Virtual Reality Stimulants of Motor Ability through
the Virtual Reality-based Game
Erwani Merry Sartika
1a
, Novie Theresia Br. Pasaribu
1b
, Richard Setiawan
1c
,
Reynaldy Felicius Gunawan
1d
, Dion Melvern Siswanto
1e
, Che-Wei Lin
2f
and Febryan Setiawan
2g
1
Bachelor Program in Electrical Engineering, Universitas Kristen Maranatha, Jl. Prof. drg. Suria Sumantri, MPh no 65,
Bandung, Indonesia
2
Department of Biomedical Engineering, College of Engineering, National Cheng Kung University, Tainan 701, Taiwan
aldy.fg45@gmail.com, sebasdion11@gmail.com, lincw@mail.ncku.edu.tw, febryans2802.wtmh@gmail.com
Keywords: Virtual Reality, Bilateral Movement, Alternating Movement.
Abstract: To improve the physical body, the motor function of the non-dominant hand also needs to be considered to
increase productivity. Virtual Reality is widely used as a video game, but it is widely used as a means of doing
physical exercise. In this research, the improvement of non-dominant motor skills through VR-based games
used bilateral and alternating movement methods. The game “Rowing movements” represents the bilateral
movements methods which is considered the most relevant to be implemented, while the game “Climbing”
represents the alternating movements method. The game design process that is carried out is setting the VR
on Unity, making the environment, making game objects, player, time display, game object position,
movement of game objects. Hitbox design is also designed, with the aim of knowing the performance of the
rowing game, while the performance of the climbing game uses the integral difference between the dominant
and non-dominant hand climbing movements of the research subject which is scaled in a cartesian field. The
results show that the use of VR stimulates user interest so that it improves motor skills if done regularly both
for movement using the bilateral method and alternating movement.
1 INTRODUCTION
Hands are an important part of the human body. This
is the main reason for physical or motor training on
the hands to take precedence over other parts of the
body. Basically, humans have one dominant hand
which is used to carry out various activities.
However, the motor function of the non-dominant
hand also needs to be considered to increase one's
productivity and quality of life. In addition, the
increase in non-dominant hand motor function can
also affect the dominant hand motor function to be
better (Stöckel & Weigelt, 2012).
a
https://orcid.org/0000-0003-3720-3584
b
https://orcid.org/0000-0001-7774-9675
c
https://orcid.org/0000-0002-3857-9770
d
https://orcid.org/0000-0002-2763-3073
e
https://orcid.org/0000-0002-7211-8097
f
https://orcid.org/0000-0002-1894-1189
g
https://orcid.org/0000-0002-3671-9127
Bilateral movements are the movements of the
two arms that are used together to contract the
muscles, then produce a force, and then move the
weight given (Fountaine, 2018). Meanwhile, the other
movements are alternating movements. Alternating
Movements is an activity that uses limbs alternately,
one example of which is hand movements. This
activity is useful for training non-dominant hand and
hand motor skills (Arceneaux et al., 1997). Activities
using non-dominant hands can balance hand motor
skills. One way is by using non-dominant hands to do
things that require proper coordination.
146
Sartika, E., Pasaribu, N., Setiawan, R., Gunawan, R., Siswanto, D., Lin, C. and Setiawan, F.
Virtual Reality Stimulants of Motor Ability through the Virtual Reality-based Game.
DOI: 10.5220/0010747100003113
In Proceedings of the 1st International Conference on Emerging Issues in Technology, Engineering and Science (ICE-TES 2021), pages 146-152
ISBN: 978-989-758-601-9
Copyright
c
2022 by SCITEPRESS Science and Technology Publications, Lda. All rights reserved
Rowing is a physical activity that uses the hand as
the control. The rowing simulation places the user as
the rower of a boat using one paddle in each hand.
Rowing activity requires both hands to move
simultaneously (Bilateral Movements). While
climbing is a physical activity that uses hands and
moves using alternating movements as the control.
Climbing is a sport that requires the body to move to
the top of the rock climbing. One of the muscles that
play a role when climbing is the arm muscles, because
the arm muscles help to pull the body upwards. The
ability to produce locomotive movements in a very
short time is the result of the maximum cooperation
between strength and speed. The combination of
strength and speed affects the formation of power
which can be seen from the results of its movement.
Virtual Reality is a technology that allows users
to enter and interact in a virtual environment. In
addition, Virtual Reality allows developers to
manipulate virtual environments so that they can be
tailored to the needs of consumers and developers
(Stevens & Phillips Stoykov, 2004). Virtual Reality
in its development is widely used as a video game.
But along with its development, Virtual Reality is
also used as a means of doing physical training
(Okechukwu & Udoka, 2011).
One of them is hand
motor training, this is because Virtual Reality can be
combined with additional tools such as controllers /
joysticks that allow users to perform various
variations of movement. In addition, the sensors /
buttons on the controller / joystick can maximize user
accessibility so that users can make movements or
interact with visual objects in the Virtual Reality
environment. (Stevens & Phillips Stoykov, 2004).
Based on these reasons, a simulation using Virtual
Reality will be realized using the bilateral movements
and alternating movements method so that data can
be collected to prove that the use of Virtual Reality
by using these two methods can improve the
dominant and non-dominant hand motor skills in
humans.
The purpose of this research is to determine the
influence of bilateral movement methods and
alternating movements in simulations using Virtual
Reality on improved motor capabilities in non-
dominant hands. Simulation creation using Unity
software. Simulation is created in the form of Virtual
Reality, design, and implementation of simulations in
three dimensions. The simulation designed is a
simulation of a Rowing Game (bilateral movement)
and a Climbing Game (alternating movement).
2 METHODS
The method used in this research consists of library
review to find out the definition and type of game that
is right to be applied. Furthermore, the game design
steps are made to make it happen. Analysis of
realization results is discussed in results and
discussion.
2.1 Bilateral Movement Method
Bilateral movements are the movements of both arms
that are used together to contract muscles, then
produce force, and then move the weight exerted
(Fountaine, 2018). Bilateral Movements provide an
easier understanding of movement for people who are
undergoing recovery. When both hands are moved
together, the tendency towards synchronization
between arms will be stronger, which is the need to
focus on moving both hands much less. In this way,
bilateral movements provide greater possibilities to
produce an interpretation of movement that will be
easier to understand by the motor compared to when
driven separately (Stevens & Phillips Stoykov, 2004).
Bilateral hand training, compared to unilateral
training or other forms of mobility training, shows
more significant development for patients with
chronic and acute hemiparesis. However, this
bilateral hand training activity did not show any more
significant and effective development for hemiplegia
sufferers(Stevens & Phillips Stoykov, 2004).
Rowing Movements are movements performed
continuously, requiring aerobic or anaerobic power.
The drive phase cycle in rowing starts when the
rowers push with their legs then then pull their lower
arms and backs sequentially. These movements also
require muscle strength and endurance(Conde et al.,
2005). The cycle of movement can be seen in the
Figure 1.
Figure 1: Rowing Movements.
Rowing movement is one of the movements that
uses the bilateral movement method which is
considered the most relevant to be applied in this
Virtual Reality Stimulants of Motor Ability through the Virtual Reality-based Game
147
research. This is due to a movement pattern that
requires both hands or arms to be moved
simultaneously and which is later used to improve the
motor skills of the non-dominant or impaired hand.
2.1.1 Design Game Rowing
In this research, bilateral movement simulation is
implemented in Rowing Game. The Rowing Game
Design Block Diagram can be seen in Figure 2. The
design process starts from tuning the virtual reality
gear and then designing the environment which
consists of creating terrain and detailing tree and rock
objects. After that, it is continued with the design of
the boat object in which there is a camera and player
controller. Next, a hitbox is designed which will be
attached to the boat. The objective design is carried
out after the environment and boat objects have been
created. Objective consists of objects coins and finish
area. The final part is designing the User Interface
which consists of a timer, starting countdown, coin
counter, and Game over Panel. The design process
diagram can be seen in Figure 2.
Figure 2: Rowing Game Design Block Diagram.
2.2 Alternating Movement Method
The ability to be able to use both hands is referred to
as bilateral coordination. Bilateral coordination
includes 2 types of movements, namely simultaneous
movements, and alternating movements. Good
bilateral coordination of the hands is demonstrated by
the balance in both rough motor movements of the
hands.
The alternating movements used in this
simulation are climbing movements. In addition to its
alternating and repetitive movements, this movement
allows researchers to compare the movement between
non-dominant hands and the dominant hands of each
research subject to be known whether alternating
movements affect the motor ability of non-dominant
hands.
Alternating movements are also used as a method
to detect coordination disturbances, this coordination
disorder is indicated by an imbalance of the results of
movement of both hands when performed alternately
(Fimbel et al., 2005). Alternating movements can also
be applied to climbing or climbing movements.
Climbing is a branch of sports that requires the body
to move towards the top of the climbing stone. One of
the muscles that plays a role at the time of climbing is
the arm muscles, because the arm muscles help to pull
the body towards the top. The ability to produce
explosive movements in a very short period is the
result of maximum cooperation between strength and
speed. The combination of strength and speed affects
the formation of power that can be seen from the
results of its movement. The success of climbing
results is determined by the consistency of the results
of arm muscle movements when climbing. The
climbing movement can be seen in Figure 3.
Figure 3: Rock Climbing Activity.
2.2.1 Design Game Climbing
In this research, the simulation of alternating
movement is implemented in the Climbing Game.
The Climbing Game Design Block Diagram can be
seen in Figure 4. In this research, Unity was used to
create simulations with Virtual Reality that
demonstrated an alternating motion or alternating
movements. Using Virtual Reality in the Unity
project requires an Oculus Rift controller, so it is
necessary to install the driver first. In this climbing
simulation project, several Game Objects are needed
such as environment, climbing stones (climbpoint),
player, and time display. Positioning is required in the
process of placing the Game Object that was
previously created. Scripting is then performed to
manipulate the Game Object to act as desired. There
are 3 main scripts in the design of climbing
simulations, namely the Climbing Motion script
(Pull), Gravity (Gravity), and Timer (Timer).
Figure 4: Climbing Game Process Design Diagram.
ICE-TES 2021 - International Conference on Emerging Issues in Technology, Engineering, and Science
148
3 RESULTS AND DISCUSSION
3.1 Bilateral Movements Results
The following is a display of the unity program for
Bilateral Movement (Figure 5). In this rowing
simulation, the designed environment is a
mountainous environment in which there are rocks,
hills, mountains, trees, and a river. This rowing
simulation environment can be seen in Figure 5. The
boat object functions as a player which is the main
object that will interact directly with the user. A
special camera is mounted on the boat object for
virtual reality simulation which will be connected
directly to the Oculus Rift or Google Virtual Reality
which is used by the user to view the Virtual world in
real-time.
(
a
)
(b)
Figure 5: Display of the Unity Program for Bilateral
Movement (a) Environment Display, (b) Boat Object
Display.
From the simulations that have been created,
testing was conducted with test data taken from 3
research subjects. Data retrieval is done for 1 day. The
research subjects filled out the survey first before
conducting the experiment. Each subject is given 15
minutes to learn to use the provided virtual reality
gear. Each subject experimented 3 times, with a 10-
second time lag between experiments.
The initial conditions of the boat object when
tested are as follows. The position on the x-axis is -
107.06, the position on the y-axis is -0.824, the
position on the z axis is 28.5. The first experiment is
conducted 3 times and each experiment will be
observed and retrieved data. The data taken is the
completion time, the number of rowing subjects, the
trajectory traveled, and the number of coins collected.
In the first attempt, the first user was able to
complete the simulation in 22.17 seconds with 33
paddling and managed to collect 3 out of 3 coins.
Figure 6 is the trajectory the subject took in
experiment 1. Table 1 is the data of experimental
observation 1 for the distance of each paddle touch
point with the water surface against the boat.
Figure 6: Simulation Design Process.
The experiment was conducted on 3 research
subjects. Based on the test results obtained, it can be
concluded that there is an improvement in the
performance of non-dominant hands using bilateral
movement methods. This can be proven by the
results of observation data on 3 research subjects who
showed a smaller error value in each experiment, the
error value is the result of a reduction of the amount
of distance of each paddle touch point with the
surface of the water against the boat on the left and
right hand.
The test results also prove that the research
subjects's understanding of virtual reality gear is
directly proportional to the research subjects's
performance when conducting rowing simulations
using virtual reality. In Table 1, the first subject
conducts an experiment and is observed, and the data
is taken in the form of completion time, trajectory
traversed, and the number of coins that have been
collected. The first subject can complete the
simulation in 33 paddles and successfully collect all
the coins.
Virtual Reality Stimulants of Motor Ability through the Virtual Reality-based Game
149
Table 1: The First Research Subjects Data Experiment 1.
3.2 Alternating Movement Results
The following is a display of the unity program for
Alternating Movement (Figure 7). In this research,
the climbing path is arranged equally between the left
hand and the right hand so that the movement
between the left hand and the right hand can be
compared. The number of climbing stones used are
22 stones (11 stones for the left side and 11 stones for
the right side). The X-axis distance can be adjusted
and adjusted so that the paths do not overlap each
other, in this research the width between the lines is
spaced 0.7 (X-axis). The same is done for the Y axis,
namely the distance between the first stone and the
next stone. After the cliff position and rock climbing
have been positioned, the result will be as shown in
Figure 7.
(a)
(
b
)
Figure 7: Display of the Unity Program for Alternating
Movement, (a) Display of Environment, (b) Display of
Subject’s Hands
Before conducting the simulation, research
subjects were asked to fill out a questionnaire that had
been made. Based on the results of the questionnaire,
the research subjects were divided into 3 categories,
namely:
- One man who used VR.
- Two men who have never used VR.
- Two women who have never used VR.
The five research subjects had the same age range,
namely 21-25 years. The five of them also had never
experienced rock climbing and were right-handed.
After filling out the questionnaire, subjects were
given 10 minutes to get used to using the VR
Controller. After that, the subject is allowed to do a
simulation so that data can be collected. In the data
collection process, the data taken are:
- The results of the dominant and non-dominant
hand climbing movements of the research
subject.
- Travel time of research subjects in completing
the simulation.
- The distance traveled by the research subject in
completing the simulation.
The simulation is said to be complete if:
- Research subjects can climb to the last rock.
- Research subjects fail to climb or fall in the
simulation.
Data collection was carried out 2 times a day for
5 days. Each time the data was collected, the subject
was given time to rest for 10 minutes to ensure that
the research subject did not experience fatigue for the
next data collection due to the previous data
collection. Subject research was tried on 5 research
Left Point Right Point
Difference Between
Point
2,899347 -2,905545 -0,006198
2,699359 -2,641025 0,058334
2,673499 -2,565061 0,108438
2,575044 -2,555524 0,01952
2,618853 -2,612459 0,006394
2,654607 -2,708993 -0,054386
2,636998 -2,700497 -0,063499
2,702779 -2,700497 0,002282
2,715405 -2,637317 0,078088
2,684289 -2,66491 0,019379
2,757622 -2,630151 0,127471
2,621608 -2,630597 -0,008989
2,661496 -2,63454 0,026956
2,661496 -2,626003 0,035493
2,652396 -2,583199 0,069197
2,641745 -2,658282 -0,016537
2,672914 -2,582476 0,090438
2,652409 -2,634614 0,017795
2,620956 -2,629205 -0,008249
2,683 -2,629205 0,053795
2,67047 -2,672936 -0,002466
2,775788 -2,566797 0,208991
2,635197 -2,552659 0,082538
2,644223 -2,59359 0,050633
2,640778 -2,627459 0,013319
2,677565 -2,611967 0,065598
2,632084 -2,621306 0,010778
2,741297 -2,729553 0,011744
2,769871 -2,683123 0,086748
2,681472 -2,641546 0,039926
2,681472 -2,641546 0,039926
2,666943 -2,55028 0,116663
2,547802 -2,966956 -0,419154
Sum of the distance
from the left point to
the center of the boat
Sum of the distance
from the right point
to the center of the
boat
Total
88,250784 87,389818 0,860966
Number of paddle
subject
33
Difference between the number of left and
right points
0,860966
stones
ICE-TES 2021 - International Conference on Emerging Issues in Technology, Engineering, and Science
150
subjects. The result of dominant and non-dominant
hand climbing movement is scaled on a cartesian field
that has been made to be known the extent of
deviation that occurs in the hand movements of the
research subjects. To find the area of deviation is used
Reimann integral method written as in Equation (1).
𝐿=𝐿
+𝐿
++ +𝐿
𝐿=𝑓(𝑥
)𝛥𝑥
+ 𝑓(𝑥
)𝛥𝑥
+⋯ +𝑓(𝑥
)𝛥𝑥
(1)
𝑓(𝑥
) is the value when point 𝑛 , and 𝛥𝑥
is the
distance of each change between sample point 1 to the
next sample point. In this data the value
𝑓(𝑥
) is the
position magnitude value of 𝑥 the sample point.
The first subject is the first female subject who has
never used VR. Table 2 is the data on the area of hand
movement deviation for the first subject, and Table 3
is the observation data for the first subject.
Table 2: Hand Movement Deviation in the First Subject.
Table 3: Observation Data on The First Subject
Based on observational data in Table 2 and Table
3, the first subject showed that the movement of the
right hand is better than the movement of the left
hand, this can be seen from the area of deviation
formed from the right hand is smaller than the left
hand, which is an average difference of 49.8. The first
user also showed an improvement in the ability of the
left-hand judging by the decrease in deviation area
formed from experiment 1 to experiment 10. The
research subjects showed an increase in the distance
that could be traveled in each data collection. This
shows the effect of using VR which is getting better
if it is done regularly.
Table 4: Observation data from Research Subjects.
RightLeftRightLeftRightLeftRightLeftRightLeft
1 1457771520331201138 28
2 2430493328206425528242
3 69 87 57 172 84 477 54 156 23 37
4 55 60 37 146 39 194 39 194 42 87
5 1326 8 74 839011380 26
6 21884519152
7 293 140 22 6
8011
910
10
11
12
13
14
Avg 35 52 45,6 115,4 45,6 115,4 45,6 115,4 45,6 115,4
Area
Data 5Data 1 Data 2 Data 3 Data 4
RightLeftRightLeftRightLeftRightLeftRightLeft
1 100 112 43 114 56 45 17 61 25 101
2 52 32 147 91 0 103 0 36 1 43
3 152 69 295 165 43 161 17 76 52 47
4 7 19 185 17 5 62 53 63 7 7
5 5 241779913963091 0 54
6 243 12 0 84 48 145 14 33 9 53
7 239 49 13 157 4 49 54 50 69 82
8 27 7 56 11 96 45 61 126
936551068154
10 104 99 63 57
11 14 6 186 328
12 36 67
13 194 380
14 63 12
Avg 114 45,3 110,9 91,8 34,5 75,6 32,3 56,9 59,6 107,9
Area
Data 6 Data 7 Data 8 Data 9 Data 10
Data Distance Limit Time Time difference to Distance
1 2,3 22 4,78
2 2,3 18 3,91
3 2,6 23 4,42
4 4,2 44 5,24
5 3,5 30 4,29
6 3,7 34 4,59
7 3,7 32 4,32
8 5,1 34 3,33
9 4,1 38 4,63
10 6,9 45 3,26
Right Left Difference Right Left Difference
1 3552 1770,62446,6
2 45,6 115,4 69,8 54,2 72,4 18,2
3 45,6 115,4 69,8 42,8 57,6 14,8
4 45,6 115,4 69,8 81,1 94,6 13,5
5 45,6 115,4 69,8 64,3 69,3 5
6 114 45,3 68,7 82,5 107 24,5
7 110,9 91,8 19,1 70,3 58,8 11,5
8 34,5 75, 6 41,1 43,9 45,1 1,2
9 32,3 56, 9 24,6 93,2 93,9 0,7
10 59,6 107,9 48,3 60,3 71,7 11,4
Average 56,87 89,11 49,8 66,32 69,44 14,74
Data
First Subject (women)*
S
econd Subject (women)
*
Right Left Difference Right Left Difference Right Left Difference
1 99,5 158,7 59,2 87 68,7 18,3 123,1 104 19,1
2 72,7 61,3 11,4 16,3 95,4 79,1 77 94 17
3 54,4 64,3 9,9 64 161,2 97,2 87,5 128,7 41,2
4 88,9 154,6 65,7 52,4 110,3 57,9 48,2 71,1 22,9
5 66,9 109,9 43 54,7 58,3 3,6 49,4 49,1 0,3
6 66,3 62,1 4,2 65,8 68,5 2,7 36,7 66,4 29,7
7 64 61,9 2,1 84,5 170,9 86,4 37,4 42,3 4,9
8 59,8 44,3 15,5 54,5 74,8 20,3 62,9 65,3 2,4
9 77,6 49,1 28,5 84,1 67,8 16,3 47,8 51,1 3,3
10 74,2 123,2 49 71,4 168,1 96,7 50 64,7 14,7
Average 72,43 88,94 28,85 63,47 104,4 47,85 62 73,67 15,55
Fifth Subject (men)
Data
Third Subject (men)* Fourth Subject (men) *
Virtual Reality Stimulants of Motor Ability through the Virtual Reality-based Game
151
Table 4 shows that of the 5 research subjects, it
can be concluded that the dominant hand has better
movement than the non-dominant hand. This is
evidenced by the deviation area formed by the
dominant hand is smaller than the non-dominant
hand. The fifth subject has already used VR, showing
a stable difference between the area reached by the
left and right hands. This shows that stimulants using
periodic VR can help the performance of both hands,
even the left-hand ability is more like the right-hand
ability.
4 CONCLUSIONS
The improvement of non-dominant hand
performance using bilateral movement method. This
can be proven by the results of observation data on 3
research subjects (the number of research subject is
limited due to the covid-19 pandemic condition) who
showed a smaller error value in each experiment, the
error value is the result of a reduction of the amount
of distance of each paddle touch point with the
surface of the water against the boat on the left and
right hand. The test results also prove that the
subject's understanding of virtual reality is directly
proportional to the subject's performance when
conducting rowing simulations using virtual reality.
In the use of alternating movements, subjects with
slower climbing speeds tend to have balanced
movement. This is indicated by a small difference in
deviation between dominant and non-dominant hand
movements. The influence of VR usage is getting
better if done periodically. Men tend to learn more
about VR than women. This can be seen with a rapid
increase in the distance traveled when conducting
simulations, with an average increase in men of 7.11
and women of 4.38. Subjects with slower climbing
speeds tend to have balanced movement. This is
indicated by a small difference in deviation between
dominant and non-dominant hand movements.
From this research, it can be concluded that both
games using VR can be used to stimulate the
performance of both hands by using bilateral and
alternating movements. There is an increase in the
ability of the non-dominant hand getting closer to the
ability of the dominant hand in both games.
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