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Yaqiu Guo

dblp:250/8229 · DBLP profile ↗
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1ranked-venue papers
0as first author
0since 2021 · last 2020
—ORCID · unresolved

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 1Human-computer interaction and ubiquitous computing · 1

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Human-computer interaction and pervasive computing
1 paper
Immersive interaction · 77% Health and well-being technologies · 23%
Computer graphics and multimedia
1 paper
Virtual and augmented reality · 100%

Topics — the 4 heaviest of 4, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Immersive interaction › virtual reality training
virtual reality motor learning
0.412020
Transfer of Coordination Skill to the Unpracticed Hand in Immersive Environments · VR 2020
Virtual and augmented reality › avatar
avatar realism
0.112020
Transfer of Coordination Skill to the Unpracticed Hand in Immersive Environments · VR 2020
Virtual and augmented reality › avatar
virtual hand representation
0.112020
Transfer of Coordination Skill to the Unpracticed Hand in Immersive Environments · VR 2020
Health and well-being technologies › rehabilitation
motor rehabilitation
0.112020
Transfer of Coordination Skill to the Unpracticed Hand in Immersive Environments · VR 2020

Methods — techniques the papers use, named apart from their topics

user study · 0.9game-like interactive system · 0.9
YearPublicationVenuePosition
2020 Transfer of Coordination Skill to the Unpracticed Hand in Immersive Environments
abstract
Physical practice with one hand results in performance gains of the other (un-practiced) hand in a unilateral motor task. Yet how it induces performance gains of interlimb coordination in the bimanual movements between trained limb and the opposite, untrained limb is unclear. The present study designed a game-like interactive system for physical practice, in which an avatar’s hands could be controlled itself or by the subject during a bimanual movement task in an immersive virtual reality environment. Participants practiced with the bimanual task by simultaneously drawing non-symmetric three-sided squares (e.g., U and C) to learn limb coordination with the following training strategies: (1) performing and seeing a bimanual task (BH-BH); (2) performing a unimanual task with right hand and seeing a bimanual action (RH-BH); (3) not performing a task but seeing a bimanual action (noH-BH); (4) performing and seeing a unimanual task (RH-RH). We found that the learning performance was better after BH-BH and RH-BH compared with other training strategies. In addition, we examined the effects of virtual hand representations on the learning performance after RH-BH. We found that the performance after training was increased with the realism level of virtual hands. These findings suggest that the proposed approach of RH-BH with realistic virtual hand would result in transfer of coordination skill to the unpracticed hand, which puts forward a new approach for learning and rehabilitation of coordination skill in patients with unilateral motor deficit in immersive environments.
Shan Xiao, Xupeng Ye, Yaqiu Guo, Boyu Gao 0003, Jinyi Long
VR3