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Embodied virtual reality for the study of real-world motor learning

View ORCID ProfileShlomi Haar, Guhan Sundar, View ORCID ProfileA. Aldo Faisal
doi: https://doi.org/10.1101/2020.03.19.998476
Shlomi Haar
1Brain and Behaviour Lab: Dept. of Bioengineering, Imperial College London, London, UK
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  • ORCID record for Shlomi Haar
  • For correspondence: s.haar@imperial.ac.uk aldo.faisal@imperial.ac.uk
Guhan Sundar
1Brain and Behaviour Lab: Dept. of Bioengineering, Imperial College London, London, UK
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A. Aldo Faisal
1Brain and Behaviour Lab: Dept. of Bioengineering, Imperial College London, London, UK
2Brain and Behaviour Lab: Dept. of Computing, Imperial College London, London, UK
3Brain and Behaviour Lab: UKRI Centre for Doctoral Training in AI for Healthcare, Imperial College London, London, UK
4Brain and Behaviour Lab: MRC London Institute of Medical Sciences, Imperial College London, London, UK
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  • ORCID record for A. Aldo Faisal
  • For correspondence: s.haar@imperial.ac.uk aldo.faisal@imperial.ac.uk
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Abstract

Background The motor learning literature focuses on relatively simple laboratory-tasks due to their highly controlled manner and the ease to apply different manipulations to induce learning and adaptation. In recent work we introduced a billiards paradigm and demonstrated the feasibility of real-world neuroscience using wearables for naturalistic full-body motion tracking and mobile brain imaging. Here we developed an embodied virtual reality (VR) environment to our real-world billiards paradigm, which allows us to control the visual feedback for this complex real-world task, while maintaining the sense of embodiment.

Methods The setup was validated by comparing real-world ball trajectories with the embodied VR trajectories, calculated by the physics engine. We then ran our real-world learning protocol in the embodied VR. 10 healthy human subjects played repeated trials of the same billiard shot when they held the physical cue and hit a physical ball on the table while seeing it all in VR.

Results We found comparable learning trends in the embodied VR to those we previously reported in the real-world task.

Conclusions Embodied VR can be used for learning real-world tasks in a highly controlled VR environment which enables applying visual manipulations, common in laboratory-tasks and in rehabilitation, to a real-world full-body task. Such a setup can be used for rehabilitation, where the use of VR is gaining popularity but the transfer to the real-world is currently limited, presumably, due to the lack of embodiment. The embodied VR enables to manipulate feedback and apply perturbations to isolate and assess interactions between specific motor learning components mechanisms, thus enabling addressing the current questions of motor-learning in real-world tasks.

  • Abbreviations

    EVR
    Embodied virtual reality;
    DoF
    Degrees of freedom;
    MoCap
    Motion capture;
    SoE
    Sense of Embodiment;
    IMU
    inertial measurement unit;
    HMD
    head-mounted display;
    RMSE
    root mean squared error;
    GV
    generalized variance;
    PCA
    Principal component analysis;
    VPE
    Velocity profile error;
  • Copyright 
    The copyright holder for this preprint is the author/funder, who has granted bioRxiv a license to display the preprint in perpetuity. All rights reserved. No reuse allowed without permission.
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    Posted March 20, 2020.
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    Embodied virtual reality for the study of real-world motor learning
    Shlomi Haar, Guhan Sundar, A. Aldo Faisal
    bioRxiv 2020.03.19.998476; doi: https://doi.org/10.1101/2020.03.19.998476
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    Embodied virtual reality for the study of real-world motor learning
    Shlomi Haar, Guhan Sundar, A. Aldo Faisal
    bioRxiv 2020.03.19.998476; doi: https://doi.org/10.1101/2020.03.19.998476

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