<?xml version="1.0" encoding="UTF-8"?><!DOCTYPE article PUBLIC "-//NLM//DTD Journal Publishing DTD v2.0 20040830//EN" "journalpublishing.dtd"><article xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink" dtd-version="2.0" xml:lang="en" article-type="letter"><front><journal-meta><journal-id journal-id-type="nlm-ta">JMIR XR Spatial Comput</journal-id><journal-id journal-id-type="publisher-id">xr</journal-id><journal-id journal-id-type="index">46</journal-id><journal-title>JMIR XR and Spatial Computing (JMXR)</journal-title><abbrev-journal-title>JMIR XR Spatial Comput</abbrev-journal-title><issn pub-type="epub">2818-3045</issn><publisher><publisher-name>JMIR Publications</publisher-name><publisher-loc>Toronto, Canada</publisher-loc></publisher></journal-meta><article-meta><article-id pub-id-type="publisher-id">v3i1e94745</article-id><article-id pub-id-type="doi">10.2196/94745</article-id><article-categories><subj-group subj-group-type="heading"><subject>Research Letter</subject></subj-group></article-categories><title-group><article-title>Exploratory Patterns of Task Difficulty and Visual Feedback in Virtual Reality&#x2013;Based Upper-Limb Trajectory Training</article-title></title-group><contrib-group><contrib contrib-type="author"><name name-style="western"><surname>Shi</surname><given-names>Yu</given-names></name><degrees>MS</degrees><xref ref-type="aff" rid="aff1">1</xref><xref ref-type="aff" rid="aff2">2</xref></contrib><contrib contrib-type="author"><name name-style="western"><surname>Dewil</surname><given-names>Sophie</given-names></name><degrees>MS</degrees><xref ref-type="aff" rid="aff1">1</xref><xref ref-type="aff" rid="aff2">2</xref></contrib><contrib contrib-type="author"><name name-style="western"><surname>Marvin</surname><given-names>Zachary</given-names></name><degrees>MS</degrees><xref ref-type="aff" rid="aff1">1</xref><xref ref-type="aff" rid="aff2">2</xref></contrib><contrib contrib-type="author"><name name-style="western"><surname>Harel</surname><given-names>Noam Y</given-names></name><degrees>MD, PhD</degrees><xref ref-type="aff" rid="aff3">3</xref><xref ref-type="aff" rid="aff4">4</xref><xref ref-type="aff" rid="aff5">5</xref></contrib><contrib contrib-type="author" corresp="yes"><name name-style="western"><surname>Nataraj</surname><given-names>Raviraj</given-names></name><degrees>PhD</degrees><xref ref-type="aff" rid="aff1">1</xref><xref ref-type="aff" rid="aff2">2</xref></contrib></contrib-group><aff id="aff1"><institution>Department of Biomedical Engineering, Stevens Institute of Technology</institution><addr-line>1 Castle Point Terrace</addr-line><addr-line>Hoboken</addr-line><addr-line>NJ</addr-line><country>United States</country></aff><aff id="aff2"><institution>Movement Control Rehabilitation (MOCORE) Laboratory, Altorfer Complex, Stevens Institute of Technology</institution><addr-line>Hoboken</addr-line><addr-line>NJ</addr-line><country>United States</country></aff><aff id="aff3"><institution>Spinal Cord Damage Research Center, James J. Peters Department of VA Medical Center</institution><addr-line>New York</addr-line><addr-line>NY</addr-line><country>United States</country></aff><aff id="aff4"><institution>Department of Rehabilitation and Human Performance, Icahn School of Medicine at Mount Sinai</institution><addr-line>New York</addr-line><addr-line>NY</addr-line><country>United States</country></aff><aff id="aff5"><institution>Department of Neurology, Icahn School of Medicine at Mount Sinai</institution><addr-line>New York</addr-line><addr-line>NY</addr-line><country>United States</country></aff><contrib-group><contrib contrib-type="editor"><name name-style="western"><surname>Steenstra</surname><given-names>Ivan</given-names></name></contrib></contrib-group><contrib-group><contrib contrib-type="reviewer"><name name-style="western"><surname>Lau</surname><given-names>Chng Wei</given-names></name></contrib><contrib contrib-type="reviewer"><name name-style="western"><surname>Fei</surname><given-names>Jie</given-names></name></contrib></contrib-group><author-notes><corresp>Correspondence to Raviraj Nataraj, PhD, Department of Biomedical Engineering, Stevens Institute of Technology, 1 Castle Point Terrace, Hoboken, NJ, 07030, United States, 1 2012163555; <email>rnataraj@stevens.edu</email></corresp></author-notes><pub-date pub-type="collection"><year>2026</year></pub-date><pub-date pub-type="epub"><day>21</day><month>8</month><year>2026</year></pub-date><volume>3</volume><elocation-id>e94745</elocation-id><history><date date-type="received"><day>13</day><month>03</month><year>2026</year></date><date date-type="rev-recd"><day>30</day><month>07</month><year>2026</year></date><date date-type="accepted"><day>31</day><month>07</month><year>2026</year></date></history><copyright-statement>&#x00A9; Yu Shi, Sophie Dewil, Zachary Marvin, Noam Y Harel, Raviraj Nataraj. Originally published in JMIR XR and Spatial Computing (<ext-link ext-link-type="uri" xlink:href="https://xr.jmir.org">https://xr.jmir.org</ext-link>), 21.8.2026. </copyright-statement><copyright-year>2026</copyright-year><license license-type="open-access" xlink:href="https://creativecommons.org/licenses/by/4.0/"><p>This is an open-access article distributed under the terms of the Creative Commons Attribution License (<ext-link ext-link-type="uri" xlink:href="https://creativecommons.org/licenses/by/4.0/">https://creativecommons.org/licenses/by/4.0/</ext-link>), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work, first published in JMIR XR and Spatial Computing, is properly cited. The complete bibliographic information, a link to the original publication on <ext-link ext-link-type="uri" xlink:href="https://xr.jmir.org/">https://xr.jmir.org/</ext-link>, as well as this copyright and license information must be included.</p></license><self-uri xlink:type="simple" xlink:href="https://xr.jmir.org/2026/1/e94745"/><abstract><p>In this pilot evaluation of a virtual reality platform for upper-extremity motor rehabilitation, 9 neurotypical participants performed a force-modulated tracking task across 4 trajectory difficulty levels with and without augmented visual feedback; tracking accuracy improved in all conditions, with the descriptive visual-feedback advantage more pronounced at higher difficulty.</p></abstract><kwd-group><kwd>virtual reality training</kwd><kwd>augmented sensory feedback</kwd><kwd>task difficulty</kwd><kwd>motor learning</kwd><kwd>upper extremity function</kwd></kwd-group></article-meta></front><body><sec id="s1" sec-type="intro"><title>Introduction</title><p>Virtual reality (VR)&#x2013;based motor training provides a controlled and interactive environment from which to assign training task elements that shape movement practice and motor performance [<xref ref-type="bibr" rid="ref1">1</xref>]. Such functionality with VR platforms is especially beneficial in designing protocols for motor rehabilitation [<xref ref-type="bibr" rid="ref2">2</xref>]. This pilot study examined changes in force-based motor performance across two adjustable elements in VR-based training: augmented sensory feedback (ASF) and task difficulty. ASF provides additional real-time information about movement performance to support improved error correction [<xref ref-type="bibr" rid="ref3">3</xref>]. Visual ASF is well-suited to immersive VR environments and can produce significant performance gains in VR task platforms [<xref ref-type="bibr" rid="ref3">3</xref>]. The value of augmented feedback may increase with task demands, as greater path curvature and arc length raise spatial control requirements and reliance on external visual guidance [<xref ref-type="bibr" rid="ref4">4</xref>]. As such, task difficulty is another essential training element, readily controllable in VR, and is central to ensuring skill acquisition in relation to user capability [<xref ref-type="bibr" rid="ref5">5</xref>].</p><p>This pilot study presents a new version of a previously described VR training platform [<xref ref-type="bibr" rid="ref6">6</xref>] that has participants exert muscular effort with the upper extremity to command a virtual avatar to trace target trajectories. A trajectory-based approach requires spatial accuracy while preserving user autonomy during continuous upper-limb VR training [<xref ref-type="bibr" rid="ref7">7</xref>]. Further, this study newly explores target-tracking accuracy as a function of increasing training difficulty levels (ie, larger trajectory amplitudes) with and without augmented visual feedback. This pilot study was conducted with a small cohort of neurotypicals to demonstrate initial feasibility; however, the long-term application of this platform is VR-based motor rehabilitation of upper-extremity function after neurological injury [<xref ref-type="bibr" rid="ref1">1</xref>].</p></sec><sec id="s2" sec-type="methods"><title>Methods</title><sec id="s2-1"><title>Ethical Considerations</title><p>This study was approved by the institutional review board of Stevens Institute of Technology (protocol number 2021&#x2010;036). All participants provided written informed consent before participation.</p></sec><sec id="s2-2"><title>Participants and Experimental Design</title><p>Nine neurotypical, right-side&#x2013;dominant participants (5 males and 4 females; age range from 18 to 22 years) were enrolled in this study. The sample size reflected an exploratory repeated-measures pilot design rather than powered confirmatory testing. Participants were seated and placed their right arm in a position-adjustable brace used with a previously developed VR platform for training upper-limb function [<xref ref-type="bibr" rid="ref6">6</xref>]. The virtual task environment was developed in Unity (Unity Software Inc) and displayed through an HTC Vive headset (HTC Corporation). A major adaptation of the prior platform was the addition of a tri-axial load cell (Fibos FA703) mounted to the brace to record 3D quasi-isometric forces. Only anterior-posterior (x) and medial-lateral (y) force components controlled the position of a spherical cursor in the x-y plane of the virtual environment (<xref ref-type="fig" rid="figure1">Figure 1A</xref>).</p><fig position="float" id="figure1"><label>Figure 1.</label><caption><p>Experimental setup and VR task environment: (A) experimental general setup, (B) spatial arrangement of targets in VR space, (C) VR task environment in pre-/post-training session, (D) VR task environment in training session (with visual augmented sensory feedback and level 2 sinusoid). VR: virtual reality.</p></caption><graphic alt-version="no" mimetype="image" position="float" xlink:type="simple" xlink:href="xr_v3i1e94745_fig01.png"/></fig><p>The task space contained one central target and two peripheral targets, which were contacted by the cursor after participants followed prescribed trajectories. Distance values were arbitrary Unity task-space units and did not correspond to real-world distances. Peripheral targets were 0.5 units in diameter and positioned 7 units from the central target (<xref ref-type="fig" rid="figure1">Figure 1B</xref>). In each trial, participants guided the cursor along the displayed trajectory to contact the active target; after a 1-second pause, the next target and trajectory appeared. Each peripheral target was activated twice in randomized order, followed by a return-to-center movement. Each condition included two pretraining, three training, and two posttraining trials. Pre/post trials used a semielliptical target trajectory (<xref ref-type="fig" rid="figure1">Figure 1C</xref>), whereas training trials used a one-cycle sinusoidal trajectory (<xref ref-type="fig" rid="figure1">Figure 1D</xref>), allowing assessment of generalization to an untrained but related movement path [<xref ref-type="bibr" rid="ref8">8</xref>].</p><p>Participants completed 8 randomized training conditions (2 ASF conditions &#x00D7; 4 difficulty levels) in a single session, with 5-minute rests between conditions. Each condition took approximately 10 minutes, and no participant reported postsession fatigue. The ASF conditions were no ASF (control case, NF) and visual-only ASF (VF). Visual ASF was presented as a semitransparent orange sphere at the desired cursor location, defined as the projection of the current cursor position onto the prescribed trajectory (<xref ref-type="fig" rid="figure1">Figure 1D</xref>). Its position and opacity were continuously updated during movement; it appeared when tracking error exceeded 0.5 units, with opacity increasing linearly to fully opaque at 2.0 units. Difficulty levels L1-L4 used sinusoidal amplitudes of 1, 2, 3, and 4 Unity units, respectively. Motor performance (accuracy) was assessed according to tracking error, computed as the nonnormalized mean Euclidean distance between actual and desired cursor positions across sampled frames. Before calculating pretraining and posttraining mean tracking errors, contact-level tracking-error values were screened separately within each experimental condition using the rmoutliers function in MATLAB R2023b (MathWorks), with values more than 2 SDs from the corresponding condition mean removed. This screening was applied once, at the contact level; all participant-level values, VF &#x2013; NF differences, and model inputs derive from these screened data. The effect of training on tracking accuracy was calculated as [(pretraining error &#x2212; posttraining error) / pretraining error] &#x00D7; 100, representing the percentage change in performance from before to after training. As exploratory analysis, the difference in performance was evaluated between VF and NF conditions pooled across all difficulty levels. Further, an exploratory mixed effects model was fitted to examine if participant-level VF &#x2013; NF differences were a function of difficulty level as a continuous fixed effect and participant modeled as a random intercept.</p></sec></sec><sec id="s3" sec-type="results"><title>Results</title><p>Net percentage change in tracking accuracy was positive for all 8 conditions (<xref ref-type="fig" rid="figure2">Figure 2A</xref>). Under NF, the largest mean improvement occurred at the lowest difficulty level, L1, whereas improvements at higher difficulty levels were smaller. In contrast, VF produced positive improvements across all difficulty levels, ranging from approximately 5.6% to 10.5%. Across L1-L4, VF exceeded NF by approximately 4.5% on average. This descriptive difference became more pronounced when only L2-L4 were evaluated, with VF exceeding NF by approximately 5.9% (<xref ref-type="fig" rid="figure2">Figure 2B</xref>). An exploratory mixed effects model using participant-level VF &#x2013; NF differences did not confirm a feedback-by-difficulty effect, with a positive but uncertain slope of 2.32% per difficulty level, a confidence interval spanning zero (&#x2013;4.16 to 8.80), and an exploratory <italic>P</italic> value of .47. Thus, the pattern was interpreted as descriptive and hypothesis-generating. Processed participant-level mean tracking-error values for each condition are provided in Table S1 in <xref ref-type="supplementary-material" rid="app1">Multimedia Appendix 1</xref>.</p><fig position="float" id="figure2"><label>Figure 2.</label><caption><p>(A) Tracking accuracy improvement after training across ASF modes and difficulty levels. Bars show the percentage reduction in posttraining tracking error relative to pretraining error, with positive values indicating improved accuracy. Error bars indicate standard deviations across participants, and points represent individual participants. (B) Participant-level differences in tracking accuracy improvement between visual feedback and no feedback (VF &#x2013; NF) across difficulty levels. Bars indicate group means, error bars indicate standard deviations across participants, and points represent individual participants. Positive values indicate greater improvement under VF than NF. ASF: augmented sensory feedback; L: difficulty level (1 to 4, increasing difficulty); NF: no augmented feedback; VF: visual augmented feedback.</p></caption><graphic alt-version="no" mimetype="image" position="float" xlink:type="simple" xlink:href="xr_v3i1e94745_fig02.png"/></fig></sec><sec id="s4" sec-type="discussion"><title>Discussion</title><p>This pilot study examined how two essential VR training design elements (ASF and task difficulty) may interact to influence motor performance during trajectory tracking. Across conditions, tracking accuracy generally improved after training, with greater improvement when visual ASF was present, consistent with our prior VR studies [<xref ref-type="bibr" rid="ref3">3</xref>,<xref ref-type="bibr" rid="ref6">6</xref>]. The relatively highest increase with no ASF was observed at L1; however, reliance on lower-difficulty practice can limit progression and underrepresent the control demands required for learning more complex movements [<xref ref-type="bibr" rid="ref9">9</xref>]. In this pilot study, the benefits of visual ASF were consistently amplified at higher difficulty levels (L2 to L4) and suggest that the benefit of ASF guidance during training increases with motor challenge. Further, our findings indicate the possibility that the difference between visual ASF to no ASF increases proportionately with difficulty level, suggesting visual ASF may either offset fatigue or facilitate greater engagement in the face of greater training challenge. Mechanistically, higher-difficulty trajectories may raise spatial control demands through greater curvature and path-following complexity, where real-time visual guidance becomes an especially useful external reference because the margin for spatial error narrows at higher difficulty. Together, these descriptive patterns offer preliminary rationale for future studies on how visual guidance cues and trajectory difficulty might be jointly tuned in trajectory-training task design [<xref ref-type="bibr" rid="ref10">10</xref>].</p><p>Key study limitations include the small sample size, which was not powered for confirmatory inference, as well as the neurotypical participant sample, single-session design without retention testing, evaluation of only one sensory modality (visual ASF), lack of transfer to activities of daily living, and the absence of formal measures for fatigue or engagement. Thus, the results in this preliminary study are presented as descriptive and treated as hypothesis-generating. Future studies should use adequately powered designs and extend testing to individuals with neurological impairments, with longer-term work potentially exploring adaptive paradigms that adjust parameters such as visual ASF and task difficulty.</p></sec></body><back><ack><p>The authors gratefully acknowledge the funding support that made this research possible. The authors also thank the Movement Control Rehabilitation (MOCORE) Laboratory at Stevens Institute of Technology and all laboratory members for their support and assistance. The authors used ChatGPT 5.0 (OpenAI) to assist to improve language clarity; however, the authors are fully responsible for all research content, interpretations, and related points of accuracy and integrity.</p></ack><notes><sec><title>Funding</title><p>This project was primarily supported by the National Science Foundation (CAREER award #2238880). The project was further supported by the Charles V. Schaefer School of Engineering and Science and the Provost&#x2019;s Office at Stevens Institute of Technology.</p></sec><sec><title>Data Availability</title><p>The data sets generated and analyzed during this study are available from the corresponding author upon reasonable request. Summary data underlying the reported results are provided in Table S1 in <xref ref-type="supplementary-material" rid="app1">Multimedia Appendix 1</xref>.</p></sec></notes><fn-group><fn fn-type="con"><p>Conceptualization: RN</p><p>Data curation: YS</p><p/><p>Formal analysis: YS</p><p/><p>Funding acquisition: RN</p><p/><p>Investigation: YS</p><p/><p>Methodology: YS</p><p/><p>Project administration: RN</p><p/><p>Resources: RN (lead), SD (supporting), ZM (supporting), NYH (supporting)</p><p/><p>Supervision: RN (lead), NYH (supporting)</p><p/><p>Writing &#x2013; original draft: YS</p><p/><p>Writing &#x2013; review &#x0026; editing: YS (lead), SD (supporting), ZM (supporting), NYH (supporting), RN (supporting)</p></fn><fn fn-type="conflict"><p>None declared.</p></fn></fn-group><glossary><title>Abbreviations</title><def-list><def-item><term id="abb1">ASF</term><def><p>augmented sensory feedback</p></def></def-item><def-item><term id="abb2">NF</term><def><p>no 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