Evidence map›Paper›PMID 29293512›Full record

ArticlePloS one2018

Missing depth cues in virtual reality limit performance and quality of three dimensional reaching movements.

Nicolas Gerig, Johnathan Mayo, Kilian Baur, Frieder Wittmann, Robert Riener, Peter Wolf

Abstract read
In one paragraph

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.

0numbers the graph read from it
0cells of the map it votes in
16citing papers in PubMed
–field-weighted citation impact
1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.

2 · The registry

The trial behind it

Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.

Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.

3 · Its place in the literature

Who cites it

16 citing papers in PubMed.

  1. Trial
  2. Review
  3. Article
  4. Observational
  5. 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 · 2024
    Article
  6. Article
  7. Article
  8. Review
  9. Article
  10. Article
  11. Article
  12. Spatially resolved transcriptomics in immersive environments.Visual computing for industry, biomedicine, and art · 2022
    Article
  13. Article
  14. Article
  15. Article
  16. Review
4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

6 authors.

Nicolas GerigSensory-Motor Systems Lab, Department of Health Science and Technology, Swiss Federal Institute of Technology, Zurich, Switzerland.ORCID 0000-0002-2119-4620
Johnathan MayoSensory-Motor Systems Lab, Department of Health Science and Technology, Swiss Federal Institute of Technology, Zurich, Switzerland.
Kilian BaurSensory-Motor Systems Lab, Department of Health Science and Technology, Swiss Federal Institute of Technology, Zurich, Switzerland.
Frieder WittmannRehabilitation Engineering Lab, Department of Health Science and Technology, Swiss Federal Institute of Technology, Zurich, Switzerland.
Robert RienerSensory-Motor Systems Lab, Department of Health Science and Technology, Swiss Federal Institute of Technology, Zurich, Switzerland.
Peter WolfSensory-Motor Systems Lab, Department of Health Science and Technology, Swiss Federal Institute of Technology, Zurich, Switzerland.

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

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.

Indexed as

CuesDepth PerceptionVirtual RealityAdultBiomechanical PhenomenaFemaleHandHumansLinear ModelsMalePsychomotor PerformanceTask Performance and Analysis

Identifiers

PMID29293512
PMCPMC5749675

What OpenQuestion holds

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Registered trials

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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.