, e.g. on the field of rehabilitation robotics, is that training of most complex tasks could be simplified and, subsequently, devices used to train can become simpler and more affordable. In this way, robot-assisted rehabilitation could become more accessible. However, often the last step in the training process is forgotten: the recomposition of several simple movement components to a complete complex movement. Therefore, at least for the last training step, a complex rehabilitation device may be required.In a pilot study, we wanted to investigate if a complex robotic device (e.g. an exoskeleton robot with many degrees of freedom), such as the ARMin rehabilitation robot, is really beneficial for training the coordination between several simpler movement components or if training using visual feedback would lead to equal benefits. In a study, involving 16 healthy participants, who were instructed in a complex rugby motion, we could show first trends on the following two aspects: i) the part-whole transfer paradigm seems to hold true and therefore, simple robots might be used for training movement primitives. ii) Visual feedback does not seem to have the same potential, at least in healthy humans, to replace visuo-haptic guidance for movement recomposition of complex tasks. Therefore, complex rehabilitation robots seem to be beneficial for training complex real-life tasks.Accepted Author ManuscriptBiomechatronics & Human-Machine Contro

    “Tricking the Brain” Using Immersive Virtual Reality: Modifying the Self-Perception Over Embodied Avatar Influences Motor Cortical Excitability and Action Initiation

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    To offer engaging neurorehabilitation training to neurologic patients, motor tasks are often visualized in virtual reality (VR). Recently introduced head-mounted displays (HMDs) allow to realistically mimic the body of the user from a first-person perspective (i.e., avatar) in a highly immersive VR environment. In this immersive environment, users may embody avatars with different body characteristics. Importantly, body characteristics impact how people perform actions. Therefore, alternating body perceptions using immersive VR may be a powerful tool to promote motor activity in neurologic patients. However, the ability of the brain to adapt motor commands based on a perceived modified reality has not yet been fully explored. To fill this gap, we “tricked the brain” using immersive VR and investigated if multisensory feedback modulating the physical properties of an embodied avatar influences motor brain networks and control. Ten healthy participants were immersed in a virtual environment using an HMD, where they saw an avatar from first-person perspective. We slowly transformed the surface of the avatar (i.e., the “skin material”) from human to stone. We enforced this visual change by repetitively touching the real arm of the participant and the arm of the avatar with a (virtual) hammer, while progressively replacing the sound of the hammer against skin with stone hitting sound via loudspeaker. We applied single-pulse transcranial magnetic simulation (TMS) to evaluate changes in motor cortical excitability associated with the illusion. Further, to investigate if the “stone illusion” affected motor control, participants performed a reaching task with the human and stone avatar. Questionnaires assessed the subjectively reported strength of embodiment and illusion. Our results show that participants experienced the “stone arm illusion.” Particularly, they rated their arm as heavier, colder, stiffer, and more insensitive when immersed with the stone than human avatar, without the illusion affecting their experienced feeling of body ownership. Further, the reported illusion strength was associated with enhanced motor cortical excitability and faster movement initiations, indicating that participants may have physically mirrored and compensated for the embodied body characteristics of the stone avatar. Together, immersive VR has the potential to influence motor brain networks by subtly modifying the perception of reality, opening new perspectives for the motor recovery of patients.Human-Robot Interactio
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