Investigating and acquiring motor expertise using virtual reality

Author:

Mangalam Madhur123ORCID,Yarossi Mathew14ORCID,Furmanek Mariusz P.156ORCID,Krakauer John W.78910,Tunik Eugene14

Affiliation:

1. Department of Physical Therapy, Movement, and Rehabilitation Science, Northeastern University, Boston, Massachusetts, United States

2. Division of Biomechanics and Research Development, Department of Biomechanics, University of Nebraska at Omaha, Omaha, Nebraska, United States

3. Center for Research in Human Movement Variability, University of Nebraska at Omaha, Omaha, Nebraska, United States

4. Department of Electrical and Computer Engineering, Northeastern University, Boston, Massachusetts, United States

5. Institute of Sport Sciences, The Jerzy Kukuczka Academy of Physical Education in Katowice, Katowice, Poland

6. Physical Therapy Department, University of Rhode Island, Kingston, Rhode Island, United States

7. Department of Neurology, The Johns Hopkins University School of Medicine, Baltimore, Maryland, United States

8. Department of Neuroscience, The Johns Hopkins University School of Medicine, Baltimore, Maryland, United States

9. Department of Physical Medicine and Rehabilitation, The Johns Hopkins University School of Medicine, Baltimore, Maryland, United States

10. The Santa Fe Institute, Santa Fe, New Mexico, United States

Abstract

After just months of simulated training, on January 19, 2019 a 23-year-old E-sports pro-gamer, Enzo Bonito, took to the racetrack and beat Lucas di Grassi, a Formula E and ex-Formula 1 driver with decades of real-world racing experience. This event raised the possibility that practicing in virtual reality can be surprisingly effective for acquiring motor expertise in real-world tasks. Here, we evaluate the potential of virtual reality to serve as a space for training to expert levels in highly complex real-world tasks in time windows much shorter than those required in the real world and at much lower financial cost without the hazards of the real world. We also discuss how VR can also serve as an experimental platform for exploring the science of expertise more generally.

Funder

HHS | NIH | National Institute of Neurological Disorders and Stroke

HHS | NIH | Eunice Kennedy Shriver National Institute of Child Health and Human Development

National Science Foundation

Publisher

American Physiological Society

Subject

Physiology,General Neuroscience

Cited by 1 articles. 订阅此论文施引文献 订阅此论文施引文献,注册后可以免费订阅5篇论文的施引文献,订阅后可以查看论文全部施引文献

同舟云学术

1.学者识别学者识别

2.学术分析学术分析

3.人才评估人才评估

"同舟云学术"是以全球学者为主线,采集、加工和组织学术论文而形成的新型学术文献查询和分析系统,可以对全球学者进行文献检索和人才价值评估。用户可以通过关注某些学科领域的顶尖人物而持续追踪该领域的学科进展和研究前沿。经过近期的数据扩容,当前同舟云学术共收录了国内外主流学术期刊6万余种,收集的期刊论文及会议论文总量共计约1.5亿篇,并以每天添加12000余篇中外论文的速度递增。我们也可以为用户提供个性化、定制化的学者数据。欢迎来电咨询!咨询电话:010-8811{复制后删除}0370

www.globalauthorid.com

TOP

Copyright © 2019-2024 北京同舟云网络信息技术有限公司
京公网安备11010802033243号  京ICP备18003416号-3