Coordination of reach-to-grasp in physical and haptic-free virtual environments

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 performe...

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Main Authors: Mariusz P. Furmanek, Luis F. Schettino, Mathew Yarossi, Sofia Kirkman, Sergei V. Adamovich, Eugene Tunik
Format: Article
Language:English
Published: BMC 2019-06-01
Series:Journal of NeuroEngineering and Rehabilitation
Subjects:
Online Access:http://link.springer.com/article/10.1186/s12984-019-0525-9
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spelling doaj-7678bc859dd04564840cb9d0cbb9ac1b2020-11-25T03:12:43ZengBMCJournal of NeuroEngineering and Rehabilitation1743-00032019-06-0116111410.1186/s12984-019-0525-9Coordination of reach-to-grasp in physical and haptic-free virtual environmentsMariusz P. Furmanek0Luis F. Schettino1Mathew Yarossi2Sofia Kirkman3Sergei V. Adamovich4Eugene Tunik5Department of Physical Therapy, Movement, and Rehabilitation Science, Northeastern UniversityPsychology Department, Lafayette CollegeDepartment of Physical Therapy, Movement, and Rehabilitation Science, Northeastern UniversityDepartment of Physical Therapy, Movement, and Rehabilitation Science, Northeastern UniversityDepartment of Biomedical Engineering, NJIT, 323 Dr. Martin Luther King Jr. BoulevardDepartment of Physical Therapy, Movement, and Rehabilitation Science, Northeastern UniversityAbstract 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.http://link.springer.com/article/10.1186/s12984-019-0525-9Virtual realityKinematicsPrehensionReach-to-grasp phasesCollision detection
collection DOAJ
language English
format Article
sources DOAJ
author Mariusz P. Furmanek
Luis F. Schettino
Mathew Yarossi
Sofia Kirkman
Sergei V. Adamovich
Eugene Tunik
spellingShingle Mariusz P. Furmanek
Luis F. Schettino
Mathew Yarossi
Sofia Kirkman
Sergei V. Adamovich
Eugene Tunik
Coordination of reach-to-grasp in physical and haptic-free virtual environments
Journal of NeuroEngineering and Rehabilitation
Virtual reality
Kinematics
Prehension
Reach-to-grasp phases
Collision detection
author_facet Mariusz P. Furmanek
Luis F. Schettino
Mathew Yarossi
Sofia Kirkman
Sergei V. Adamovich
Eugene Tunik
author_sort Mariusz P. Furmanek
title Coordination of reach-to-grasp in physical and haptic-free virtual environments
title_short Coordination of reach-to-grasp in physical and haptic-free virtual environments
title_full Coordination of reach-to-grasp in physical and haptic-free virtual environments
title_fullStr Coordination of reach-to-grasp in physical and haptic-free virtual environments
title_full_unstemmed Coordination of reach-to-grasp in physical and haptic-free virtual environments
title_sort coordination of reach-to-grasp in physical and haptic-free virtual environments
publisher BMC
series Journal of NeuroEngineering and Rehabilitation
issn 1743-0003
publishDate 2019-06-01
description 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.
topic Virtual reality
Kinematics
Prehension
Reach-to-grasp phases
Collision detection
url http://link.springer.com/article/10.1186/s12984-019-0525-9
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