Reaction time for processing visual stimulus in a computer-assisted rehabilitation environment

Disabil Rehabil Assist Technol. 2017 Oct;12(7):725-729. doi: 10.1080/17483107.2016.1253118. Epub 2016 Dec 7.

Abstract

Purpose: To examine the reaction time when human subjects process information presented in the visual channel under both a direct vision and a virtual rehabilitation environment when walking was performed.

Method: Visual stimulus included eight math problems displayed on the peripheral vision to seven healthy human subjects in a virtual rehabilitation training (computer-assisted rehabilitation environment (CAREN)) and a direct vision environment. Subjects were required to verbally report the results of these math calculations in a short period of time. Reaction time measured by Tobii Eye tracker and calculation accuracy were recorded and compared between the direct vision and virtual rehabilitation environment.

Results: Performance outcomes measured for both groups included reaction time, reading time, answering time and the verbal answer score. A significant difference between the groups was only found for the reaction time (p = .004). Participants had more difficulty recognizing the first equation of the virtual environment.

Conclusions: Participants reaction time was faster in the direct vision environment. This reaction time delay should be kept in mind when designing skill training scenarios in virtual environments. This was a pilot project to a series of studies assessing cognition ability of stroke patients who are undertaking a rehabilitation program with a virtual training environment. Implications for rehabilitation Eye tracking is a reliable tool that can be employed in rehabilitation virtual environments. Reaction time changes between direct vision and virtual environment.

Keywords: Visual reaction time; eye tracking; stroke rehabilitation; virtual reality.

MeSH terms

  • Adult
  • Eye Movements / physiology*
  • Female
  • Humans
  • Male
  • Pilot Projects
  • Psychomotor Performance
  • Reaction Time / physiology*
  • Rehabilitation / instrumentation*
  • Rehabilitation / standards
  • Reproducibility of Results
  • User-Computer Interface
  • Virtual Reality*