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Motor learning in a mixed reality environment

Published: 14 October 2012 Publication History

Abstract

The traditional method for acquiring a motor skill is to focus on ones limbs while performing the movement. A theory of motor learning validated during the last ten years is contradicting the traditional method. The new theory states that it is more beneficial to focus on external markers outside the human body and predicts acquiring the motor skill better and faster. Using a mixed reality environment, we tested if the new motor learning approach is also valid using a virtual trainer and virtual markers.

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Dancu, A. Instruction- vs. marker-based motor learning in a mixed reality environment. Master's thesis, University of Southampton, 2012.
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Davis, J. W., Bobick, A. F., Virtual PAT: A Virtual Personal Aerobics Trainer. MIT Media Laboratory Proc. Workshop on Perceptual User Interfaces (1998), 13--18.
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Miaw, D. R., and Raskar, R. Second Skin: Motion Capture with Actuated Feedback for Motor Learning. In Proc. of Human factors in computing systems (2009), 4537--4542.
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Cited By

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  • (2023)Emotional Virtual Characters for Improving Motivation and Performance in VR ExergamesProceedings of the ACM on Human-Computer Interaction10.1145/36110637:CHI PLAY(1115-1135)Online publication date: 4-Oct-2023
  • (2022)A Taxonomy for Augmented and Mixed Reality Applications to Support Physical Exercises in Medical Rehabilitation—A Literature ReviewHealthcare10.3390/healthcare1004064610:4(646)Online publication date: 30-Mar-2022
  • (2020)Virtual Humans in AR: Evaluation of Presentation Concepts in an Industrial Assistance Use CaseProceedings of the 26th ACM Symposium on Virtual Reality Software and Technology10.1145/3385956.3418974(1-5)Online publication date: 1-Nov-2020
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  1. Motor learning in a mixed reality environment

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    Published In

    cover image ACM Other conferences
    NordiCHI '12: Proceedings of the 7th Nordic Conference on Human-Computer Interaction: Making Sense Through Design
    October 2012
    834 pages
    ISBN:9781450314824
    DOI:10.1145/2399016

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    • IT University of Copenhagen

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    Association for Computing Machinery

    New York, NY, United States

    Publication History

    Published: 14 October 2012

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    Author Tags

    1. Kinect
    2. OGRE
    3. OpenNI
    4. artificial
    5. augmented
    6. coaching movement
    7. gaming technology
    8. markers
    9. motor learning
    10. natural interface
    11. post-stroke rehabilitation
    12. virtual realities
    13. voice instructions

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    NordiCHI '12 Paper Acceptance Rate 84 of 341 submissions, 25%;
    Overall Acceptance Rate 379 of 1,572 submissions, 24%

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    View all
    • (2023)Emotional Virtual Characters for Improving Motivation and Performance in VR ExergamesProceedings of the ACM on Human-Computer Interaction10.1145/36110637:CHI PLAY(1115-1135)Online publication date: 4-Oct-2023
    • (2022)A Taxonomy for Augmented and Mixed Reality Applications to Support Physical Exercises in Medical Rehabilitation—A Literature ReviewHealthcare10.3390/healthcare1004064610:4(646)Online publication date: 30-Mar-2022
    • (2020)Virtual Humans in AR: Evaluation of Presentation Concepts in an Industrial Assistance Use CaseProceedings of the 26th ACM Symposium on Virtual Reality Software and Technology10.1145/3385956.3418974(1-5)Online publication date: 1-Nov-2020
    • (2016)Training the Body: The Potential of AIED to Support Personalized Motor Skills LearningInternational Journal of Artificial Intelligence in Education10.1007/s40593-016-0103-226:2(730-755)Online publication date: 7-Mar-2016

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