Serious Games, Interaction and Simulation. 6th International Conference, SGAMES 2016, Porto, Portugal, June 16-17, 2016, Revised Selected Papers

Research Article

Learning and Long-Term Retention of Task-Specific Training in a Non-injured Population Using the Computer Assisted Rehabilitation Environment (CAREN)

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  • @INPROCEEDINGS{10.1007/978-3-319-51055-2_13,
        author={Amanda Markham and Kathrine Service and John-David Collins and Pinata Sessoms},
        title={Learning and Long-Term Retention of Task-Specific Training in a Non-injured Population Using the Computer Assisted Rehabilitation Environment (CAREN)},
        proceedings={Serious Games, Interaction and Simulation. 6th International Conference, SGAMES 2016, Porto, Portugal, June 16-17, 2016, Revised Selected Papers},
        proceedings_a={SGAMES},
        year={2017},
        month={1},
        keywords={CAREN Virtual environment Task-specific training Retention Operational tasks},
        doi={10.1007/978-3-319-51055-2_13}
    }
    
  • Amanda Markham
    Kathrine Service
    John-David Collins
    Pinata Sessoms
    Year: 2017
    Learning and Long-Term Retention of Task-Specific Training in a Non-injured Population Using the Computer Assisted Rehabilitation Environment (CAREN)
    SGAMES
    Springer
    DOI: 10.1007/978-3-319-51055-2_13
Amanda Markham1,*, Kathrine Service1,*, John-David Collins1,*, Pinata Sessoms1,*
  • 1: Naval Health Research Center
*Contact email: amanda.e.markham2.ctr@mail.mil, kathrine.a.service.ctr@mail.mil, john.d.collins1.ctr@mail.mil, pinata.h.sessoms.civ@mail.mil

Abstract

Task-specific training in virtual environments (VEs) can provide practice for skills that are transferred to real-world settings. The present study examined skill acquisition and retention of a non-injured population performing a sensorimotor navigation task in the Computer Assisted Rehabilitation Environment (CAREN). Seventeen subjects participated twice weekly for 6 weeks, with follow-up visits at 3-month intervals for one year. Subjects performed a navigation task, where they drove a virtual boat through a scene using weight shifting and body movement. Subjects improved over time on all outcome measures. A significant effect was observed for visit number on total score, time to complete the task, number of buoys navigated successfully, and number of penalties incurred. No differences were observed between the last training visit and any follow-up visit. Task-specific training in immersive VEs may be effective for warfighter operational skills training and rehabilitation of wounded warriors, by utilizing tasks that lead to long-term retention.