Sep 2026· Proceedings of the Human Factors and Ergonomics Society Annual Meeting· 0 citations· 13 references
TL;DR
Sphere diameter emerged as the most consistent predictor: smaller targets were associated with lower tracking error but longer completion times across all geometries, and target count showed largely non-significant effects.
Abstract
Extended reality (XR) systems show promise for upper-limb rehabilitation, yet the influence of task design parameters on tracking performance remains poorly characterized. This pilot study (
n
= 10 healthy adults) investigated how the size and number of virtual targets affect tracking performance in an XR fingertip-tracking task. Specifically, we examined sphere diameter (2, 5, and 8 cm) and target count (10, 15, and 20) across four 3D path geometries (Straight, S-curve, Circle, and Zigzag). Mean tracking error and task completion time were analyzed using linear mixed-effects models with participant ID as a random intercept and Kenward–Roger degree-of-freedom adjustments. Sphere diameter emerged as the most consistent predictor: smaller targets were associated with lower tracking error but longer completion times across all geometries. In contrast, target count showed largely non-significant effects. The Circle geometry exhibited a distinct performance pattern relative to the other shapes. These pilot findings inform task-parameter selection for XR-based upper-limb rehabilitation and motivate a larger, pre-registered study.
Portable sensor-based assessment of human motion is important for monitoring motor development and informing the design of rehabilitation applications. This study investigated upper limb motor characteristics during two-dimensional circular target tracking across different age groups and speeds. Fifty-one participants...
Yohan Song, Jihun Kim, Jongho Lee et al.· Italian National Conference...· 0 citations
This study examined how motor task difficulty and augmented sensory feedback (ASF) modality influence task performance, physiological responses, and perceptual experience during virtual reality (VR)-based upper-limb motor training. Building on related brace- and VR-based ASF platforms previously examined in neuroty...
Yu Shi, Sophie Dewil, Zachary Marvin et al.· Frontiers in Bioengineering...· 0 citations
We evaluated the test-retest reliability of a comprehensive, multitask virtual reality (VR)-based sensorimotor assessment designed to capture and quantify aspects of body movement during standardized visuomotor, auditory, gait, oculomotor, and balance tasks. Twenty healthy adults completed 3 sessions of the Dynamic Ass...
Christopher D. Riehm, Brittany L. Nelson, Jed A. Diekfuss et al.· Journal of Applied Biomechan...· 0 citations
PURPOSE
Options for upper limb prostheses have expanded with advances in control systems and sensory feedback. However, it remains unclear how these features correspond to user outcomes and how they should influence prosthesis selection. This study explored upper limb prosthesis users' perspectives on key functional fe...
Melissa S. Schmitt, Alexandra Zanowick-Marr, Debra L Kelty et al.· Disability and Rehabilitatio...· 0 citations
Redirected hand techniques alter the displayed position of a user’s hand to support haptic interaction in virtual reality. We report an exploratory feasibility study combining detection thresholds (DTs) and wearable frontal functional near-infrared spectroscopy (fNIRS). Fifteen right-handed participants performed reach...
Keigo Matsumoto, Koki Ono, Takuji Narumi· Proceedings of the 2026 ACM...· 0 citations
Multiple sclerosis (MS) can impair upper-extremity function through motor, sensory, cognitive, and visual deficits. Although the Nine-Hole Peg Test (9-HPT) is widely used to assess dexterity, completion time alone provides limited insight into the eye-hand coordination underlying performance. We characterized 9-HPT per...
Mahya Beheshti, Rajvardhan Gadde, Diana Maloku et al.· 0 citations
We use cookies to run the site and, with your consent, for analytics and to show ads.
See our Cookie Policy.