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Related Experiment Video

Updated: Dec 9, 2025

Author Spotlight: Enhancing Neurorehabilitation Through EEG, Motor Imagery, and Virtual Reality
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User perspective and higher cognitive task-loads influence movement and performance in immersive training

Juan Trelles Trabucco1, Andrea Rottigni1, Marco Cavallo1

  • 1Department of Computer Science, University of Illinois at Chicago, 851 S Morgan Street, Chicago, 60607 USA.

BMC Biomedical Engineering
|September 9, 2020
PubMed
Summary

First-person virtual reality (VR) perspective increases head and upper extremity movements, especially in challenging tasks. User perspective impacts performance but not engagement or success rates in VR environments.

Keywords:
CAVE2EngagementUser perspective

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Area of Science:

  • Human-Computer Interaction
  • Virtual Reality (VR) Systems
  • Motor Control and Performance

Background:

  • Virtual reality (VR) applications commonly use either first-person or third-person perspectives, but rarely offer both for the same task.
  • Understanding the impact of user perspective is crucial for optimizing VR experiences in gaming, training, and neurorehabilitation.

Purpose of the Study:

  • To evaluate the effects of first-person versus third-person perspectives on head and upper extremity movements in VR.
  • To assess how cognitive load modulates these perspective-related effects on user performance.
  • To measure user-reported engagement levels across different perspectives.

Main Methods:

  • A targeted-reaching task was conducted in a large-scale VR environment with 30 healthy volunteers.
  • Measurements included head and upper extremity movements, task completion times, and success rates.
  • Cognitive challenges, such as a 'flipped mode', were introduced to modulate task difficulty.

Main Results:

  • First-person perspective led to significantly larger head movements (3.52±1.3m) compared to third-person (2.41±0.7m).
  • More upper-extremity movement (30.08±7.28m vs. 26.66±4.86m) and longer completion times (61.3±16.4s vs. 53±10.4s) were observed in first-person for challenging tasks.
  • No significant difference in success rate or user-reported engagement was found between perspectives.

Conclusions:

  • User perspective, particularly when interacting with high-cognitive load tasks, influences movement extent and performance in VR.
  • Findings suggest that the choice between first-person and third-person interfaces in immersive training should consider user conditions and specific exercise requirements.
  • Perspective choice can be a key factor in optimizing VR system design for diverse applications.