Transfer of motor skill between virtual reality viewed using a head-mounted display and conventional screen environments

Virtual reality viewed using a head-mounted display (HMD-VR) has the potential to be a useful tool for motor learning and rehabilitation. However, when developing tools for these purposes, it is important to design applications that will effectively transfer to the real world. Therefore, it is essen...

Full description

Saved in:
Bibliographic Details
Published inJournal of neuroengineering and rehabilitation Vol. 17; no. 1; pp. 48 - 13
Main Authors Juliano, Julia M., Liew, Sook-Lei
Format Journal Article
LanguageEnglish
Published England BioMed Central Ltd 10.04.2020
BioMed Central
BMC
Subjects
Online AccessGet full text

Cover

Loading…
Abstract Virtual reality viewed using a head-mounted display (HMD-VR) has the potential to be a useful tool for motor learning and rehabilitation. However, when developing tools for these purposes, it is important to design applications that will effectively transfer to the real world. Therefore, it is essential to understand whether motor skills transfer between HMD-VR and conventional screen-based environments and what factors predict transfer. We randomized 70 healthy participants into two groups. Both groups trained on a well-established measure of motor skill acquisition, the Sequential Visual Isometric Pinch Task (SVIPT), either in HMD-VR or in a conventional environment (i.e., computer screen). We then tested whether the motor skills transferred from HMD-VR to the computer screen, and vice versa. After the completion of the experiment, participants responded to questions relating to their presence in their respective training environment, age, gender, video game use, and previous HMD-VR experience. Using multivariate and univariate linear regression, we then examined whether any personal factors from the questionnaires predicted individual differences in motor skill transfer between environments. Our results suggest that motor skill acquisition of this task occurs at the same rate in both HMD-VR and conventional screen environments. However, the motor skills acquired in HMD-VR did not transfer to the screen environment. While this decrease in motor skill performance when moving to the screen environment was not significantly predicted by self-reported factors, there were trends for correlations with presence and previous HMD-VR experience. Conversely, motor skills acquired in a conventional screen environment not only transferred but improved in HMD-VR, and this increase in motor skill performance could be predicted by self-reported factors of presence, gender, age and video game use. These findings suggest that personal factors may predict who is likely to have better transfer of motor skill to and from HMD-VR. Future work should examine whether these and other predictors (i.e., additional personal factors such as immersive tendencies and task-specific factors such as fidelity or feedback) also apply to motor skill transfer from HMD-VR to more dynamic physical environments.
AbstractList Virtual reality viewed using a head-mounted display (HMD-VR) has the potential to be a useful tool for motor learning and rehabilitation. However, when developing tools for these purposes, it is important to design applications that will effectively transfer to the real world. Therefore, it is essential to understand whether motor skills transfer between HMD-VR and conventional screen-based environments and what factors predict transfer. We randomized 70 healthy participants into two groups. Both groups trained on a well-established measure of motor skill acquisition, the Sequential Visual Isometric Pinch Task (SVIPT), either in HMD-VR or in a conventional environment (i.e., computer screen). We then tested whether the motor skills transferred from HMD-VR to the computer screen, and vice versa. After the completion of the experiment, participants responded to questions relating to their presence in their respective training environment, age, gender, video game use, and previous HMD-VR experience. Using multivariate and univariate linear regression, we then examined whether any personal factors from the questionnaires predicted individual differences in motor skill transfer between environments. Our results suggest that motor skill acquisition of this task occurs at the same rate in both HMD-VR and conventional screen environments. However, the motor skills acquired in HMD-VR did not transfer to the screen environment. While this decrease in motor skill performance when moving to the screen environment was not significantly predicted by self-reported factors, there were trends for correlations with presence and previous HMD-VR experience. Conversely, motor skills acquired in a conventional screen environment not only transferred but improved in HMD-VR, and this increase in motor skill performance could be predicted by self-reported factors of presence, gender, age and video game use. These findings suggest that personal factors may predict who is likely to have better transfer of motor skill to and from HMD-VR. Future work should examine whether these and other predictors (i.e., additional personal factors such as immersive tendencies and task-specific factors such as fidelity or feedback) also apply to motor skill transfer from HMD-VR to more dynamic physical environments.
Virtual reality viewed using a head-mounted display (HMD-VR) has the potential to be a useful tool for motor learning and rehabilitation. However, when developing tools for these purposes, it is important to design applications that will effectively transfer to the real world. Therefore, it is essential to understand whether motor skills transfer between HMD-VR and conventional screen-based environments and what factors predict transfer. We randomized 70 healthy participants into two groups. Both groups trained on a well-established measure of motor skill acquisition, the Sequential Visual Isometric Pinch Task (SVIPT), either in HMD-VR or in a conventional environment (i.e., computer screen). We then tested whether the motor skills transferred from HMD-VR to the computer screen, and vice versa. After the completion of the experiment, participants responded to questions relating to their presence in their respective training environment, age, gender, video game use, and previous HMD-VR experience. Using multivariate and univariate linear regression, we then examined whether any personal factors from the questionnaires predicted individual differences in motor skill transfer between environments. Our results suggest that motor skill acquisition of this task occurs at the same rate in both HMD-VR and conventional screen environments. However, the motor skills acquired in HMD-VR did not transfer to the screen environment. While this decrease in motor skill performance when moving to the screen environment was not significantly predicted by self-reported factors, there were trends for correlations with presence and previous HMD-VR experience. Conversely, motor skills acquired in a conventional screen environment not only transferred but improved in HMD-VR, and this increase in motor skill performance could be predicted by self-reported factors of presence, gender, age and video game use. These findings suggest that personal factors may predict who is likely to have better transfer of motor skill to and from HMD-VR. Future work should examine whether these and other predictors (i.e., additional personal factors such as immersive tendencies and task-specific factors such as fidelity or feedback) also apply to motor skill transfer from HMD-VR to more dynamic physical environments.
Background Virtual reality viewed using a head-mounted display (HMD-VR) has the potential to be a useful tool for motor learning and rehabilitation. However, when developing tools for these purposes, it is important to design applications that will effectively transfer to the real world. Therefore, it is essential to understand whether motor skills transfer between HMD-VR and conventional screen-based environments and what factors predict transfer. Methods We randomized 70 healthy participants into two groups. Both groups trained on a well-established measure of motor skill acquisition, the Sequential Visual Isometric Pinch Task (SVIPT), either in HMD-VR or in a conventional environment (i.e., computer screen). We then tested whether the motor skills transferred from HMD-VR to the computer screen, and vice versa. After the completion of the experiment, participants responded to questions relating to their presence in their respective training environment, age, gender, video game use, and previous HMD-VR experience. Using multivariate and univariate linear regression, we then examined whether any personal factors from the questionnaires predicted individual differences in motor skill transfer between environments. Results Our results suggest that motor skill acquisition of this task occurs at the same rate in both HMD-VR and conventional screen environments. However, the motor skills acquired in HMD-VR did not transfer to the screen environment. While this decrease in motor skill performance when moving to the screen environment was not significantly predicted by self-reported factors, there were trends for correlations with presence and previous HMD-VR experience. Conversely, motor skills acquired in a conventional screen environment not only transferred but improved in HMD-VR, and this increase in motor skill performance could be predicted by self-reported factors of presence, gender, age and video game use. Conclusions These findings suggest that personal factors may predict who is likely to have better transfer of motor skill to and from HMD-VR. Future work should examine whether these and other predictors (i.e., additional personal factors such as immersive tendencies and task-specific factors such as fidelity or feedback) also apply to motor skill transfer from HMD-VR to more dynamic physical environments.
Virtual reality viewed using a head-mounted display (HMD-VR) has the potential to be a useful tool for motor learning and rehabilitation. However, when developing tools for these purposes, it is important to design applications that will effectively transfer to the real world. Therefore, it is essential to understand whether motor skills transfer between HMD-VR and conventional screen-based environments and what factors predict transfer.BACKGROUNDVirtual reality viewed using a head-mounted display (HMD-VR) has the potential to be a useful tool for motor learning and rehabilitation. However, when developing tools for these purposes, it is important to design applications that will effectively transfer to the real world. Therefore, it is essential to understand whether motor skills transfer between HMD-VR and conventional screen-based environments and what factors predict transfer.We randomized 70 healthy participants into two groups. Both groups trained on a well-established measure of motor skill acquisition, the Sequential Visual Isometric Pinch Task (SVIPT), either in HMD-VR or in a conventional environment (i.e., computer screen). We then tested whether the motor skills transferred from HMD-VR to the computer screen, and vice versa. After the completion of the experiment, participants responded to questions relating to their presence in their respective training environment, age, gender, video game use, and previous HMD-VR experience. Using multivariate and univariate linear regression, we then examined whether any personal factors from the questionnaires predicted individual differences in motor skill transfer between environments.METHODSWe randomized 70 healthy participants into two groups. Both groups trained on a well-established measure of motor skill acquisition, the Sequential Visual Isometric Pinch Task (SVIPT), either in HMD-VR or in a conventional environment (i.e., computer screen). We then tested whether the motor skills transferred from HMD-VR to the computer screen, and vice versa. After the completion of the experiment, participants responded to questions relating to their presence in their respective training environment, age, gender, video game use, and previous HMD-VR experience. Using multivariate and univariate linear regression, we then examined whether any personal factors from the questionnaires predicted individual differences in motor skill transfer between environments.Our results suggest that motor skill acquisition of this task occurs at the same rate in both HMD-VR and conventional screen environments. However, the motor skills acquired in HMD-VR did not transfer to the screen environment. While this decrease in motor skill performance when moving to the screen environment was not significantly predicted by self-reported factors, there were trends for correlations with presence and previous HMD-VR experience. Conversely, motor skills acquired in a conventional screen environment not only transferred but improved in HMD-VR, and this increase in motor skill performance could be predicted by self-reported factors of presence, gender, age and video game use.RESULTSOur results suggest that motor skill acquisition of this task occurs at the same rate in both HMD-VR and conventional screen environments. However, the motor skills acquired in HMD-VR did not transfer to the screen environment. While this decrease in motor skill performance when moving to the screen environment was not significantly predicted by self-reported factors, there were trends for correlations with presence and previous HMD-VR experience. Conversely, motor skills acquired in a conventional screen environment not only transferred but improved in HMD-VR, and this increase in motor skill performance could be predicted by self-reported factors of presence, gender, age and video game use.These findings suggest that personal factors may predict who is likely to have better transfer of motor skill to and from HMD-VR. Future work should examine whether these and other predictors (i.e., additional personal factors such as immersive tendencies and task-specific factors such as fidelity or feedback) also apply to motor skill transfer from HMD-VR to more dynamic physical environments.CONCLUSIONSThese findings suggest that personal factors may predict who is likely to have better transfer of motor skill to and from HMD-VR. Future work should examine whether these and other predictors (i.e., additional personal factors such as immersive tendencies and task-specific factors such as fidelity or feedback) also apply to motor skill transfer from HMD-VR to more dynamic physical environments.
Background Virtual reality viewed using a head-mounted display (HMD-VR) has the potential to be a useful tool for motor learning and rehabilitation. However, when developing tools for these purposes, it is important to design applications that will effectively transfer to the real world. Therefore, it is essential to understand whether motor skills transfer between HMD-VR and conventional screen-based environments and what factors predict transfer. Methods We randomized 70 healthy participants into two groups. Both groups trained on a well-established measure of motor skill acquisition, the Sequential Visual Isometric Pinch Task (SVIPT), either in HMD-VR or in a conventional environment (i.e., computer screen). We then tested whether the motor skills transferred from HMD-VR to the computer screen, and vice versa. After the completion of the experiment, participants responded to questions relating to their presence in their respective training environment, age, gender, video game use, and previous HMD-VR experience. Using multivariate and univariate linear regression, we then examined whether any personal factors from the questionnaires predicted individual differences in motor skill transfer between environments. Results Our results suggest that motor skill acquisition of this task occurs at the same rate in both HMD-VR and conventional screen environments. However, the motor skills acquired in HMD-VR did not transfer to the screen environment. While this decrease in motor skill performance when moving to the screen environment was not significantly predicted by self-reported factors, there were trends for correlations with presence and previous HMD-VR experience. Conversely, motor skills acquired in a conventional screen environment not only transferred but improved in HMD-VR, and this increase in motor skill performance could be predicted by self-reported factors of presence, gender, age and video game use. Conclusions These findings suggest that personal factors may predict who is likely to have better transfer of motor skill to and from HMD-VR. Future work should examine whether these and other predictors (i.e., additional personal factors such as immersive tendencies and task-specific factors such as fidelity or feedback) also apply to motor skill transfer from HMD-VR to more dynamic physical environments. Keywords: Virtual reality, Head-mounted display, Motor skill acquisition, Transfer, Presence
Abstract Background Virtual reality viewed using a head-mounted display (HMD-VR) has the potential to be a useful tool for motor learning and rehabilitation. However, when developing tools for these purposes, it is important to design applications that will effectively transfer to the real world. Therefore, it is essential to understand whether motor skills transfer between HMD-VR and conventional screen-based environments and what factors predict transfer. Methods We randomized 70 healthy participants into two groups. Both groups trained on a well-established measure of motor skill acquisition, the Sequential Visual Isometric Pinch Task (SVIPT), either in HMD-VR or in a conventional environment (i.e., computer screen). We then tested whether the motor skills transferred from HMD-VR to the computer screen, and vice versa. After the completion of the experiment, participants responded to questions relating to their presence in their respective training environment, age, gender, video game use, and previous HMD-VR experience. Using multivariate and univariate linear regression, we then examined whether any personal factors from the questionnaires predicted individual differences in motor skill transfer between environments. Results Our results suggest that motor skill acquisition of this task occurs at the same rate in both HMD-VR and conventional screen environments. However, the motor skills acquired in HMD-VR did not transfer to the screen environment. While this decrease in motor skill performance when moving to the screen environment was not significantly predicted by self-reported factors, there were trends for correlations with presence and previous HMD-VR experience. Conversely, motor skills acquired in a conventional screen environment not only transferred but improved in HMD-VR, and this increase in motor skill performance could be predicted by self-reported factors of presence, gender, age and video game use. Conclusions These findings suggest that personal factors may predict who is likely to have better transfer of motor skill to and from HMD-VR. Future work should examine whether these and other predictors (i.e., additional personal factors such as immersive tendencies and task-specific factors such as fidelity or feedback) also apply to motor skill transfer from HMD-VR to more dynamic physical environments.
ArticleNumber 48
Audience Academic
Author Juliano, Julia M.
Liew, Sook-Lei
Author_xml – sequence: 1
  givenname: Julia M.
  surname: Juliano
  fullname: Juliano, Julia M.
– sequence: 2
  givenname: Sook-Lei
  surname: Liew
  fullname: Liew, Sook-Lei
BackLink https://www.ncbi.nlm.nih.gov/pubmed/32276664$$D View this record in MEDLINE/PubMed
BookMark eNp9kktv1DAUhSNURNuBP8ACRWLDJsXvOBukquJRqRKbsrYc52bqIbEHO5l2_j13Oi10KoSyiH1y7ndz7XNaHIUYoCjeUnJGqVYfM2WNFhVhpCJE1bpiL4oTWguOW8KPnqyPi9OcV7gQRIpXxTFnrFZKiZPi7jrZkHtIZezLMU4xlfmnH4ayhekWIJQbn6bZDmUCO_hpi3u4ha6csw_L0pY3YLtqjHOYUOx8Xg92W9rQlS6GDYTJx4DF2aUdCwLSYhhRz6-Ll70dMrx5eC-KH18-X198q66-f728OL-qnNL1VDEheKs0BVuT1lmiLLWcCNnxFihoS4ngTkDjur51mjVgdSMdQ6GmpJaaL4rLPbeLdmXWyY82bU203twLMS2NTZN3A5he6raRjCnVSiF7rfGQO95LYh024hZZn_as9dyO0DmcI9nhAHr4Jfgbs4wbU1PRaFkj4MMDIMVfM-TJjD47GAYbIM7ZMK6xa6OpROv7Z9ZVnBMe5s7VUN4oRclf19LiAD70Efu6HdScK1ZzTmvJ0XX2Dxc-HYweLwp6j_pBwbung_6Z8DE3aNB7g0sx5wS9cX6yu9tGsh8MJWYXUbOPqMGImvuI4r8vCvas9JH-n6Lfb1zpLw
CitedBy_id crossref_primary_10_14474_ptrs_2024_13_2_250
crossref_primary_10_3390_s23063077
crossref_primary_10_1186_s12984_022_01084_6
crossref_primary_10_3390_su16041584
crossref_primary_10_3389_frvir_2022_923943
crossref_primary_10_3390_app14188367
crossref_primary_10_1038_s41598_023_47404_1
crossref_primary_10_1038_s41598_023_47435_8
crossref_primary_10_1186_s12984_021_00903_6
crossref_primary_10_3389_frvir_2022_717383
crossref_primary_10_4103_aam_aam_53_20
crossref_primary_10_3389_fpsyt_2023_1196767
crossref_primary_10_3389_frvir_2021_639478
crossref_primary_10_3389_frvir_2025_1560713
crossref_primary_10_1109_TVCG_2022_3142198
Cites_doi 10.1186/s12984-019-0587-8
10.1152/jn.00931.2017
10.1111/j.2517-6161.1996.tb02080.x
10.1371/journal.pone.0197910
10.1186/s12984-019-0584-y
10.1007/s12283-019-0299-0
10.18637/jss.v033.i01
10.3389/fnhum.2013.00171
10.1162/105474698565631
10.2522/ptj.20130579
10.1371/journal.pone.0040867
10.1186/1743-0003-8-36
10.3389/frobt.2018.00074
10.1162/105474699566477
10.1371/journal.pone.0189275
10.1007/s00464-017-5802-8
10.1073/pnas.0805413106
10.4236/ojmsi.2015.32005
10.1080/1363849021000039344
10.1109/VR.2017.7892346
10.1038/srep13899
10.1007/s40141-013-0005-2
10.3389/frobt.2016.00074
10.1101/578682
10.1080/10494820.2013.815221
10.1016/j.ijpsycho.2016.08.013
10.1177/1545968309334208
10.1089/g4h.2016.0088
10.1016/j.ijpsycho.2014.11.003
10.1080/00140139308967941
10.1101/lm.394707
10.1109/TVCG.2015.2393871
10.4103/0972-2327.165480
10.1038/srep45469
10.1016/j.chb.2010.10.003
10.1016/j.apmr.2013.01.029
10.1207/s15327108ijap0303_3
10.1080/00222895.2015.1068158
10.1016/j.chb.2015.08.029
10.3389/fnhum.2015.00642
10.1080/17434440.2018.1425613
10.1080/10749357.2016.1192361
10.1212/WNL.0000000000005603
10.1016/j.chb.2017.01.013
10.1186/s12984-019-0552-6
10.3758/BF03196157
10.1002/14651858.CD008349.pub4
10.1109/ICVR.2017.8007489
10.1162/105474698565686
10.1007/978-1-4614-7138-7
10.5395/rde.2013.38.1.52
10.1212/WNL.47.2.388
10.1002/sim.5937
ContentType Journal Article
Copyright COPYRIGHT 2020 BioMed Central Ltd.
2020. This work is licensed under http://creativecommons.org/licenses/by/4.0/ (the “License”). Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License.
The Author(s) 2020
Copyright_xml – notice: COPYRIGHT 2020 BioMed Central Ltd.
– notice: 2020. This work is licensed under http://creativecommons.org/licenses/by/4.0/ (the “License”). Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License.
– notice: The Author(s) 2020
DBID AAYXX
CITATION
CGR
CUY
CVF
ECM
EIF
NPM
3V.
7QO
7RV
7TB
7TK
7TS
7X7
7XB
88C
88E
8FD
8FE
8FG
8FH
8FI
8FJ
8FK
ABJCF
ABUWG
AFKRA
AZQEC
BBNVY
BENPR
BGLVJ
BHPHI
CCPQU
DWQXO
FR3
FYUFA
GHDGH
GNUQQ
HCIFZ
K9.
KB0
L6V
LK8
M0S
M0T
M1P
M7P
M7S
NAPCQ
P64
PHGZM
PHGZT
PIMPY
PJZUB
PKEHL
PPXIY
PQEST
PQGLB
PQQKQ
PQUKI
PRINS
PTHSS
7X8
5PM
DOA
DOI 10.1186/s12984-020-00678-2
DatabaseName CrossRef
Medline
MEDLINE
MEDLINE (Ovid)
MEDLINE
MEDLINE
PubMed
ProQuest Central (Corporate)
Biotechnology Research Abstracts
Nursing & Allied Health Database
Mechanical & Transportation Engineering Abstracts
Neurosciences Abstracts
Physical Education Index
Health & Medical Collection
ProQuest Central (purchase pre-March 2016)
Healthcare Administration Database (Alumni)
Medical Database (Alumni Edition)
Technology Research Database
ProQuest SciTech Collection
ProQuest Technology Collection
ProQuest Natural Science Journals
Hospital Premium Collection
Hospital Premium Collection (Alumni Edition)
ProQuest Central (Alumni) (purchase pre-March 2016)
Materials Science & Engineering Collection
ProQuest Central (Alumni)
ProQuest Central UK/Ireland
ProQuest Central Essentials
Biological Science Collection
ProQuest Central
Technology Collection
Natural Science Collection
ProQuest One Community College
ProQuest Central
Engineering Research Database
Health Research Premium Collection
Health Research Premium Collection (Alumni)
ProQuest Central Student
ProQuest SciTech Premium Collection
ProQuest Health & Medical Complete (Alumni)
Nursing & Allied Health Database (Alumni Edition)
ProQuest Engineering Collection
Biological Sciences
ProQuest Health & Medical Collection
Healthcare Administration Database (Proquest)
Proquest Medical Database
Biological science database
Engineering Database
ProQuest Nursing and Allied Health Premium
Biotechnology and BioEngineering Abstracts
ProQuest Central Premium
ProQuest One Academic
Publicly Available Content Database
ProQuest Health & Medical Research Collection
ProQuest One Academic Middle East (New)
ProQuest One Health & Nursing
ProQuest One Academic Eastern Edition (DO NOT USE)
ProQuest One Applied & Life Sciences
ProQuest One Academic
ProQuest One Academic UKI Edition
ProQuest Central China
Engineering Collection
MEDLINE - Academic
PubMed Central (Full Participant titles)
DOAJ Directory of Open Access Journals
DatabaseTitle CrossRef
MEDLINE
Medline Complete
MEDLINE with Full Text
PubMed
MEDLINE (Ovid)
Publicly Available Content Database
ProQuest Central Student
ProQuest Central Essentials
SciTech Premium Collection
ProQuest Central China
ProQuest One Applied & Life Sciences
Health Research Premium Collection
Natural Science Collection
Health & Medical Research Collection
Biological Science Collection
ProQuest Central (New)
ProQuest Medical Library (Alumni)
Engineering Collection
Engineering Database
ProQuest Biological Science Collection
ProQuest One Academic Eastern Edition
ProQuest Hospital Collection
ProQuest Technology Collection
Health Research Premium Collection (Alumni)
Biological Science Database
Neurosciences Abstracts
ProQuest Hospital Collection (Alumni)
Biotechnology and BioEngineering Abstracts
Nursing & Allied Health Premium
ProQuest Health & Medical Complete
ProQuest One Academic UKI Edition
ProQuest Health Management (Alumni Edition)
ProQuest Nursing & Allied Health Source (Alumni)
Engineering Research Database
ProQuest One Academic
ProQuest One Academic (New)
Technology Collection
Technology Research Database
ProQuest One Academic Middle East (New)
Mechanical & Transportation Engineering Abstracts
ProQuest Health & Medical Complete (Alumni)
ProQuest Central (Alumni Edition)
ProQuest One Community College
ProQuest One Health & Nursing
ProQuest Natural Science Collection
Physical Education Index
ProQuest Central
ProQuest Health & Medical Research Collection
ProQuest Engineering Collection
Biotechnology Research Abstracts
Health and Medicine Complete (Alumni Edition)
ProQuest Central Korea
ProQuest Health Management
ProQuest Nursing & Allied Health Source
ProQuest SciTech Collection
ProQuest Medical Library
Materials Science & Engineering Collection
ProQuest Central (Alumni)
MEDLINE - Academic
DatabaseTitleList
MEDLINE
Publicly Available Content Database
MEDLINE - Academic


Database_xml – sequence: 1
  dbid: DOA
  name: DOAJ Directory of Open Access Journals
  url: https://www.doaj.org/
  sourceTypes: Open Website
– sequence: 2
  dbid: NPM
  name: PubMed
  url: https://proxy.k.utb.cz/login?url=http://www.ncbi.nlm.nih.gov/entrez/query.fcgi?db=PubMed
  sourceTypes: Index Database
– sequence: 3
  dbid: EIF
  name: MEDLINE
  url: https://proxy.k.utb.cz/login?url=https://www.webofscience.com/wos/medline/basic-search
  sourceTypes: Index Database
– sequence: 4
  dbid: 8FG
  name: ProQuest Technology Collection
  url: https://search.proquest.com/technologycollection1
  sourceTypes: Aggregation Database
DeliveryMethod fulltext_linktorsrc
Discipline Medicine
Engineering
Occupational Therapy & Rehabilitation
Physical Therapy
EISSN 1743-0003
EndPage 13
ExternalDocumentID oai_doaj_org_article_f58b952266b545f88186d3f50ac8a13a
PMC7149857
A627331753
32276664
10_1186_s12984_020_00678_2
Genre Randomized Controlled Trial
Journal Article
Research Support, N.I.H., Extramural
GrantInformation_xml – fundername: NIMH NIH HHS
  grantid: T32 MH111360
– fundername: NICHD NIH HHS
  grantid: K01 HD091283
– fundername: ;
  grantid: K01HD091283
GroupedDBID ---
0R~
29L
2QV
2WC
53G
5GY
5VS
7RV
7X7
88E
8FE
8FG
8FH
8FI
8FJ
AAFWJ
AAJSJ
AASML
AAWTL
AAYXX
ABDBF
ABJCF
ABUWG
ACGFO
ACGFS
ACIWK
ACPRK
ACUHS
ADBBV
ADRAZ
ADUKV
AENEX
AFKRA
AFPKN
AFRAH
AHBYD
AHMBA
AHYZX
ALIPV
ALMA_UNASSIGNED_HOLDINGS
AMKLP
AMTXH
AOIJS
AQUVI
BAPOH
BAWUL
BBNVY
BCNDV
BENPR
BFQNJ
BGLVJ
BHPHI
BMC
BPHCQ
BVXVI
C6C
CCPQU
CITATION
CS3
DIK
DU5
E3Z
EBD
EBLON
EBS
ESX
F5P
FYUFA
GROUPED_DOAJ
GX1
HCIFZ
HMCUK
HYE
I-F
IAO
IHR
INH
INR
IPY
ITC
KQ8
L6V
LK8
M0T
M1P
M48
M7P
M7S
ML0
M~E
NAPCQ
O5R
O5S
OK1
OVT
P2P
PGMZT
PHGZM
PHGZT
PIMPY
PQQKQ
PROAC
PSQYO
PTHSS
RBZ
RNS
ROL
RPM
RSV
SBL
SOJ
TR2
TUS
UKHRP
WOQ
WOW
XSB
~8M
CGR
CUY
CVF
ECM
EIF
NPM
PJZUB
PPXIY
PQGLB
PMFND
3V.
7QO
7TB
7TK
7TS
7XB
8FD
8FK
AZQEC
DWQXO
FR3
GNUQQ
K9.
P64
PKEHL
PQEST
PQUKI
PRINS
7X8
5PM
PUEGO
ID FETCH-LOGICAL-c687t-2443b681ea70bca06a1a3045d3be1e8a1043c4e9cdfbc829ea895c2e9c7107583
IEDL.DBID M48
ISSN 1743-0003
IngestDate Wed Aug 27 01:29:27 EDT 2025
Thu Aug 21 13:34:05 EDT 2025
Thu Jul 10 17:29:49 EDT 2025
Fri Jul 25 19:20:05 EDT 2025
Tue Jun 17 21:25:50 EDT 2025
Tue Jun 10 20:39:12 EDT 2025
Mon Jul 21 06:02:15 EDT 2025
Thu Apr 24 22:58:32 EDT 2025
Tue Jul 01 02:19:58 EDT 2025
IsDoiOpenAccess true
IsOpenAccess true
IsPeerReviewed true
IsScholarly true
Issue 1
Keywords Transfer
Presence
Motor skill acquisition
Head-mounted display
Virtual reality
Language English
License Open AccessThis article is licensed under a Creative Commons Attribution 4.0 International License, which permits use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons licence, and indicate if changes were made. The images or other third party material in this article are included in the article's Creative Commons licence, unless indicated otherwise in a credit line to the material. If material is not included in the article's Creative Commons licence and your intended use is not permitted by statutory regulation or exceeds the permitted use, you will need to obtain permission directly from the copyright holder. To view a copy of this licence, visit http://creativecommons.org/licenses/by/4.0/. The Creative Commons Public Domain Dedication waiver (http://creativecommons.org/publicdomain/zero/1.0/) applies to the data made available in this article, unless otherwise stated in a credit line to the data.
LinkModel DirectLink
MergedId FETCHMERGED-LOGICAL-c687t-2443b681ea70bca06a1a3045d3be1e8a1043c4e9cdfbc829ea895c2e9c7107583
Notes ObjectType-Article-1
SourceType-Scholarly Journals-1
ObjectType-Feature-2
content type line 14
content type line 23
ObjectType-Undefined-3
OpenAccessLink http://journals.scholarsportal.info/openUrl.xqy?doi=10.1186/s12984-020-00678-2
PMID 32276664
PQID 2391396610
PQPubID 55356
PageCount 13
ParticipantIDs doaj_primary_oai_doaj_org_article_f58b952266b545f88186d3f50ac8a13a
pubmedcentral_primary_oai_pubmedcentral_nih_gov_7149857
proquest_miscellaneous_2388819815
proquest_journals_2391396610
gale_infotracmisc_A627331753
gale_infotracacademiconefile_A627331753
pubmed_primary_32276664
crossref_citationtrail_10_1186_s12984_020_00678_2
crossref_primary_10_1186_s12984_020_00678_2
ProviderPackageCode CITATION
AAYXX
PublicationCentury 2000
PublicationDate 2020-04-10
PublicationDateYYYYMMDD 2020-04-10
PublicationDate_xml – month: 04
  year: 2020
  text: 2020-04-10
  day: 10
PublicationDecade 2020
PublicationPlace England
PublicationPlace_xml – name: England
– name: London
PublicationTitle Journal of neuroengineering and rehabilitation
PublicationTitleAlternate J Neuroeng Rehabil
PublicationYear 2020
Publisher BioMed Central Ltd
BioMed Central
BMC
Publisher_xml – name: BioMed Central Ltd
– name: BioMed Central
– name: BMC
References D Waller (678_CR31) 1998; 7
G James (678_CR38) 2013
EA Keshner (678_CR2) 2019; 16
SM Smith (678_CR21) 2001; 8
678_CR40
K Kilteni (678_CR15) 2012; 7
N Gavish (678_CR24) 2015; 23
H Devos (678_CR6) 2009; 23
PE Carlson (678_CR26) 2015; 21
A Kim (678_CR28) 2018; 120
A Nemani (678_CR5) 2017; 32
DM Müssgens (678_CR10) 2015; 9
M Slater (678_CR14) 2016; 3
678_CR17
AE Richardson (678_CR44) 2011; 27
JA Taylor (678_CR20) 2013; 7
678_CR57
678_CR11
T Massetti (678_CR12) 2018; 7
F Lu (678_CR39) 2014; 33
K Petri (678_CR23) 2019; 22
RD Seidler (678_CR45) 2007; 14
678_CR50
678_CR9
KR Lohse (678_CR49) 2016; 48
DT Reid (678_CR3) 2002; 5
A Dan (678_CR53) 2017; 122
N Kock (678_CR42) 2012; 13
M Slater (678_CR47) 1999; 8
BG Witmer (678_CR35) 1998; 7
JE Ween (678_CR55) 1996; 47
678_CR27
A Kim (678_CR22) 2019; 16
RS Kennedy (678_CR34) 1993; 3
A Neguţ (678_CR51) 2016; 54
D Cano Porras (678_CR1) 2018; 90
JM Anglin (678_CR19) 2017; 7
L Zimmerli (678_CR4) 2013; 94
J Reis (678_CR33) 2009; 106
JA Stevens (678_CR46) 2015; 3
H-Y Kim (678_CR36) 2013; 38
R Tibshirani (678_CR37) 1996; 58
K Benoit (678_CR43) 2011; 22
J Friedman (678_CR41) 2010; 33
SM Slobounov (678_CR52) 2015; 95
JJ Kozak (678_CR25) 1993; 36
SA Osimo (678_CR13) 2015; 5
DE Levac (678_CR29) 2019; 16
J Iruthayarajah (678_CR16) 2017; 24
M Gonzalez-Franco (678_CR48) 2018; 5
S-PS Dušica (678_CR56) 2015; 18
SK Subramanian (678_CR54) 2011; 8
MC Howard (678_CR7) 2017; 70
678_CR32
GG Fluet (678_CR30) 2013; 1
MF Levin (678_CR8) 2015; 95
G Tieri (678_CR18) 2018; 15
References_xml – volume: 16
  start-page: 121
  year: 2019
  ident: 678_CR29
  publication-title: J Neuroeng Rehabil
  doi: 10.1186/s12984-019-0587-8
– volume: 120
  start-page: 839
  year: 2018
  ident: 678_CR28
  publication-title: J Neurophysiol
  doi: 10.1152/jn.00931.2017
– volume: 58
  start-page: 267
  year: 1996
  ident: 678_CR37
  publication-title: J R Stat Soc Ser B
  doi: 10.1111/j.2517-6161.1996.tb02080.x
– ident: 678_CR40
  doi: 10.1371/journal.pone.0197910
– volume: 16
  start-page: 113
  year: 2019
  ident: 678_CR22
  publication-title: J Neuroeng Rehabil
  doi: 10.1186/s12984-019-0584-y
– volume: 22
  start-page: 2
  year: 2019
  ident: 678_CR23
  publication-title: Sport Eng
  doi: 10.1007/s12283-019-0299-0
– volume: 22
  start-page: 23
  year: 2011
  ident: 678_CR43
  publication-title: London Sch Econ
– volume: 33
  start-page: 1
  year: 2010
  ident: 678_CR41
  publication-title: J Stat Softw
  doi: 10.18637/jss.v033.i01
– volume: 7
  start-page: 171
  year: 2013
  ident: 678_CR20
  publication-title: Front Hum Neurosci
  doi: 10.3389/fnhum.2013.00171
– volume: 7
  start-page: 129
  year: 1998
  ident: 678_CR31
  publication-title: Presence.
  doi: 10.1162/105474698565631
– volume: 13
  start-page: 546
  year: 2012
  ident: 678_CR42
  publication-title: J Assoc Inf Syst
– volume: 95
  start-page: 415
  year: 2015
  ident: 678_CR8
  publication-title: Phys Ther
  doi: 10.2522/ptj.20130579
– volume: 7
  start-page: e40867
  year: 2012
  ident: 678_CR15
  publication-title: PLoS One
  doi: 10.1371/journal.pone.0040867
– volume: 8
  start-page: 36
  year: 2011
  ident: 678_CR54
  publication-title: J Neuroeng Rehabil
  doi: 10.1186/1743-0003-8-36
– ident: 678_CR57
– volume: 5
  start-page: 74
  year: 2018
  ident: 678_CR48
  publication-title: Front Robot AI
  doi: 10.3389/frobt.2018.00074
– volume: 8
  start-page: 560
  year: 1999
  ident: 678_CR47
  publication-title: Presence.
  doi: 10.1162/105474699566477
– ident: 678_CR27
  doi: 10.1371/journal.pone.0189275
– volume: 32
  start-page: 1265
  year: 2017
  ident: 678_CR5
  publication-title: Surg Endosc
  doi: 10.1007/s00464-017-5802-8
– volume: 106
  start-page: 1590
  year: 2009
  ident: 678_CR33
  publication-title: Proc Natl Acad Sci
  doi: 10.1073/pnas.0805413106
– volume: 3
  start-page: 41
  year: 2015
  ident: 678_CR46
  publication-title: Open J Model Simul
  doi: 10.4236/ojmsi.2015.32005
– volume: 5
  start-page: 141
  year: 2002
  ident: 678_CR3
  publication-title: Pediatr Rehabil
  doi: 10.1080/1363849021000039344
– ident: 678_CR32
  doi: 10.1109/VR.2017.7892346
– volume: 5
  start-page: 13899
  year: 2015
  ident: 678_CR13
  publication-title: Sci Rep
  doi: 10.1038/srep13899
– volume: 1
  start-page: 9
  year: 2013
  ident: 678_CR30
  publication-title: Curr Phys Med Rehabil reports
  doi: 10.1007/s40141-013-0005-2
– volume: 3
  start-page: 74
  year: 2016
  ident: 678_CR14
  publication-title: Front Robot AI
  doi: 10.3389/frobt.2016.00074
– ident: 678_CR17
  doi: 10.1101/578682
– volume: 23
  start-page: 778
  year: 2015
  ident: 678_CR24
  publication-title: Interact Learn Environ
  doi: 10.1080/10494820.2013.815221
– volume: 122
  start-page: 75
  year: 2017
  ident: 678_CR53
  publication-title: Int J Psychophysiol
  doi: 10.1016/j.ijpsycho.2016.08.013
– volume: 23
  start-page: 699
  year: 2009
  ident: 678_CR6
  publication-title: Neurorehabil Neural Repair
  doi: 10.1177/1545968309334208
– volume: 7
  start-page: 107
  year: 2018
  ident: 678_CR12
  publication-title: Games Health J
  doi: 10.1089/g4h.2016.0088
– volume: 95
  start-page: 254
  year: 2015
  ident: 678_CR52
  publication-title: Int J Psychophysiol
  doi: 10.1016/j.ijpsycho.2014.11.003
– volume: 36
  start-page: 777
  year: 1993
  ident: 678_CR25
  publication-title: Ergonomics.
  doi: 10.1080/00140139308967941
– volume: 14
  start-page: 17
  year: 2007
  ident: 678_CR45
  publication-title: Learn Mem
  doi: 10.1101/lm.394707
– volume: 21
  start-page: 770
  year: 2015
  ident: 678_CR26
  publication-title: IEEE Trans Vis Comput Graph
  doi: 10.1109/TVCG.2015.2393871
– volume: 18
  start-page: 484
  year: 2015
  ident: 678_CR56
  publication-title: Ann Indian Acad Neurol
  doi: 10.4103/0972-2327.165480
– volume: 7
  start-page: 45469
  year: 2017
  ident: 678_CR19
  publication-title: Sci Rep
  doi: 10.1038/srep45469
– volume: 27
  start-page: 552
  year: 2011
  ident: 678_CR44
  publication-title: Comput Hum Behav
  doi: 10.1016/j.chb.2010.10.003
– volume: 94
  start-page: 1737
  year: 2013
  ident: 678_CR4
  publication-title: Arch Phys Med Rehabil
  doi: 10.1016/j.apmr.2013.01.029
– volume: 3
  start-page: 203
  year: 1993
  ident: 678_CR34
  publication-title: Int J Aviat Psychol
  doi: 10.1207/s15327108ijap0303_3
– volume: 48
  start-page: 172
  year: 2016
  ident: 678_CR49
  publication-title: J Mot Behav
  doi: 10.1080/00222895.2015.1068158
– volume: 54
  start-page: 414
  year: 2016
  ident: 678_CR51
  publication-title: Comput Hum Behav
  doi: 10.1016/j.chb.2015.08.029
– volume: 9
  start-page: 642
  year: 2015
  ident: 678_CR10
  publication-title: Front Hum Neurosci
  doi: 10.3389/fnhum.2015.00642
– volume: 15
  start-page: 107
  year: 2018
  ident: 678_CR18
  publication-title: Expert Rev Med Devices
  doi: 10.1080/17434440.2018.1425613
– volume: 24
  start-page: 68
  year: 2017
  ident: 678_CR16
  publication-title: Top Stroke Rehabil
  doi: 10.1080/10749357.2016.1192361
– volume: 90
  start-page: 1017
  year: 2018
  ident: 678_CR1
  publication-title: Neurology.
  doi: 10.1212/WNL.0000000000005603
– volume: 70
  start-page: 317
  year: 2017
  ident: 678_CR7
  publication-title: Comput Hum Behav
  doi: 10.1016/j.chb.2017.01.013
– volume: 16
  start-page: 76
  year: 2019
  ident: 678_CR2
  publication-title: J Neuroeng Rehabil
  doi: 10.1186/s12984-019-0552-6
– volume: 8
  start-page: 203
  year: 2001
  ident: 678_CR21
  publication-title: Psychon Bull Rev
  doi: 10.3758/BF03196157
– ident: 678_CR9
  doi: 10.1002/14651858.CD008349.pub4
– ident: 678_CR11
  doi: 10.1109/ICVR.2017.8007489
– volume: 7
  start-page: 225
  year: 1998
  ident: 678_CR35
  publication-title: Presence.
  doi: 10.1162/105474698565686
– volume-title: An introduction to statistical learning
  year: 2013
  ident: 678_CR38
  doi: 10.1007/978-1-4614-7138-7
– volume: 38
  start-page: 52
  year: 2013
  ident: 678_CR36
  publication-title: Restor Dent Endod
  doi: 10.5395/rde.2013.38.1.52
– ident: 678_CR50
– volume: 47
  start-page: 388
  year: 1996
  ident: 678_CR55
  publication-title: Neurology.
  doi: 10.1212/WNL.47.2.388
– volume: 33
  start-page: 401
  year: 2014
  ident: 678_CR39
  publication-title: Stat Med
  doi: 10.1002/sim.5937
SSID ssj0034054
Score 2.3417578
SecondaryResourceType review_article
Snippet Virtual reality viewed using a head-mounted display (HMD-VR) has the potential to be a useful tool for motor learning and rehabilitation. However, when...
Background Virtual reality viewed using a head-mounted display (HMD-VR) has the potential to be a useful tool for motor learning and rehabilitation. However,...
Abstract Background Virtual reality viewed using a head-mounted display (HMD-VR) has the potential to be a useful tool for motor learning and rehabilitation....
SourceID doaj
pubmedcentral
proquest
gale
pubmed
crossref
SourceType Open Website
Open Access Repository
Aggregation Database
Index Database
Enrichment Source
StartPage 48
SubjectTerms Adult
Computer & video games
Computer applications
Computers
Environment
Female
Head-mounted display
Helmet mounted displays
Humans
Isometric
Learning
Male
Motor ability
Motor skill
Motor skill acquisition
Motor skill learning
Motor Skills
Motor task performance
Presence
Questionnaires
Rehabilitation
Rehabilitation - instrumentation
Skills
Transfer
Video Games
Virtual environments
Virtual Reality
Visual tasks
Young Adult
SummonAdditionalLinks – databaseName: DOAJ Directory of Open Access Journals
  dbid: DOA
  link: http://utb.summon.serialssolutions.com/2.0.0/link/0/eLvHCXMwrV1Lb9QwEB6hHhAceCyvQEFG4nFAUZP4mWNBVBVSEUKt1JtlOzasWLLV7rYq_56ZJLtKhAQXrvY4cjzjecgz3wC8qk3SQSeVo-01uVBe5s7wmEtfy0qY4LWnAueTz-r4THw6l-ejVl-UE9bDA_cHd5CkoWVoRzwa-2QIga3hSRYuGFfyzjVCm7cNpnodzNENEdsSGaMO1mjVjMgpVOrUc15NzFCH1v-nTh4ZpWnC5MgCHd2DO4PryA77Ld-HG7Gdwe0RoOAMbp4MT-UzeD3GD2anPXgAe8O-TqC5Z3D3y8CpLc0DuO4MWIortkwMWblcsfWP-WLBhqQudjVfUdkJQ4eTvHhGzwuxYZRD_405hvq9yX9SEwocbObri4X7xVzbsHGKO0N9Rd8aV9o9hLOjj6cfjvOhQ0MelNGbHH0D7pUpo9OFD65QrnT09NpwH8uI_CkEDyLWoUk-mKqOztQyVDiAjg1GKvwR7LXLNj4BllKMBa8kT8qIxiTvMRhVtS4bHaTwMYNyyzAbhjOiLhoL24UxRtmeyRaZbDsm2yqDd7s1Fz14x1-p35Mc7CgJeLsbQHG0gzjaf4ljBm9JiiypB9xecEOVA_4kAW3ZQ1VRl0wMEjPYn1DitQ7T6a0c2kGtrG3FCcUVXaoig5e7aVpJqXJtXF4SjcFd1aaUGTzuxXb3S6i9NcarIgM9EejJP09n2vn3DnRcYyhtpH76Pw7pGdyqurso0AvYh73N6jI-R99u41901_g3AGhMWQ
  priority: 102
  providerName: Directory of Open Access Journals
– databaseName: Health & Medical Collection
  dbid: 7X7
  link: http://utb.summon.serialssolutions.com/2.0.0/link/0/eLvHCXMwfV1bi9QwFA66guiDl_FWXSWClwcJO22aS59kFZdFWBHZhXkLSZrsDo7tOJ0V_fee08mMLcK-JmlJeu7NOd8h5FWlo_IqSga2V7NSOsGs5oEJV4mi1N4phwXOJ1_k8Vn5eSZm6Ydbl9IqtzqxV9R16_Ef-UHBEcASrMn0_fInw65ReLuaWmhcJzcQugxTutRsF3BxcEbKbaGMlgcd2DZdMgyYeiXNipEx6jH7_9fMA9M0Tpsc2KGje-ROciDp4Ybi98m10EzI7QGs4ITcPEkX5hPyeogiTE83EAL0Df02AuiekLtfE722ax6Q370Zi2FF20iBoO2Kdt_niwVNqV3013yFxScU3E705Sl-wFBTzKQ_p5aClq_ZD2xFAYP1vFsu7B9qm5oOE90paC1817De7iE5O_p0-vGYpT4NzEut1gw8BO6kzoNVU-ftVNrc4gVszV3Ig7YQ8XFfhsrX0XldVMHqSvgCBsC9gXiFPyJ7TduEJ4TGGMKUF4JHqctaR-cgJJWVymvlRelCRvItwYxP3wh7aSxMH8xoaTZENkBk0xPZFBl5t3tmuYHwuHL1B-SD3UqE3-4H2tW5SdJsotDIy-DcOPBAo0ZYwJpHMbUejsttRt4iFxlUErA9b1OtAxwS4bbMoSywVyaEihnZH60E4fbj6S0fmqRcOvNPFDLycjeNT2LCXBPaS1yjYVeVzkVGHm_Ydnck0OEKotYyI2rE0KMzj2ea-UUPPa4goNZCPb16W8_IraKXshKs_D7ZW68uw3Pw3dbuRS-gfwGWfkRs
  priority: 102
  providerName: ProQuest
Title Transfer of motor skill between virtual reality viewed using a head-mounted display and conventional screen environments
URI https://www.ncbi.nlm.nih.gov/pubmed/32276664
https://www.proquest.com/docview/2391396610
https://www.proquest.com/docview/2388819815
https://pubmed.ncbi.nlm.nih.gov/PMC7149857
https://doaj.org/article/f58b952266b545f88186d3f50ac8a13a
Volume 17
hasFullText 1
inHoldings 1
isFullTextHit
isPrint
link http://utb.summon.serialssolutions.com/2.0.0/link/0/eLvHCXMwlV3da9swED-6Fsb2sI_sy1sXNNjHw_AWW7YlP4yRjmYlkFK6BvImJFnuwjKnS9LR_ve780ewWRnsJQFLNpbuTvc7S_c7gNepzIUVeeKj75V-lJjY15I7PzZpHEbSGmEowXlynBxNo_Esnu1AU-6onsD1jaEd1ZOarhYfrn5df0aD_1QavEw-rtFnycinQKhcfH1ckvfQMwky1Em03VXgCE6iKkGSUzY1b5JobnxGx1GVfP5_r9ott9U9UtnyUaMHcK8Gl2xYacND2HFFD-62KAd7cHtSb6b34E2bYZidVfQC7C077ZB39-D-SS3Lps8juCpdXO5WbJkzFPZyxdY_5osFq499sd_zFSWmMISkhPMZbUC4jNEp-3OmGXqAzP9JZSrwYjZfXyz0NdNFxtqH4BmuaPSsdi7eY5iODs--HPl1DQffJlJsfEQP3CQycFoMjNWDRAeaNmczblzgpMZokNvIpTbLjZVh6rRMYxviBYQ-GMvwJ7BbLAv3DFieOzfgYczzREaZzI3BcDVJRZAJG0fGeRA0AlO2niOqs7FQZaAjE1UJWaGQVSlkFXrwfnvPRUXv8c_eB6QH255EzV1eWK7OVW3pKo8l6TkCH4PoNJdEGZjxPB5oi8Pl2oN3pEWKVBpfz-o6DwIHSVRcapiEVEcTw0gP9js90fBtt7nRQ9XYjQo58bwi6Bp48GrbTHfSYbrCLS-pj8S3SmUQe_C0UtvtkHB9FxjRRh6IjkJ3xtxtKebfS1pygcG2jMXz_5rSF3AnLI0uQkCwD7ub1aV7iTBvY_pwS8wE_srR1z7sDYfjb2P8Pzg8Pjntl59O-qV1_wGkSlMg
linkProvider Scholars Portal
linkToHtml http://utb.summon.serialssolutions.com/2.0.0/link/0/eLvHCXMwtV1Zb9QwEB6VInE8cCxXoICRKDygqLntPCBUjmpLuxVCW2nfjO04ZcWSLLtboH-K38hMjiURUt_6ajuRnTm-mXgOgOepyLnheeIi9go3SnTsKhFaN9ZpHETCaK4pwXl0lAyPo4-TeLIBf9pcGAqrbHVipaiz0tA_8p0gpAKWiCbem_kPl7pG0e1q20KjZosDe_YLXbbl6_33SN_tINj7MH43dJuuAq5JBF-5iGehToRvFfe0UV6ifEXXhVmorW-FQv8kNJFNTZZrI4LUKpHGJsABBGO0rkN87yW4jMDrkUTxydrBC9H4idrEHJHsLBFLReSSg1aBghv0wK_qEfA_EnSgsB-m2cG9vVtwozFY2W7NYbdhwxYDuN4pYziAK6Pmgn4A292qxWxclyxgL9jnXkHwAdz81PBHu-YO_K5gM7cLVuYMGahcsOW36WzGmlAy9nO6oGQXhmYu-Q6MCGYzRpH7J0wxRJXM_U6tL3Awmy7nM3XGVJGxbmA9Qy1J7-rm992F4wuh4D3YLMrCPgCW59Z6YRCHeSKiTORaowucpNzPuIkjbR3wW4JJ03wj6t0xk5XzJBJZE1kikWVFZBk48Gr9zLwuGXLu6rfEB-uVVO67GigXJ7LRHjKPBckOGlMaLd5cUBnCLMxjTxk8bqgceElcJEkp4faManIr8JBU3kvuJgH15kTX1IGt3kpUJqY_3fKhbJTZUv4TPQeerafpSQrQK2x5SmsE7ioVfuzA_Zpt10dCzODoJUcO8B5D987cnymmX6tS5xwdeBHzh-dv6ylcHY5Hh_Jw_-jgEVwLKomL0MLYgs3V4tQ-RrtxpZ9Uwsrgy0Vrh79ZlYFZ
openUrl ctx_ver=Z39.88-2004&ctx_enc=info%3Aofi%2Fenc%3AUTF-8&rfr_id=info%3Asid%2Fsummon.serialssolutions.com&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Ajournal&rft.genre=article&rft.atitle=Transfer+of+motor+skill+between+virtual+reality+viewed+using+a+head-mounted+display+and+conventional+screen+environments&rft.jtitle=Journal+of+neuroengineering+and+rehabilitation&rft.au=Juliano%2C+Julia+M.&rft.au=Liew%2C+Sook-Lei&rft.date=2020-04-10&rft.issn=1743-0003&rft.eissn=1743-0003&rft.volume=17&rft.issue=1&rft_id=info:doi/10.1186%2Fs12984-020-00678-2&rft.externalDBID=n%2Fa&rft.externalDocID=10_1186_s12984_020_00678_2
thumbnail_l http://covers-cdn.summon.serialssolutions.com/index.aspx?isbn=/lc.gif&issn=1743-0003&client=summon
thumbnail_m http://covers-cdn.summon.serialssolutions.com/index.aspx?isbn=/mc.gif&issn=1743-0003&client=summon
thumbnail_s http://covers-cdn.summon.serialssolutions.com/index.aspx?isbn=/sc.gif&issn=1743-0003&client=summon