ArticleExperimental brain research2019
Going offline: differences in the contributions of movement control processes when reaching in a typical versus novel environment.
Article in Experimental brain research, 2019. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 7 papers.
What it found
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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.
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Who cites it
7 citing papers in PubMed.
- Engaging in target choice enhances explicit visuomotor adaptation.Experimental brain research · 2026Article
- Get in the Virtual Hole! Examination of Gaze and Performance of Experts, Athletes, and Novices While Putting in Virtual Reality and in the Real-World.European journal of sport science · 2025Article
- Movement kinematic and postural control differences when performing a visuomotor skill in real and virtual environments.Experimental brain research · 2023Article
- A Narrative Review of the Current State of Extended Reality Technology and How it can be Utilised in Sport.Sports medicine (Auckland, N.Z.) · 2022Review
- Assessing visually guided reaching in people with multiple sclerosis with and without self-reported upper limb impairment.PloS one · 2022Article
- A Framework for the Testing and Validation of Simulated Environments in Experimentation and Training.Frontiers in psychology · 2020Review
- Virtually the same? How impaired sensory information in virtual reality may disrupt vision for action.Experimental brain research · 2019Review
Corrections and comments
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Authors and funding
3 authors.
Funding
No grant is acknowledged in the PubMed record.
Abstract
Human movements are remarkably adaptive. We are capable of completing movements in a novel visuomotor environment with similar accuracy to those performed in a typical environment. In the current study, we examined if the control processes underlying movements under typical conditions were different from those underlying novel visuomotor conditions. 16 participants were divided into two groups, one receiving continuous visual feedback during all reaches (CF), and the other receiving terminal feedback regarding movement endpoint (TF). Participants trained in a virtual environment by completing 150 reaches to three targets when (1) a cursor accurately represented their hand motion (i.e., typical environment) and (2) a cursor was rotated 45° clockwise relative to their hand motion (i.e., novel environment). Analyses of within-trial measures across 150 reaching trials revealed that participants were able to demonstrate similar movement outcomes (i.e., movement time and angular errors) regardless of visual feedback or reaching environment by the end of reach training. Furthermore, a reduction in variability across several measures (i.e., reaction time, movement time, time after peak velocity, and jerk score) over time showed that participants improved the consistency of their movements in both reaching environments. However, participants took more time and were less consistent in the timing of initiating their movements when reaching in a novel environment compared to reaching in a typical environment, even at the end of training. As well, angular error variability at different proportions of the movement trajectory was consistently greater when reaching in a novel environment across trials and within a trial. Together, the results suggest a greater contribution of offline control processes and less effective online corrective processes when reaching in a novel environment compared to when reaching in a typical environment.
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Registered trials
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