Jove
Visualize
Contact Us
JoVE
x logofacebook logolinkedin logoyoutube logo
ABOUT JoVE
OverviewLeadershipBlogJoVE Help Center
AUTHORS
Publishing ProcessEditorial BoardScope & PoliciesPeer ReviewFAQSubmit
LIBRARIANS
TestimonialsSubscriptionsAccessResourcesLibrary Advisory BoardFAQ
RESEARCH
JoVE JournalMethods CollectionsJoVE Encyclopedia of ExperimentsArchive
EDUCATION
JoVE CoreJoVE BusinessJoVE Science EducationJoVE Lab ManualFaculty Resource CenterFaculty Site
Terms & Conditions of Use
Privacy Policy
Policies

Related Concept Videos

Muscle Coordination and Action01:24

Muscle Coordination and Action

3.3K
Muscle coordination is a complex and finely tuned process essential for smooth and purposeful movements like flexion, extension, adduction, abduction, and rotation. The human body orchestrates the actions of various muscles working in concert, each with a specific role. Four functional types describe how muscles work together: agonist, antagonist, synergist, and fixator.
Agonists
Agonist muscles, often called prime movers, are the primary muscles responsible for producing a specific movement....
3.3K
Exercise and Muscle Performance01:27

Exercise and Muscle Performance

2.7K
Exercise induces a range of adaptations in muscle tissue, depending on the type and duration of activity. Such physical training can be broadly categorized into two types: endurance exercises and resistance exercises.
Endurance exercises
Endurance exercises involve running, swimming, or cycling, which require repetitive movements with low force output. When a person engages in endurance exercise, a few noticeable changes occur in their skeletal muscles. For instance, the number of capillaries...
2.7K
Chest Physiotherapy01:24

Chest Physiotherapy

2.0K
Chest Physiotherapy (CPT) is a therapeutic technique used in respiratory care to improve ventilation, clear bronchial secretions, and enhance the efficiency of respiratory muscles. This therapy includes three primary procedures: postural drainage, percussion, and vibration. It can be performed on spontaneously breathing patients and those who are intubated and mechanically ventilated.
Purpose
CPT is primarily used for patients with excessive bronchial secretions who have difficulty clearing...
2.0K

You might also read

Related Articles

Articles linked to this work by shared authors, journal, and citation graph.

Sort by
Same author

Space Physiology and Technology: Adaptations, Countermeasures, and Opportunities for Wearable Systems.

Cyborg and bionic systems (Washington, D.C.)·2026
Same author

How individual vigor shapes human-human physical interaction.

eLife·2026
Same author

Spinal cord structural and functional architecture and its shared organization with the brain across the adult lifespan.

Nature communications·2026
Same author

A modular architecture for trial-by-trial learning of redundant muscle activity patterns in novel sensorimotor tasks.

PLoS computational biology·2026
Same author

Model predictive game control for personalized and targeted interactive assistance.

Communications engineering·2026
Same author

Spine-prints: Transposing brain fingerprints to the spinal cord.

Imaging neuroscience (Cambridge, Mass.)·2026

Related Experiment Video

Updated: Feb 18, 2026

Using Virtual Reality to Transfer Motor Skill Knowledge from One Hand to Another
05:12

Using Virtual Reality to Transfer Motor Skill Knowledge from One Hand to Another

Published on: September 18, 2017

548.9K

Balancing the playing field: collaborative gaming for physical training.

Michael Mace1, Nawal Kinany2,3, Paul Rinne2,4

  • 1Department of Bioengineering, Imperial College of Science, Technology and Medicine, London, UK. m.mace11@imperial.ac.uk.

Journal of Neuroengineering and Rehabilitation
|November 21, 2017
PubMed
Summary

This study introduces a novel virtual reality rehabilitation game that enhances motor learning for individuals with varying skill levels. The collaborative game implicitly balances abilities, improving performance and engagement for all players, including stroke survivors.

Keywords:
CollaborationExergamesPatient engagementPhysical exerciseRehabilitationRoboticsSocial interactionStroke

More Related Videos

A Rehabilitation Program of Exoskeleton-assisted Body Weight-Supported Treadmill Training with Non-immersive Virtual Reality for Stroke Patients
06:00

A Rehabilitation Program of Exoskeleton-assisted Body Weight-Supported Treadmill Training with Non-immersive Virtual Reality for Stroke Patients

Published on: May 16, 2025

1.2K
Calculating Heart Rate Variability from ECG Data from Youth with Cerebral Palsy During Active Video Game Sessions
08:12

Calculating Heart Rate Variability from ECG Data from Youth with Cerebral Palsy During Active Video Game Sessions

Published on: June 5, 2019

20.6K

Related Experiment Videos

Last Updated: Feb 18, 2026

Using Virtual Reality to Transfer Motor Skill Knowledge from One Hand to Another
05:12

Using Virtual Reality to Transfer Motor Skill Knowledge from One Hand to Another

Published on: September 18, 2017

548.9K
A Rehabilitation Program of Exoskeleton-assisted Body Weight-Supported Treadmill Training with Non-immersive Virtual Reality for Stroke Patients
06:00

A Rehabilitation Program of Exoskeleton-assisted Body Weight-Supported Treadmill Training with Non-immersive Virtual Reality for Stroke Patients

Published on: May 16, 2025

1.2K
Calculating Heart Rate Variability from ECG Data from Youth with Cerebral Palsy During Active Video Game Sessions
08:12

Calculating Heart Rate Variability from ECG Data from Youth with Cerebral Palsy During Active Video Game Sessions

Published on: June 5, 2019

20.6K

Area of Science:

  • Rehabilitation Medicine
  • Virtual Reality Technology
  • Motor Learning

Background:

  • Multiplayer video games can enhance exercise-based rehabilitation through social motivation.
  • A key challenge is enabling interaction between players with differing skill levels.
  • A novel motor-training paradigm is presented for real-time collaboration and performance enhancement across skill mismatches.

Purpose of the Study:

  • To develop and evaluate a collaborative virtual training task that accommodates significant inter-subject skill differences.
  • To investigate implicit skill balancing mechanisms in a dual-player virtual environment.
  • To assess user experience and engagement in a rehabilitation context.

Main Methods:

  • A virtual ball-on-beam task was controlled by two players using force-sensing handgrips.
  • Interaction was facilitated through simulated physical coupling and locally-redundant control.
  • Performance metrics (score, tracking, stability, effort, smoothness) and user questionnaires were analyzed for healthy and patient-expert dyads.

Main Results:

  • Less-able players showed performance gains in dual-player mode, proportional to skill mismatch.
  • More-able players' performance decreased, indicating a zero-sum interaction.
  • Dual-player mode was preferred, increasing engagement and perceived skill, particularly for patients.

Conclusions:

  • This study demonstrates implicit skill balancing in a collaborative virtual training task.
  • The paradigm enhances engagement and performance across diverse skill levels, including disabled and able-bodied partnerships.
  • This represents a novel approach for virtual rehabilitation with potential for stroke survivors.