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Fig. 3 | Journal of NeuroEngineering and Rehabilitation

Fig. 3

From: Increased cognitive load in immersive virtual reality during visuomotor adaptation is associated with decreased long-term retention and context transfer

Fig. 3

Results between HMD-VR and CS training environments on visuomotor adaptation task. Means (M) and standard errors (SE) are plotted across cycles. Insert bar graphs show group M and SE as well as individuals means during early (first 4 cycles) and late (last 4 cycles) adaptation. A Hand angle, measured as the angle at which the hand crossed the outer circle, for the HMD-VR and CS training environments. The hand angle was significantly larger for CS compared to HMD-VR early in adaptation [t(27.8) = 2.31, p = 0.028]; however, by late adaptation there were no differences between groups [t(29.6) = -1.19, p = 0.244]. B Aiming angle, measured as the aiming number reported by the participant, for the HMD-VR and CS training environments. The aiming angle was significantly larger for CS early in adaptation [t(23.7) = 2.09, p = 0.047] but was significantly larger for HMD-VR late in adaptation [t(14.5) = -2.28, p = 0.038]. C Implicit adaptation, measured as the difference between aiming angle and hand angle, for the HMD-VR and CS training environments. While there was no significant difference in implicit adaptation early in adaptation [t(18.7) = 0.47, p = 0.642], there were significant group differences late in adaptation [t(17.0) = 2.14, p = 0.047], where implicit adaptation in CS was larger than HMD-VR. p < 0.05*

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