ArticlePloS one2018
Missing depth cues in virtual reality limit performance and quality of three dimensional reaching movements.
Article in PloS one, 2018. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 16 papers.
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Who cites it
16 citing papers in PubMed.
- Transfer of motor skill between virtual reality viewed using a head-mounted display and conventional screen environments.Journal of neuroengineering and rehabilitation · 2020Trial
- Virtual Reality: A New Frontier of Physical Rehabilitation.Sensors (Basel, Switzerland) · 2025Review
- Obstacle avoidance of physical, stereoscopic, and pictorial objects.Virtual reality · 2025Article
- Influence of virtual reality and task complexity on digital health metrics assessing upper limb function.Journal of neuroengineering and rehabilitation · 2024Observational
- Designing and Analyzing In-Place Motor Tasks in Virtual Reality With Goal Functions.IEEE transactions on neural systems and rehabilitation engineering : a publication of the IEEE Engineering in Medicine and Biology Society · 2024Article
- The assessment of presence and performance in an AR environment for motor imitation learning: A case-study on violinists.Computers in human behavior · 2023Article
- Movement kinematic and postural control differences when performing a visuomotor skill in real and virtual environments.Experimental brain research · 2023Article
- Investigating and acquiring motor expertise using virtual reality.Journal of neurophysiology · 2023Review
- Effect of immersive visualization technologies on cognitive load, motivation, usability, and embodiment.Virtual reality · 2023Article
- Enhancing motor imagery detection efficacy using multisensory virtual reality priming.Frontiers in neuroergonomics · 2023Article
- Naturalistic visualization of reaching movements using head-mounted displays improves movement quality compared to conventional computer screens and proves high usability.Journal of neuroengineering and rehabilitation · 2022Article
- Spatially resolved transcriptomics in immersive environments.Visual computing for industry, biomedicine, and art · 2022Article
- Clinical validation of kinematic assessments of post-stroke upper limb movements with a multi-joint arm exoskeleton.Journal of neuroengineering and rehabilitation · 2021Article
- Accuracy and precision of stimulus timing and reaction times with Unreal Engine and SteamVR.PloS one · 2020Article
- A data-driven framework for selecting and validating digital health metrics: use-case in neurological sensorimotor impairments.NPJ digital medicine · 2020Article
- Learning and transfer of complex motor skills in virtual reality: a perspective review.Journal of neuroengineering and rehabilitation · 2019Review
Corrections and comments
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Authors and funding
6 authors.
Funding
No grant is acknowledged in the PubMed record.
Abstract
backgroundGoal-directed reaching for real-world objects by humans is enabled through visual depth cues. In virtual environments, the number and quality of available visual depth cues is limited, which may affect reaching performance and quality of reaching movements.
methodsWe assessed three-dimensional reaching movements in five experimental groups each with ten healthy volunteers. Three groups used a two-dimensional computer screen and two groups used a head-mounted display. The first screen group received the typically recreated visual depth cues, such as aerial and linear perspective, occlusion, shadows, and texture gradients. The second screen group received an abstract minimal rendering lacking those. The third screen group received the cues of the first screen group and absolute depth cues enabled by retinal image size of a known object, which realized with visual renderings of the handheld device and a ghost handheld at the target location. The two head-mounted display groups received the same virtually recreated visual depth cues as the second or the third screen group respectively. Additionally, they could rely on stereopsis and motion parallax due to head-movements. RESULTS AND
conclusionAll groups using the screen performed significantly worse than both groups using the head-mounted display in terms of completion time normalized by the straight-line distance to the target. Both groups using the head-mounted display achieved the optimal minimum in number of speed peaks and in hand path ratio, indicating that our subjects performed natural movements when using a head-mounted display. Virtually recreated visual depth cues had a minor impact on reaching performance. Only the screen group with rendered handhelds could outperform the other screen groups. Thus, if reaching performance in virtual environments is in the main scope of a study, we suggest applying a head-mounted display. Otherwise, when two-dimensional screens are used, achievable performance is likely limited by the reduced depth perception and not just by subjects' motor skills.
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Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.