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A. van den Berg

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Force perturbations during gait training can increase movement variability, which may support motor exploration and learning. However, when such perturbations are delivered through a robotic exoskeleton, they can also reduce perceived exoskeleton transparency, potentially hindering user acceptance. We tested whether visualizing continuous upper leg-level perturbations in immersive virtual reality (VR) could preserve their variability-enhancing effect while mitigating the cost to perceived transparency in a pelvis-centered walking task. Thirty healthy adults walked on a treadmill while wearing a robotic exoskeleton and performed a ball-in-cup task, requiring continuous mediolateral control of the pelvis. Participants trained under one of three conditions: Control (no perturbations), Perturbation (continuous noise-like multisine forces applied at the thighs), or Perturbation + Visual (same forces with a real-time, body-referenced force-beam visualization). Step-width variability was evaluated during Training. Task performance, intrinsic motivation, and perceived transparency were assessed across Baseline, Training, Retention, and a faster-speed Transfer test (120% of preferred speed). Both perturbation conditions significantly increased step-width variability during Training relative to Control, with no detectable difference between Perturbation and Perturbation + Visual. Task performance improved from Baseline to Retention and Transfer across all conditions, with no significant differences across conditions. Motivation did not differ between conditions either. Critically, perceived transparency decreased only in the non-visualized Perturbation condition and remained stable in both Control and Perturbation + Visual. Our results show that continuous leg-level perturbations reliably enrich lateral gait variability and that simple visual force cues can prevent a perceived transparency cost without compromising the variability manipulation. Future work should test adaptive dosing, multi-session training, and clinical cohorts with impaired lateral stability. ...

Effects of visual, auditory, and cognitive demands on mental workload

Introduction Immersive virtual reality applications are increasingly popular in entertainment, education, and professional training. While many aim for maximal realism, simplifying the virtual environment may offer benefits such as reducing mental workload and improving focus on core tasks. However, the impact of different types of demand on users’ mental workload remains unclear. Objective This study explored the impact of visual, auditory, and cognitive demands on users’ mental workload during a daily living activity in immersive virtual reality. Methods Twenty-four participants used a head-mounted display for a virtual shopping task, i.e., picking ten listed products from a shelf, under different conditions: visual demands (moving characters), auditory demands (background noise), cognitive demands (simultaneous arithmetic task), and a combination of all three. Mental workload measures included heart rate, pupil diameter, and self-reported mental demand & effort. Results The cognitively demanding secondary task induced the largest mental workload, significantly exceeding that of auditory and visual demands. For example, on a scale of 1 (low) to 10 (high), self-reported mental demand & effort was 4.40 for the moving characters, 5.00 for the background noise, 6.67 for the arithmetic task, and 7.17 for the combined condition. Biosignal differences were consistent within participants but were masked by high inter-individual variability. Conclusions In virtual shopping tasks, reducing enforced cognitive demands may be more effective for decreasing mental workload than reducing non-task-relevant visual or auditory demands. ...
Gait variability, the subtle fluctuations in walking patterns, is crucial for adaptation and motor learning. While existing methods to increase gait variability often rely on force-based perturbations, these can reduce motivation. This study explored if a subtle visual feedback distortion (VFD), applied to a first-person avatar's foot position in an immersive virtual reality environment, could increase gait variability without such a drawback. Twenty healthy adults walked on a treadmill wearing a head-mounted display and motion trackers, performing a stepping task under two conditions: with and without VFD. The VFD introduced a continuously changing, noise-like offset to the displayed foot positions, designed to be minimally noticeable. We quantified gait variability through the standard deviation of step width and step length and collected self-report measures on embodiment, motivation, and simulator sickness. We found that VFD significantly increased step width variability by about 15%, indicating enhanced lateral adaptability. In contrast, step length variability remained unchanged. Participants adjusted their foot placement in the opposite direction of the visual distortion, supporting the idea that proprioceptive recalibration underpinned the observed changes. Notably, this increase in variability occurred without any significant effects on embodiment, motivation, or simulator sickness. These findings suggest that subtle VFD can enhance gait variability - potentially facilitating motor learning and adaptability - while preserving user experience and motivation. Future research should determine whether such VFD-based interventions yield lasting functional improvements and investigate their applicability in rehabilitation contexts, potentially offering a noninvasive, user-friendly approach to promoting healthy gait dynamics. ...
Journal article (2024) - Antonio Rodríguez-Fernández, Alex van den Berg, Salvatore Luca Cucinella, Joan Lobo-Prat, Josep M. Font-Llagunes, Laura Marchal-Crespo
Purpose: Virtual Reality (VR) has proven to be an effective tool for motor (re)learning. Furthermore, with the current commercialization of low-cost head-mounted displays (HMDs), immersive virtual reality (IVR) has become a viable rehabilitation tool. Nonetheless, it is still an open question how immersive virtual environments should be designed to enhance motor learning, especially to support the learning of complex motor tasks. An example of such a complex task is triggering steps while wearing lower-limb exoskeletons as it requires the learning of several sub-tasks, e.g., shifting the weight from one leg to the other, keeping the trunk upright, and initiating steps. This study aims to find the necessary elements in VR to promote motor learning of complex virtual gait tasks. Methods: In this study, we developed an HMD-IVR-based system for training to control wearable lower-limb exoskeletons for people with sensorimotor disorders. The system simulates a virtual walking task of an avatar resembling the sub-tasks needed to trigger steps with an exoskeleton. We ran an experiment with forty healthy participants to investigate the effects of first- (1PP) vs. third-person perspective (3PP) and the provision (or not) of concurrent visual feedback of participants’ movements on the walking performance – namely number of steps, trunk inclination, and stride length –, as well as the effects on embodiment, usability, cybersickness, and perceived workload. Results: We found that all participants learned to execute the virtual walking task. However, no clear interaction of perspective and visual feedback improved the learning of all sub-tasks concurrently. Instead, the key seems to lie in selecting the appropriate perspective and visual feedback for each sub-task. Notably, participants embodied the avatar across all training modalities with low cybersickness levels. Still, participants’ cognitive load remained high, leading to marginally acceptable usability scores. Conclusions: Our findings suggest that to maximize learning, users should train sub-tasks sequentially using the most suitable combination of person’s perspective and visual feedback for each sub-task. ...
Journal article (2024) - A. van den Berg, Jelle Hofland, Cock J.M. Heemskerk, David Abbink, L. Peternel
In recent years, providing additional visual feedback about the interaction forces has been found to offer benefits to haptic-assisted teleoperation. However, there is limited insight into the effects of the design of force feedback-related visual cues and the type of visual display on the performance of teleoperation of robotic arms executing industrial tasks. In this study, we provide new insights into this interaction by extending these findings to the haptic assistance teleoperation of a simulated robotic arm in a virtual environment, in which the haptic assistance is comprised of a set of virtual fixtures. We design a novel method for providing visual cues about the interaction forces to complement the haptic assistance and augment visual feedback in virtual reality with a head-mounted display. We evaluate the visual cues method and head-mounted display method through human factors experiments in a teleoperated dross removal use case. The results show that both methods are beneficial for task performance, each of them having stronger points in different aspects of the operation. The visual cues method was found to significantly improve safety in terms of peak collision force, whereas the head-mounted display additionally improves the performance significantly. Furthermore, positive scores of the subjective analysis indicate an increased user acceptance of both methods. This work provides a new study on the importance of visual feedback related to (interaction) forces and spatial information for haptic assistance and provides two methods to take advantage of its potential benefits in the teleoperation of robotic arms. ...
Immersive Virtual Reality (IVR) has gained popularity in neurorehabilitation for its potential to increase patients’ motivation and engagement. A crucial yet relatively unexplored aspect of IVR interfaces is the patients’ representation in the virtual world, such as with an avatar. A higher level of embodiment over avatars has been shown to enhance motor performance during upper limb training and has the potential to be employed to enhance neurorehabilitation. However, the relationship between avatar embodiment and gait performance remains unexplored. In this work, we present the results of a pilot study with 12 healthy young participants that evaluates the effect of different virtual lower limb representations on foot placement accuracy while stepping over a trail of 16 virtual targets. We compared three levels of virtual representation: i) a full-body avatar, ii) only feet, and iii) no representation. Full-body tracking is computed using standard VR trackers to synchronize the avatar with the participants’ motions. Foot placement accuracy is measured as the distance between the foot’s center of mass and the center of the selected virtual target. Additionally, we evaluated the level of embodiment over each virtual representation through a questionnaire. Our findings indicate that foot placement accuracy increases with some form of virtual representation, either full-body or foot, compared to having no virtual representation. However, the foot and full-body representations do not show significant differences in accuracy. Importantly, we found a negative correlation between the level of embodiment of the foot representation and the distance between the placed foot and the target. However, no such correlation was found for the full-body representation. Our results highlight the importance of embodying a virtual representation of the foot when performing a task that requires accurate foot placement. However, showing a full-body avatar does not appear to further enhance accuracy. Moreover, our results suggest that the level of embodiment of the virtual feet might modulate motor performance in this stepping task. This work motivates future research on the effect of embodiment over virtual representations on motor control to be exploited for IVR gait rehabilitation. ...