Hand dominance in the performance and perceptions of virtual reach control

Acta Psychol (Amst). 2022 Mar:223:103494. doi: 10.1016/j.actpsy.2022.103494. Epub 2022 Jan 16.

Abstract

Purpose: Efforts to optimize human-computer interactions are becoming increasingly prevalent, especially with virtual reality (VR) rehabilitation paradigms that utilize engaging interfaces. We hypothesized that motor and perceptional behaviors within a virtual environment are modulated uniquely through different modes of control of a hand avatar depending on limb dominance. This study investigated the effects of limb dominance on performance and concurrent changes in perceptions, such as time-based measures for intentional binding, during virtual reach-to-grasp.

Methods: Participants (n = 16, healthy) controlled a virtual hand through their own hand motions with control adaptations in speed, noise, and automation.

Results: A significant (p < 0.01) positive relationship between performance (reaching pathlength) and binding (time-interval estimation of beep-sound after grasp contact) was observed for the dominant hand. Unique changes in performance (p < 0.0001) and binding (p < 0.0001) were observed depending on handedness and which control mode was applied.

Conclusions: Developers of VR paradigms should consider limb dominance to optimize settings that facilitate better performance and perceptional engagement. Adapting VR rehabilitation for handedness may particularly benefit unilateral impairments, like hemiparesis or single-limb amputation.

Keywords: Handedness; Movement rehabilitation; Virtual reality.

MeSH terms

  • Hand
  • Hand Strength
  • Humans
  • Movement*
  • Psychomotor Performance
  • Virtual Reality*