Virtual Reality is a versatile platform to study human behavior in simulated environments and to develop interventions for functional rehabilitation. In this work, we designed a dual-task paradigm in a virtual environment where both tasks demand motor skills. Twenty-one healthy adults (mean age: 24.1 years) participated in this study. The experiment involved three conditions - normal overground walking, catch and throw a ball while standing, and catch and throw a ball while walking overground -all in the virtual environment. We investigated the dual-task gait characteristics and their correlations with outcomes from cognitive assessments. Results show that subjects walk conservatively with smaller stride lengths, larger stride widths and stride time while catching and throwing. However, they are able to throw the balls more accurately at the target and achieve higher scores. During the dual-task throw, we observed that the participants threw more balls during the stance phase of the gait when the foot was in the terminal stance and pre-swing region. During this region, the body has forward momentum. In addition, the changes in gait characteristics during dual-task throw correlate well with outcome measures in standardized cognitive tests. This study provides a new and engaging paradigm to analyze dual-motor-task cost in a virtual reality environment and it can be used as a basis to compare strategies adopted by different population groups with healthy young adults to execute coordinated motor tasks.
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http://dx.doi.org/10.1109/TNSRE.2020.2999352 | DOI Listing |
Disabil Rehabil
January 2025
CanChild Center for Childhood-Onset Disability Research, McMaster University, Hamilton, Canada.
Purpose: This study explores the experiences of autistic youth and neurodivergent job coaches during a job training program.
Methods: Interpretive Description methodology guided this study. Two researchers facilitated virtual focus groups with autistic students and neurodivergent job coaches separately before (n = 14) and after (n = 12) the program.
J Dent Sci
December 2024
School of Dentistry, National Taiwan University, Taipei, Taiwan.
Integrating augmented reality (AR) and virtual reality (VR) into dental surgery education and practice has significantly advanced the precision and interactivity of dental training and patient care. This narrative review summarizes findings from extensive literature searches conducted in PubMed, Cochrane Library, and Embase, highlighting AR and VR technologies transformative impact and current applications. Research shows that AR improves surgical precision by offering real-time data overlays during procedures, leading to better outcomes in operations like dental implant placements.
View Article and Find Full Text PDFJ Dent Sci
December 2024
School of Dentistry, College of Dental Medicine, Kaohsiung Medical University, Kaohsiung, Taiwan.
Background/purpose: SimEx-Plus (EPED. Inc) was already a mature augmented reality (AR) dental training simulator that allowed students to have a high quality dental education practice. Now the EPCAD software has been further developed into a comprehensive computer-aided design software.
View Article and Find Full Text PDFZ Kinder Jugendpsychiatr Psychother
January 2025
Lehrstuhl für Medieninformatik | Entertainment Computing Group, Universität Duisburg-Essen, Deutschland.
Employing Emotional Virtual Characters for Teaching in Child and Adolescent Psychiatry Communication and interaction are central to teaching child and adolescent psychiatry, with practical exercises often needing more access to actual patients or actors. Virtual reality (VR) offers an innovative solution by enabling simulation-based learning. With the help of computer-generated, interactive characters, students can practice repeatedly and in a standardized way how to conduct a medical interview and acquire communication skills.
View Article and Find Full Text PDFBMJ Open
December 2024
KITE, University Health Network, Toronto, Ontario, Canada.
Introduction: Virtual reality (VR) technology is increasingly used by researchers and healthcare professionals as a therapeutic intervention to improve the quality of life of persons living with dementia (PLwD). However, most VR interventions to date have mainly been explored in long-term or community care settings, with fewer being explored at home. Setting is important, given that the majority of PLwD live at home and are cared for by their family care partners.
View Article and Find Full Text PDFEnter search terms and have AI summaries delivered each week - change queries or unsubscribe any time!