ORIGINAL RESEARCH article

Front. Virtual Real.

Sec. Virtual Reality and Human Behaviour

Volume 6 - 2025 | doi: 10.3389/frvir.2025.1526567

This article is part of the Research TopicImpact of Virtual Reality on Sensory Neuroscience: Delving into Body Ownership and AgencyView all 3 articles

Visual Assistance May Impede Sensorimotor Learning During Gamified Rehabilitation Exercises

Provisionally accepted
  • University of Minnesota Twin Cities, St. Paul, United States

The final, formatted version of the article will be published soon.

Regular exercise is critical to post-stroke recovery, but can be frustrating and difficult for patients with limited motor capabilities. Robotic assistance devices are being used to support this process, but due to cost and accessibility concerns some researchers have drawn inspiration from virtual reality and proposed the use of what we call "visual-only assistance", in which a patient's physical movements are mapped into game-oriented visual feedback modified towards greater success in the gameplay objectives. Our concern is that the motivational benefits it provides may come at the cost of reduced sensorimotor learning, which could ultimately be counterproductive to the recovery process. To explore these concerns, we conducted a between-subjects study with 24 participants to examine how two types of visual-only assistance affect short-term proprioceptive skill learning in a motor training game involving airplane steering with wrist rotation. One group experienced "attractor assistance", in which the airplane was continuously displaced toward an ideal position and orientation. The other experienced "tunnel assistance", in which direct user control was maintained unless straying too far, triggering an invisible barrier. We hypothesized that motor learning would be more impeded with attractor assistance due to the constant mapping variation between physical movements and visual feedback, but our experiment found that motor learning did not materialize in either condition, suggesting that substituting intermittent visual assistance for constant visual assistance is insufficient to guarantee superior motor learning outcomes and that, pending further investigation, the use of visual assistance for proprioceptive training should continue to be regarded with caution.

Keywords: serious games, accessibility, Sensorimotor rehabilitation, motor training, visual feedback manipulation

Received: 11 Nov 2024; Accepted: 09 May 2025.

Copyright: © 2025 Huang, Elangovan, Konczak and Interrante. This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY). The use, distribution or reproduction in other forums is permitted, provided the original author(s) or licensor are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms.

* Correspondence:
Yuxuan Huang, University of Minnesota Twin Cities, St. Paul, United States
Victoria Interrante, University of Minnesota Twin Cities, St. Paul, United States

Disclaimer: All claims expressed in this article are solely those of the authors and do not necessarily represent those of their affiliated organizations, or those of the publisher, the editors and the reviewers. Any product that may be evaluated in this article or claim that may be made by its manufacturer is not guaranteed or endorsed by the publisher.