Reliability of the Dynavision task in virtual reality to explore visuomotor phenotypes

Sci Rep. 2021 Jan 12;11(1):587. doi: 10.1038/s41598-020-79885-9.

Abstract

Daily-life behaviors strongly rely on visuomotor integration, a complex sensorimotor process with obvious plasticity. Visual-perceptive and visual-cognitive functions are degraded by neurological disorders and brain damage, but are improved by vision training, e.g. in athletes. Hence, developing tools to evaluate/improve visuomotor abilities has found echo among psychologists, neurophysiologists, clinicians and sport professionals. Here we implemented the Dynavision visuomotor reaction task in virtual reality (VR) to get a flexible tool to place high demands on visual-perceptive and visual-cognitive processes, and explore individual abilities in visuomotor integration. First, we demonstrated high test-retest reliability for the task in VR among healthy physically-active students (n = 64, 32 females). Second, the capture of head movements thanks to the VR-headset sensors provided new and reliable information on individual visual-perceptual strategies, which added significant value to explore visuomotor phenotypes. A factor analysis of mixed data and hierarchical clustering on principal components points to head movements, video-games practice and ball-tracking sports as critical cues to draw visuomotor phenotypes among our participants. We conclude that the visuomotor task in VR is a reliable, flexible and promising tool. Since VR nowadays can serve e.g. to modulate multisensorial integration by creating visual interoceptive-exteroceptive conflicts, or placing specifically designed cognitive demand, much could be learned on complex integrated visuomotor processes through VR experiments. This offers new perspectives for post brain injury risk evaluation, rehabilitation programs and visual-cognitive training.

MeSH terms

  • Adult
  • Brain Injuries / diagnosis
  • Brain Injuries / rehabilitation
  • Cognition / physiology*
  • Cues
  • Female
  • Head / physiology
  • Humans
  • Learning
  • Male
  • Movement
  • Phenotype
  • Psychomotor Performance / physiology*
  • Reproducibility of Results
  • Sports
  • Video Games
  • Virtual Reality*
  • Visual Perception / physiology*
  • Young Adult