must acquire the capability to apply force to the
button to propel the avatar in the game. Lastly, the
finger must possess the ability to anticipate the
movements of the leader in order to effectively pursue
the leader avatar. In addition, it is imperative to
acquire the skill of accumulating points via the act of
firing the laser beam by utilizing the organic thumb
in conjunction with the robotic thumb. Hence, the
experimental system can be utilized to investigate
diverse characteristics of motor learning. It is
important to assess the motor performance in each
phase separately as well.
For the first regime, where it is learned to navigate
the robotic finger's tip from its initial position to the
button location, motor performance increases over
repeated rounds. Motor variability in this phase is
reduced as shown in Figure 12. Nevertheless, there is
criticism regarding the necessity for additional rounds
and extended periods of time to acquire proficiency
to accumulate scores as following the leader avatar.
This inquiry serves as the central focus of our ongoing
research, namely, the investigation into the methods
by which motor learning can be facilitated or
enhanced. This study demonstrates the fundamental
integration of a robotic finger and a virtual reality
system using the mirror paradigm. The subsequent
stage involves the development of shared control
architectures with the aim of facilitating motor
learning. Furthermore, the utilization of force fields,
haptic interaction, and disturbances will be employed
to augment the process of motor learning (Özen et al.,
2021; Brookes et al., 2020). In addition to the
kinematic and kinetic data, neuroplasticity will be
evaluated by processing the EEG data. To evaluate
motor learning concretely, nonlinear measures will be
used.
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