TY - GEN
T1 - Learning of Dexterous Object Manipulation in a Virtual Reality Environment
AU - Liu, Yiming
AU - Gunter, Clara
AU - Leib, Raz
AU - Franklin, David W.
N1 - Publisher Copyright:
© 2022 IEEE.
PY - 2022/1/1
Y1 - 2022/1/1
N2 - Humans have unrivalled abilities to perform dexterous object manipulation. This requires the sensorimotor system to quickly adapt to environmental changes and predictively counter act the external disturbances. Many studies have focused on the anticipatory control of digits with real-world experiments. However, examining manipulation using virtual reality with haptic devices expands the possibilities of investigation. In this work, participants grasped and lifted an inverted T-shaped object in a virtual reality setup. The graspable surface of the object was either constrained to a small area or unconstrained. The position of the object's center of mass changed between blocks, and the participants were asked to minimize the rotation of the object during the lift. Our results show that, consistent with the results of real-world experiments, participants gradually learn to adjust the digit positions and forces to predictively compensate for the torque due to the shifted center of mass prior to liftoff. The only major difference found was that the length of trials needed during the adaptation phase to each condition increased from 3 in real-world to 5 in virtual environment.
AB - Humans have unrivalled abilities to perform dexterous object manipulation. This requires the sensorimotor system to quickly adapt to environmental changes and predictively counter act the external disturbances. Many studies have focused on the anticipatory control of digits with real-world experiments. However, examining manipulation using virtual reality with haptic devices expands the possibilities of investigation. In this work, participants grasped and lifted an inverted T-shaped object in a virtual reality setup. The graspable surface of the object was either constrained to a small area or unconstrained. The position of the object's center of mass changed between blocks, and the participants were asked to minimize the rotation of the object during the lift. Our results show that, consistent with the results of real-world experiments, participants gradually learn to adjust the digit positions and forces to predictively compensate for the torque due to the shifted center of mass prior to liftoff. The only major difference found was that the length of trials needed during the adaptation phase to each condition increased from 3 in real-world to 5 in virtual environment.
UR - http://www.scopus.com/inward/record.url?scp=85138128822&partnerID=8YFLogxK
U2 - 10.1109/EMBC48229.2022.9871093
DO - 10.1109/EMBC48229.2022.9871093
M3 - Conference contribution
C2 - 36085806
AN - SCOPUS:85138128822
T3 - Proceedings of the Annual International Conference of the IEEE Engineering in Medicine and Biology Society, EMBS
SP - 4175
EP - 4178
BT - 44th Annual International Conference of the IEEE Engineering in Medicine and Biology Society, EMBC 2022
PB - Institute of Electrical and Electronics Engineers
T2 - 44th Annual International Conference of the IEEE Engineering in Medicine and Biology Society, EMBC 2022
Y2 - 11 July 2022 through 15 July 2022
ER -