ArticleFrontiers in robotics and AI2019
Superimposed Skilled Performance in a Virtual Mirror Improves Motor Performance and Cognitive Representation of a Full Body Motor Action.
Article in Frontiers in robotics and AI, 2019. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 8 papers, 2 of them syntheses that pooled it.
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Who cites it
8 citing papers in PubMed, 2 syntheses or guidelines pooled it, 34 citations in OpenAlex.
- Sports training in virtual reality with a focus on visual perception: a systematic review.Frontiers in sports and active living · 2025Pooled it
- Brain-computer interface robotics for hand rehabilitation after stroke: a systematic review.Journal of neuroengineering and rehabilitation · 2021Pooled it
- Gaze Allocation and Performance Across Task-Demand Conditions During Squat-Based Exergaming: Pilot Study Using Eye Tracking.JMIR rehabilitation and assistive technologies · 2026Article
- Effectiveness of virtual reality games on the specific sport skills of adolescents.BMC sports science, medicine & rehabilitation · 2025Article
- Immersive virtual reality for learning exoskeleton-like virtual walking: a feasibility study.Journal of neuroengineering and rehabilitation · 2024Article
- Empirical relationships between algorithmic SDA-M-based memory assessments and human errors in manual assembly tasks.Scientific reports · 2021Article
- Editorial: Progress in Computer Gaming and Esports: Neurocognitive and Motor Perspectives.Frontiers in psychology · 2021Article
- Effects of body visualization on performance in head-mounted display virtual reality.PloS one · 2020Article
Corrections and comments
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Authors and funding
6 authors at 1 institution in 1 country.
Funding
No grant is acknowledged in the PubMed record.
Abstract
Feedback is essential for skill acquisition as it helps identifying and correcting performance errors. Nowadays, Virtual Reality can be used as a tool to guide motor learning, and to provide innovative types of augmented feedback that exceed real world opportunities. Concurrent feedback has shown to be especially beneficial for novices. Moreover, watching skilled performances helps novices to acquire a motor skill, and this effect depends on the perspective taken by the observer. To date, however, the impact of watching one's own performance together with full body superimposition of a skilled performance, either from the front or from the side, remains to be explored. Here we used an immersive, state-of-the-art, low-latency cave automatic virtual environment (CAVE), and we asked novices to perform squat movements in front of a virtual mirror. Participants were assigned to one of three concurrent visual feedback groups: participants either watched their own avatar performing full body movements or were presented with the movement of a skilled individual superimposed on their own performance during movement execution, either from a frontal or from a side view. Motor performance and cognitive representation were measured in order to track changes in movement quality as well as motor memory across time. Consistent with our hypotheses, results showed an advantage of the groups that observed their own avatar performing the squat together with the superimposed skilled performance for some of the investigated parameters, depending on perspective. Specifically, for the deepest point of the squat, participants watching the squat from the front adapted their height, while those watching from the side adapted their backward movement. In a control experiment, we ruled out the possibility that the observed improvements were due to the mere fact of performing the squat movements-irrespective of the type of visual feedback. The present findings indicate that it can be beneficial for novices to watch themselves together with a skilled performance during execution, and that improvement depends on the perspective chosen.
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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.