Sensorimotor learning during a marksmanship task in immersive virtual reality
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Sensorimotor learning refers to improvements that occur through practice in the performance of sensory-guided motor behaviors. Leveraging novel technical capabilities of an immersive virtual environment, we probed the component kinematic processes that mediate sensorimotor learning. Twenty naïve subjects performed a simulated marksmanship task modeled after Olympic Trap Shooting standards. We measured movement kinematics and shooting performance as participants practiced 350 trials while receiving trial-by-trial feedback about shooting success. Spatiotemporal analysis of motion tracking elucidated the ballistic and refinement phases of hand movements. We found systematic changes in movement kinematics that accompanied improvements in shot accuracy during training, though reaction and response times did not change over blocks. In particular, we observed longer, slower, and more precise ballistic movements that replaced effort spent on corrections and refinement. Collectively, these results leverage developments in immersive virtual reality technology to quantify and compare the kinematics of movement during early learning of full body sensorimotor orienting.
Perception and Action
Immersive Virtual Reality
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Associate Professor in Psychiatry and Behavioral Sciences
Greg Appelbaum is an Associate Professor in the Department of Psychiatry and Behavioral Sciences in the Duke University School of Medicine. He is a member of the Brain Stimulation Division of Psychiatry, where he directs the Human Performance Optimization lab (Opti Lab) and the Brain Stimulation Research Center. Dr. Appelbaum cor
Professor of English
Ranjana Khanna is Professor of English, Women's Studies, and the Literature Program at Duke University. She works on Anglo- and Francophone Postcolonial theory and literature, and Film, Psychoanalysis, and Feminist theory. She has published widely on transnational feminism, psychoanalysis, and postcolonial and feminist theory, literature, and film. She is the author of Dark Continents: Psychoanalysis and Colonialism (Duke University Press, 2003) and Algeria Cuts: Women and Representation 1830 to
Adjunct Assistant Professor in the Department of Mechanical Engineering and Materials Sci
Dr. Regis Kopper is an Assistant Research Professor of Mechanical Engineering and Materials Science at Duke’s Pratt School of Engineering and the director of the Duke immersive Virtual Environment (DiVE). Dr. Kopper has experience in the design and evaluation of virtual reality systems in the areas of interaction design and modeling, virtual human interaction and in the evaluation of the benefits of immersive systems. At Duke, Dr. Kopper investigates how immersive virtual reality technolog
Adjunct Associate in the Department of Orthopaedic Surgery
W. H. Gardner, Jr. Associate Professor
We study circuits for cognition. Using a combination of neurophysiology and biomedical engineering, we focus on the interaction between brain areas during visual perception, decision-making, and motor planning. Specific projects include the role of frontal cortex in metacognition, the role of cerebellar-frontal circuits in action timing, the neural basis of "good enough" decision-making (satisficing), and the neural mechanisms of transcranial magnetic stimulation (TMS).
David J. Zielinski is a virtual and augmented reality software developer at Duke University (2004-present). Currently a technology specialist for the Department of Art, Art History & Visual Studies (2018-present). Previously a member of the DiVE Virtual Reality Lab (2004-2018), under the direction of Regis Kopper (2013-2018) and Rachael Brady (2004-2012). He received his bachelors (2002) and masters (2004) degrees in Computer Science from the University of Illinois at Urbana-Champaign, where
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