UPPER LIMB MOVEMENT IN VIRTUAL AND REAL-WORLD ENVIRONMENTS
dc.contributor.advisor | Karduna, Andrew | |
dc.contributor.author | Spitzley, Katherine | |
dc.date.accessioned | 2024-01-09T21:07:06Z | |
dc.date.available | 2024-01-09T21:07:06Z | |
dc.date.issued | 2024-01-09 | |
dc.description.abstract | In recent years, virtual reality (VR) systems have experienced significant technological advancements, resulting in increased accessibility and improved product quality. Early VR systems were limited by low visual quality, large size, and high cost, but advancements in technology have propelled VR into the mainstream. As VR becomes increasingly prevalent, it is vital to understand its effects on the human sensorimotor system, particularly with vulnerable populations. The upper limb is within the field of view of current VR headsets and is the main point of contact between the user and virtual environment. It is therefore an essential component of the relationship between user and system. This dissertation is organized into five sections, each contributing to the overarching objective of understanding upper limb movement in real and virtual environments. Chapter I serves as an introduction, providing essential background information and an overview of subsequent chapters. Chapters II and III are dedicated to validating the HTC VIVE tracker as a tool for collecting both static and dynamic data. This establishes the foundation for subsequent studies, which use the tracker to estimate body segment position and orientation. Chapter IV investigates the impact of visuoproprioceptive congruency on upper limb joint position matching within a VR environment, highlighting the pivotal role of vision in the planning and execution of movements. Continuing the exploration of upper limb movements, Chapter V identifies kinematic and kinetic disparities between visually guided reaching movements conducted in VR and the real world (RW). Building upon the findings from Chapter V, Chapter VI investigates the translation of these differences when individuals switch between VR and RW environments. Collectively, these studies contribute to the broader knowledge base of motor control, informing the design and implementation of effective protocols and applications in both real and virtual settings. This dissertation includes previously published and unpublished co-authored material. | en_US |
dc.identifier.uri | https://hdl.handle.net/1794/29073 | |
dc.language.iso | en_US | |
dc.publisher | University of Oregon | |
dc.rights | All Rights Reserved. | |
dc.subject | proprioception | en_US |
dc.subject | sensor validation | en_US |
dc.subject | sensory weighting | en_US |
dc.subject | virtual reality | en_US |
dc.subject | vision | en_US |
dc.subject | visuoproprioceptive integration | en_US |
dc.title | UPPER LIMB MOVEMENT IN VIRTUAL AND REAL-WORLD ENVIRONMENTS | |
dc.type | Electronic Thesis or Dissertation | |
thesis.degree.discipline | Department of Human Physiology | |
thesis.degree.grantor | University of Oregon | |
thesis.degree.level | doctoral | |
thesis.degree.name | Ph.D. |
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