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Kinematics of aimed movements in ecological immersive virtual reality: a comparative study with real world

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Abstract

Virtual reality (VR) has recently emerged as a promising technology to rehabilitate upper limb functions after stroke. To promote the recovery of functions, retraining physiological movement patterns is essential. However, it is still unclear whether VR can elicit functional movements that are similar to those performed in the real world (RW). This study aimed to investigate the kinematics of reach-to-grasp and transport movements performed in the real world and immersive VR by examining whether kinematic differences between the two conditions exist and their extent. A within-subject repeated-measures study was conducted. A realistic setup resembling a supermarket shelf unit was built in RW and VR. The analysis compared reaching and transport gestures in VR and RW, also considering potential differences due to: (i) holding the controller needed to interact with virtual items, (ii) hand dominance, and (iii) target positions. Ten healthy young adults were enrolled in the study. Motion data analysis showed that reach-to-grasp and transport required more time in VR, and that holding the controller had no effects. No major differences occurred between the two hands. Joint angles, except for thorax rotation, and hand trajectory curvature were comparable across conditions, suggesting that VR has the potentialities to retrain physiological movement patterns. Results were satisfying, though they did not demonstrate the superiority of ecological environments in eliciting natural gestures. Further studies should determine the extent of kinematic similarity required to obtain functional gains in VR-based upper limb rehabilitation.

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Data availability

Data are available upon request to the corresponding author.

Notes

  1. HTC devices description is available at: https://www.vive.com/eu/.

  2. Oculus devices description is available at: https://www.oculus.com/.

  3. HMD Geometry Database, available at: https://risa2000.github.io/hmdgdb/.

  4. Cybergrasp system v2.0 user-guide: https://www.upc.edu/sct/documents_equipament/d_184_id-485.pdf.

  5. Unity Real-Time Development Platform, available at: https://unity.com.

  6. Steam VR, available at: https://store.steampowered.com/steamvr.

  7. VICON VR Alignment Tool, available at: https://www.Vicon.com/Software/ Utilities-and-Sdk/vr-Alignment-Tool/.

  8. VICON Datastream SDK, available at: https://www.Vicon.Com/Software/ Datastream-Sdk/.

  9. VICON Nexus, Available at: https://www.Vicon.Com/Software/Nexus/.

  10. Full Body Modeling with Plug-in Gait, available at: https://docs.Vicon.com/Display/Nexus210/Plug-In+Gait+Reference+Guide.

  11. HTC Vive setting up room-scale play area, available at: https://www.vive.com/nz/support/vive-pro-hmd/category_howto/setting-up-room-scale-play-area.html

  12. Calibrate a VICON system, available at: https://docs.vicon.com/display/Nexus27/Calibrate+a+Vicon+system

  13. Create a new subject from a template, available at: https://docs.vicon.com/display/Nexus27/Create+a+new+subject+from+a+template

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Acknowledgements

The authors would like to acknowledge Dr. Lize Wilders and of Dr. Cheriel Hofstad for their help in the performance of the study.

Funding

This work received no specific funding.

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SA, NK, GF, and MS had contributed to conceptualization; SA and NK were involved in methodology; SA and GP took part in software and investigation; SA prepared the original draft; NK, GP, GF, and MS wrote, reviewed, and edited the manuscript; NK and MS helped with resources; and GF and MS carried out supervision.

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Correspondence to Sara Arlati.

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Arlati, S., Keijsers, N., Paolini, G. et al. Kinematics of aimed movements in ecological immersive virtual reality: a comparative study with real world. Virtual Reality 26, 885–901 (2022). https://doi.org/10.1007/s10055-021-00603-5

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  • DOI: https://doi.org/10.1007/s10055-021-00603-5

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