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Virtual Reality Display Influences Dynamic Movement Patterns in Gaming-Based Research Samuel T. Leitkam 1 , Rhea Proctor 2 , Jenna Cost 2 , Megan E. Applegate 2 , Christopher R. France 4 , James S. Thomas 1,2,3 1 Ohio Musculoskeletal & Neurological Institute, Ohio University, 2 School of Rehabilitation and Communication Sciences, Division of Physical Therapy, 3 Department of Biomedical Sciences College of Osteopathic Medicine, 4 Department of Psychology, Ohio University, Athens, OH At intercept, the vertical and lateral hand positions showed no difference between the two displays (Fig. 5). At intercept, the anterior hand position was on average 16.5 ± 3.6 cm closer to the body in 3D- TV compared to OR (p<0.05; Fig. 5). When playing dodgeball with the OR, for any given impact location, subjects chose to intercept the balls further away from their body compared to games played with the 3D-TV. Hand position did not show a statistically significant relationship with the lumbar angle at target intercept (Fig. 5). As shown in Figure 6, joint excursions of the ankle, knee, hip, lumbar spine, and shoulder were greater in OR compared to 3D-TV (p<0.05). Display type resulted in angular excursions that were very different for successful intercepts of balls launched to the same location. Gaming in virtual reality is increasingly being investigated as a clinical tool to promote movement and rehabilitation. The purpose of this study was to determine if the type of display used in a virtual reality (VR) game affected the movement patterns used in performing a kinematically redundant dynamic task. Participants Seventeen subjects (10 male, 7 female) aged 18-35 played the same VR dodgeball game under two different display conditions. Test Conditions Condition 1: 3D-TV Presentation In the 3D-TV display, the subject wore 3D shutter glasses and was oriented to their avatar on the 3D-TV in the third person perspective (Fig. 1A,1B). Condition 2: Oculus Rift (OR) Presentation In the OR display, the subject wore a head mounted display and was oriented to their avatar in the first person perspective (Fig. 1C,1D) Order of display was randomized for each subject. Gameplay Thirty virtual balls were launched at the subjects during each round. Subjects scored points by successfully positioning the virtual ball held in both hands to intercept each launched ball. The tasks required both appropriate joint excursions and the correct timing of these excursions to block the launched ball. The tasks required dynamic movement. The tasks allowed redundant movement solutions for successful completion. The impact locations were scaled to the anthropometrics of each subject to normalize the amount of theoretical lumbar flexion required to block each launched ball (Fig. 2). For each subject, the impact locations of the launched balls were randomized, but identical for the games played in each display. The vertical range of impact locations was increased for each successive level of the game, requiring greater movement to reach the lowest balls (Fig. 3). Data Collection The kinematics, as measured with Vicon Bonita cameras, Vicon Tracker, and The MotionMonitor were defined by angular excursions between a neutral posture and posture at time of intercept of the launched ball. Measures Excursions of the ankle, knee, hip, lumbar spine, shoulder, and elbow were analyzed. Position of the centroid of the hands at intercept of the launched ball was extracted. Statistical Analyses Mixed-model MANOVAs were performed with display (3D-TV, OR) and projected impact location (high, middle, low) as within subject factors and sex as the between subjects factor. Introduction Methods Results Conclusions Lumbar Angle at Contact (degrees) This study was funded by the NIH R21 AR064430-01A1. Ohio University IRB #15X002 Figure 2: Theoretical framework for selecting the impact locations of each round of gameplay. Five impact heights (IH) were chosen spanning the distance from the head to the height to the lowest impact location determined by a theoretical amount of lumbar flexion. Figure 3: Range of impact locations for each of the levels. Levels corresponded to the lowest targets requiring no lumbar flexion and 15, 30, and 60 degrees of lumbar flexion. Figure 6: The effect of display type on joint excursions at each impact height (IH) collapsed across game levels, sets, and trials (i.e. balls thrown). A) Ankle B) Knee C) Hip D) Lumbar spine E) Shoulder F) Elbow. NS = not significant. Unless noted by NS, all differences were significant (p 0.05). These results together show that the type of display used in a VR game will have a significant effect on the kinematic patterns used to play the game. Greater overall angular movement is expected for VR games with first-person perspective in comparison to 3D-TV games with a third-person perspective. The theoretical model of inducing precise lumbar motions through targeting hand positions is insufficiently robust for this dynamic, kinematically redundant task, and a better model is needed for future research seeking to induce lumbar motion with virtual dodgeball gameplay. Figure 5: Hand position at time of ball contact for all games for all subjects shown in the sagittal plane. A) Results of the games played on the 3D-TV. B) Results of the games played on the Oculus Rift. Trials that were successfully blocked are colored-in corresponding to the degree of lumbar flexion that was utilized at the time of ball contact. The origin is set to the center of medial malleoli of the ankles. Significant differences were shown between the two displays for anterior hand displacement at contact (p 0.05). Figure 1: Visual representations of the game. A) Individual playing game on 3D-TV while controlling avatar in third-person view. B) Participant’s third-person view of avatar on the 3D-TV. C) Participant’s first-person view in Oculus Rift. D) Individual playing game while wearing the Oculus Rift headset with scene duplicated on the TV . Figure 4: Launched ball trajectories for a single level of the game NS NS NS Impact Height IH1 IH2 IH3 IH4 Ankle Dorsiflexion (degrees) 0 20 40 60 80 3DTV Oculus Impact Height IH1 IH2 IH3 IH4 Knee Flexion (degrees) 0 20 40 60 80 Impact Height IH1 IH2 IH3 IH4 Hip Flexion (degrees) 0 20 40 60 80 Impact Height IH1 IH2 IH3 IH4 Lumbar Flexion (degrees) 0 20 40 60 80 Impact Height IH1 IH2 IH3 IH4 Shoulder Flexion (degrees) 0 20 40 60 80 Impact Height IH1 IH2 IH3 IH4 Elbow flexion (degrees) -80 -60 -40 -20 0 1A 1B 1C 1D 6A 6D 6B 6E 6C 6F 5A 5B
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Virtual Reality Display Influences Dynamic … 2015- Poster - Game...Virtual Reality Display Influences Dynamic Movement Patterns in Gaming-Based Research Samuel T. Leitkam1, Rhea

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Page 1: Virtual Reality Display Influences Dynamic … 2015- Poster - Game...Virtual Reality Display Influences Dynamic Movement Patterns in Gaming-Based Research Samuel T. Leitkam1, Rhea

Virtual Reality Display Influences Dynamic Movement Patterns

in Gaming-Based Research

Samuel T. Leitkam1, Rhea Proctor2, Jenna Cost2, Megan E. Applegate2, Christopher R. France4, James S. Thomas1,2,3

1Ohio Musculoskeletal & Neurological Institute, Ohio University, 2School of Rehabilitation and Communication Sciences, Division of Physical Therapy, 3Department of Biomedical Sciences College of Osteopathic Medicine, 4Department of Psychology, Ohio University, Athens, OH

• At intercept, the vertical and lateral hand

positions showed no difference between the two

displays (Fig. 5).

• At intercept, the anterior hand position was on

average 16.5 ± 3.6 cm closer to the body in 3D-

TV compared to OR (p<0.05; Fig. 5).

• When playing dodgeball with the OR, for

any given impact location, subjects chose

to intercept the balls further away from

their body compared to games played with

the 3D-TV.

• Hand position did not show a statistically

significant relationship with the lumbar angle at

target intercept (Fig. 5).

• As shown in Figure 6, joint excursions of the

ankle, knee, hip, lumbar spine, and shoulder

were greater in OR compared to 3D-TV

(p<0.05).

• Display type resulted in angular

excursions that were very different for

successful intercepts of balls launched to

the same location.

• Gaming in virtual reality is increasingly being investigated as a

clinical tool to promote movement and rehabilitation.

• The purpose of this study was to determine if the type of

display used in a virtual reality (VR) game affected the

movement patterns used in performing a kinematically

redundant dynamic task.

• Participants

• Seventeen subjects (10 male, 7 female) aged 18-35 played

the same VR dodgeball game under two different display

conditions.

• Test Conditions

• Condition 1: 3D-TV Presentation

• In the 3D-TV display, the subject wore 3D shutter

glasses and was oriented to their avatar on the 3D-TV

in the third person perspective (Fig. 1A,1B).

• Condition 2: Oculus Rift (OR) Presentation

• In the OR display, the subject wore a head mounted

display and was oriented to their avatar in the first

person perspective (Fig. 1C,1D)

• Order of display was randomized for each subject.

• Gameplay

• Thirty virtual balls were launched at the subjects during each

round. Subjects scored points by successfully positioning the

virtual ball held in both hands to intercept each launched ball.

• The tasks required both appropriate joint excursions

and the correct timing of these excursions to block the

launched ball.

• The tasks required dynamic movement.

• The tasks allowed redundant movement solutions for

successful completion.

• The impact locations were scaled to the anthropometrics of

each subject to normalize the amount of theoretical lumbar

flexion required to block each launched ball (Fig. 2). For each

subject, the impact locations of the launched balls were

randomized, but identical for the games played in each

display.

• The vertical range of impact locations was increased for each

successive level of the game, requiring greater movement to

reach the lowest balls (Fig. 3).

• Data Collection

• The kinematics, as measured with Vicon Bonita cameras,

Vicon Tracker, and The MotionMonitor were defined by

angular excursions between a neutral posture and posture at

time of intercept of the launched ball.

• Measures

• Excursions of the ankle, knee, hip, lumbar spine, shoulder,

and elbow were analyzed.

• Position of the centroid of the hands at intercept of the

launched ball was extracted.

• Statistical Analyses

• Mixed-model MANOVAs were performed with display (3D-TV,

OR) and projected impact location (high, middle, low) as

within subject factors and sex as the between subjects factor.

Introduction

Methods

Results

Conclusions

Lu

mb

ar A

ngle

at

Con

tact (d

egre

es)

This study was funded by the NIH R21

AR064430-01A1.

Ohio University IRB #15X002

Figure 2: Theoretical framework for selecting the impact

locations of each round of gameplay. Five impact heights (IH)

were chosen spanning the distance from the head to the

height to the lowest impact location determined by a

theoretical amount of lumbar flexion.

Figure 3: Range of impact locations for each of the levels.

Levels corresponded to the lowest targets requiring no

lumbar flexion and 15, 30, and 60 degrees of lumbar flexion.

Figure 6: The effect of display type on joint excursions at

each impact height (IH) collapsed across game levels,

sets, and trials (i.e. balls thrown). A) Ankle B) Knee C) Hip

D) Lumbar spine E) Shoulder F) Elbow. NS = not

significant. Unless noted by NS, all differences were

significant (p ≤ 0.05).

• These results together show that the type of

display used in a VR game will have a significant

effect on the kinematic patterns used to play the

game.

• Greater overall angular movement is expected

for VR games with first-person perspective in

comparison to 3D-TV games with a third-person

perspective.

• The theoretical model of inducing precise lumbar

motions through targeting hand positions is

insufficiently robust for this dynamic,

kinematically redundant task, and a better model

is needed for future research seeking to induce

lumbar motion with virtual dodgeball gameplay.

Figure 5: Hand position at time of ball contact for all games for all subjects shown in the sagittal plane. A) Results of the

games played on the 3D-TV. B) Results of the games played on the Oculus Rift. Trials that were successfully blocked are

colored-in corresponding to the degree of lumbar flexion that was utilized at the time of ball contact. The origin is set to the

center of medial malleoli of the ankles. Significant differences were shown between the two displays for anterior hand

displacement at contact (p ≤ 0.05).

Figure 1: Visual representations of the game. A) Individual playing game on 3D-TV while controlling avatar in third-person view.

B) Participant’s third-person view of avatar on the 3D-TV. C) Participant’s first-person view in Oculus Rift. D) Individual playing

game while wearing the Oculus Rift headset with scene duplicated on the TV.

Figure 4: Launched ball trajectories for a single level of the

game

NS

NS NS

Impact Height

IH1 IH2 IH3 IH4

Ankle

Dors

ifle

xio

n (

degre

es)

0

20

40

60

80 3DTV

Oculus

Impact Height

IH1 IH2 IH3 IH4

Knee F

lexio

n (

degre

es)

0

20

40

60

80

Impact Height

IH1 IH2 IH3 IH4

Hip

Fle

xio

n (

degre

es)

0

20

40

60

80

Impact Height

IH1 IH2 IH3 IH4

Lum

bar

Fle

xio

n (

degre

es)

0

20

40

60

80

Impact Height

IH1 IH2 IH3 IH4

Should

er

Fle

xio

n (

degre

es)

0

20

40

60

80

Impact Height

IH1 IH2 IH3 IH4

Elb

ow

fle

xio

n (

degre

es)

-80

-60

-40

-20

0

1A 1B 1C 1D

6A 6D

6B 6E

6C 6F

5A 5B