Unusable for stroke survivors, young and healthy. Your doctor will need to look at and use these to come up with stroke protocols.
- reach-to-grasp (8)
- virtual reality (118)
- virtual reality games (7)
- virtual reality goggles (1)
- virtual reality training (13)
- haptics (26)
Describes possible solution but lazily offers nothing specific, so useless. 'May be' and 'study' are not what stroke survivors need.
Coordination of reach-to-grasp in physical and haptic-free virtual environments
- Mariusz P. FurmanekEmail authorView ORCID ID profile,
- Luis F. Schettino,
- Mathew Yarossi,
- Sofia Kirkman,
- Sergei V. Adamovich and
- Eugene Tunik
Journal of NeuroEngineering and Rehabilitation201916:78
© The Author(s). 2019
- Received: 14 January 2019
- Accepted: 25 April 2019
- Published: 27 June 2019
Abstract
Background
Virtual reality (VR) offers
unprecedented opportunity as a scientific tool to study visuomotor
interactions, training, and rehabilitation applications. However, it
remains unclear if haptic-free hand-object interactions in a virtual
environment (VE) may differ from those performed in the physical
environment (PE). We therefore sought to establish if the coordination
structure between the transport and grasp components remain similar
whether a reach-to-grasp movement is performed in PE and VE.
Method
Reach-to-grasp kinematics were
examined in 13 healthy right-handed young adults. Subjects were
instructed to reach-to-grasp-to-lift three differently sized rectangular
objects located at three different distances from the starting
position. Object size and location were matched between the two
environments. Contact with the virtual objects was based on a custom
collision detection algorithm. Differences between the environments were
evaluated by comparing movement kinematics of the transport and grasp
components.
Results
Correlation coefficients, and
the slope of the regression lines, between the reach and grasp
components were similar for the two environments. Likewise, the
kinematic profiles of the transport velocity and grasp aperture were
strongly correlated across the two environments. A rmANOVA further
identified some similarities and differences in the movement kinematics
between the two environments - most prominently that the closure phase
of reach-to-grasp movement was prolonged when movements were performed
in VE.
Conclusions
Reach-to-grasp movement
patterns performed in a VE showed both similarities and specific
differences compared to those performed in PE. Additionally, we
demonstrate a novel approach for parsing the reach-to-grasp movement
into three phases- initiation, shaping, closure- based on established
kinematic variables, and demonstrate that the differences in performance
between the environments are attributed to the closure phase. We
discuss this in the context of how collision detection parameters may
modify hand-object interactions in VE. Our study shows that haptic-free
VE may be a useful platform to study reach-to-grasp movements, with
potential implications for haptic-free VR in neurorehabilitation.
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