Imperial College London

Dr Shlomi Haar

Faculty of MedicineDepartment of Brain Sciences

Edmond and Lily Safra Research Fellow and UK DRI Fellow
 
 
 
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Contact

 

s.haar Website

 
 
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Location

 

Sir Michael Uren HubWhite City Campus

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Summary

 

Publications

Citation

BibTex format

@article{Haar:2021:10.1371/journal.pone.0245717,
author = {Haar, Millo S and Sundar, G and Faisal, A},
doi = {10.1371/journal.pone.0245717},
journal = {PLoS One},
title = {Embodied virtual reality for the study of real-world motor learning},
url = {http://dx.doi.org/10.1371/journal.pone.0245717},
volume = {16},
year = {2021}
}

RIS format (EndNote, RefMan)

TY  - JOUR
AB - Motor-learning literature focuses on simple laboratory-tasks due to their controlled manner and the ease to apply manipulations to induce learning and adaptation. Recently, we introduced a billiards paradigm and demonstrated the feasibility of real-world-neuroscience using wearables for naturalistic full-body motion-tracking and mobile-brain-imaging. Here we developed an embodied virtual-reality (VR) environment to our real-world billiards paradigm, which allows to control the visual feedback for this complex real-world task, while maintaining sense of embodiment. The setup was validated by comparing real-world ball trajectories with the trajectories of the virtual balls, calculated by the physics engine. We then ran our short-term motor learning protocol in the embodied VR. Subjects played billiard shots when they held the physical cue and hit a physical ball on the table while seeing it all in VR. We found comparable short-term motor learning trends in the embodied VR to those we previously reported in the physical real-world task. Embodied VR can be used for learning real-world tasks in a highly controlled environment which enables applying visual manipulations, common in laboratory-tasks and rehabilitation, to a real-world full-body task. Embodied VR enables to manipulate feedback and apply perturbations to isolate and assess interactions between specific motor-learning components, thus enabling addressing the current questions of motor-learning in real-world tasks. Such a setup can potentially be used for rehabilitation, where VR is gaining popularity but the transfer to the real-world is currently limited, presumably, due to the lack of embodiment.
AU - Haar,Millo S
AU - Sundar,G
AU - Faisal,A
DO - 10.1371/journal.pone.0245717
PY - 2021///
SN - 1932-6203
TI - Embodied virtual reality for the study of real-world motor learning
T2 - PLoS One
UR - http://dx.doi.org/10.1371/journal.pone.0245717
UR - http://hdl.handle.net/10044/1/87029
VL - 16
ER -