Trial reportJournal of neuroengineering and rehabilitation2020
Transfer of motor skill between virtual reality viewed using a head-mounted display and conventional screen environments.
Trial report in Journal of neuroengineering and rehabilitation, 2020. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 13 papers.
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.
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.
Who cites it
13 citing papers in PubMed, 34 citations in OpenAlex.
- Differences in the early stages of motor learning between visual-motor illusion and action observation.Scientific reports · 2023Trial
- Sequential motor learning transfers from real to virtual environment.Journal of neuroengineering and rehabilitation · 2021Trial
- Teaching through technology: comparing student experiences of VR and computer simulations in orthoptics education.Bioelectronic medicine · 2026Article
- Comparing Immersive and Non-Immersive VR: Effects on Spatial Learning and Aesthetic Experience in Museum Settings.Brain sciences · 2025Article
- Comparing object lifting kinematics and the size-weight illusion between physical reality and virtual reality.Attention, perception & psychophysics · 2025Article
- Anodal cerebellar t-DCS impacts skill learning and transfer on a robotic surgery training task.Scientific reports · 2023Article
- Head mounted display effect on vestibular rehabilitation exercises performance.Journal of frailty, sarcopenia and falls · 2023Article
- Head-Mounted Display for Clinical Evaluation of Neck Movement Validation with Meta Quest 2.Sensors (Basel, Switzerland) · 2023Article
- Association between anxiety and skin conductance according to the intensity of shaking of virtual reality images.Frontiers in psychiatry · 2023Article
- Increased cognitive load in immersive virtual reality during visuomotor adaptation is associated with decreased long-term retention and context transfer.Journal of neuroengineering and rehabilitation · 2022Article
- Conducting a VR Clinical Trial in the Era of COVID-19.Frontiers in virtual reality · 2021Article
- Transference of spatial and visual memory from virtual environments to the real world. Implications for clinical and health interventions.International journal of clinical and health psychology : IJCHPArticle
- The need and art of establishing skill and simulation centers to strengthen skill-based medical education: Learning insights and experience.Annals of African medicineArticle
Corrections and comments
PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.
Authors and funding
2 authors at 1 institution in 1 country.
Funding
Abstract
backgroundVirtual reality viewed using a head-mounted display (HMD-VR) has the potential to be a useful tool for motor learning and rehabilitation. However, when developing tools for these purposes, it is important to design applications that will effectively transfer to the real world. Therefore, it is essential to understand whether motor skills transfer between HMD-VR and conventional screen-based environments and what factors predict transfer.
methodsWe randomized 70 healthy participants into two groups. Both groups trained on a well-established measure of motor skill acquisition, the Sequential Visual Isometric Pinch Task (SVIPT), either in HMD-VR or in a conventional environment (i.e., computer screen). We then tested whether the motor skills transferred from HMD-VR to the computer screen, and vice versa. After the completion of the experiment, participants responded to questions relating to their presence in their respective training environment, age, gender, video game use, and previous HMD-VR experience. Using multivariate and univariate linear regression, we then examined whether any personal factors from the questionnaires predicted individual differences in motor skill transfer between environments.
resultsOur results suggest that motor skill acquisition of this task occurs at the same rate in both HMD-VR and conventional screen environments. However, the motor skills acquired in HMD-VR did not transfer to the screen environment. While this decrease in motor skill performance when moving to the screen environment was not significantly predicted by self-reported factors, there were trends for correlations with presence and previous HMD-VR experience. Conversely, motor skills acquired in a conventional screen environment not only transferred but improved in HMD-VR, and this increase in motor skill performance could be predicted by self-reported factors of presence, gender, age and video game use.
conclusionsThese findings suggest that personal factors may predict who is likely to have better transfer of motor skill to and from HMD-VR. Future work should examine whether these and other predictors (i.e., additional personal factors such as immersive tendencies and task-specific factors such as fidelity or feedback) also apply to motor skill transfer from HMD-VR to more dynamic physical environments.
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What OpenQuestion holds
Registered trials
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.