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Moullec Y, Saint-Aubert J, Cogne M, Lecuyer A. Effects of Viewpoint Oscillations and Gaze-Based Stabilization on Walking Sensation, Embodiment and Cybersickness in Immersive VR. IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS 2025; 31:3119-3128. [PMID: 40063471 DOI: 10.1109/tvcg.2025.3549864] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 03/14/2025]
Abstract
When walking, our head does not travel on a straight path but oscillates in a swaying pattern. This pattern has been implemented in Virtual Reality (VR) as "viewpoint oscillations" - which can be defined as periodic changes in position and/or orientation of the point of view to enhance walking simulations and make them feel closer to real walking. Viewpoint oscillations are especially beneficial when users cannot physically walk because of limitations of space or hardware, disability, or to avoid fatigue. In this paper, we provide new experimental work on the effects of viewpoint oscillations on walking sensation, as well as cybersickness and virtual embodiment, since such results are scarce in immersive VR, especially when using an avatar in first-person view. To do so, we also propose a technical improvement of viewpoint oscillations in embodied VR. Our technique makes use of an HMD-embedded gaze tracker to artificially add rotations that stabilize the target of the gaze in the users' field of view. We conducted a user study on 24 participants, which showed that our implementation of viewpoint oscillations successfully increased walking sensation and did not impact cybersickness or agency, compared to a linear motion without oscillations. In addition, a novel positive effect of stabilized viewpoint oscillations was found on virtual body ownership. As such, this study demonstrates the feasibility and viability of implementing gaze tracking-based stabilization with standard commercial HMDs, and, taken together, our results promote the use of viewpoint oscillations during walking simulations in embodied VR with an HMD.
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Dai Y, Li J, Li Y, Wong FKY, Li M, Li C, Jia Y, Wang Y, Yorke J. A scoping review on the role of virtual walking intervention in enhancing wellness. NPJ Digit Med 2025; 8:217. [PMID: 40269092 PMCID: PMC12019490 DOI: 10.1038/s41746-025-01609-y] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 12/29/2024] [Accepted: 04/02/2025] [Indexed: 04/25/2025] Open
Abstract
Virtual walking has the potential to be an adjunct to traditional physical therapy. This scoping review aims to synthesize evidence on the characteristics, effectiveness, feasibility, and neurological mechanism of virtual walking interventions on health-related outcomes. Articles in English were retrieved from twelve databases (January 2014-October 2024). Thirteen interventional studies were included, focusing on three types of virtual walking: passive observing moving (71.4%), arm swing locomotion (21.5%), and foot tracking locomotion (7.1%). Most studies (84.6%) involved individuals with spinal cord injuries, while the remaining studies focused on lower back pain (7.7%) and lower limb pain (7.7%). Over 70% of studies lasted 11-20 min, 1-5 weekly sessions for 10-14 days. Statistically significant findings included pain reduction (84.6%), improved physical function (mobility and muscle strength), and reduced depression. Mild adverse effects (fatigue and dizziness) were transient. Neurological evidence indicates somatosensory cortex activation during virtual walking, possibly linked to neuropathic pain.
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Affiliation(s)
- Yushen Dai
- School of Nursing, The Hong Kong Polytechnic University, 11 Yuk Choi Road, Hung Hom, Kowloon, Hong Kong SAR, China
| | - Jiaying Li
- School of Nursing, The Hong Kong Polytechnic University, 11 Yuk Choi Road, Hung Hom, Kowloon, Hong Kong SAR, China
| | - Yan Li
- School of Nursing, The Hong Kong Polytechnic University, 11 Yuk Choi Road, Hung Hom, Kowloon, Hong Kong SAR, China.
- Research Institute for Intelligent Wearable Systems, The Hong Kong Polytechnic University, 11 Yuk Choi Road, Humg Hom, Kowloon, Hong Kong SAR, China.
| | - Frances Kam Yuet Wong
- School of Nursing, The Hong Kong Polytechnic University, 11 Yuk Choi Road, Hung Hom, Kowloon, Hong Kong SAR, China
| | - Mengqi Li
- School of Nursing, The Hong Kong Polytechnic University, 11 Yuk Choi Road, Hung Hom, Kowloon, Hong Kong SAR, China
| | - Chen Li
- Department of Computing, The Hong Kong Polytechnic University, 11 Yuk Choi Road, Hung Hom, Kowloon, Hong Kong SAR, China
- Department of Applied Social Sciences, The Hong Kong Polytechnic University, 11 Yuk Choi Road, Hung Hom, Kowloon, Hong Kong SAR, China
| | - Ye Jia
- Department of Computing, The Hong Kong Polytechnic University, 11 Yuk Choi Road, Hung Hom, Kowloon, Hong Kong SAR, China
| | - Yueying Wang
- School of Nursing, The Hong Kong Polytechnic University, 11 Yuk Choi Road, Hung Hom, Kowloon, Hong Kong SAR, China
| | - Janelle Yorke
- School of Nursing, The Hong Kong Polytechnic University, 11 Yuk Choi Road, Hung Hom, Kowloon, Hong Kong SAR, China
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Dewe H, Sill O, Thurlbeck S, Kentridge RW, Cowie D. The role of visuomotor synchrony on virtual full-body illusions in children and adults. J Neuropsychol 2025; 19 Suppl 1:57-74. [PMID: 38721996 PMCID: PMC11923731 DOI: 10.1111/jnp.12372] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/30/2023] [Accepted: 04/18/2024] [Indexed: 03/21/2025]
Abstract
The present study explored the effects of visuomotor synchrony in virtual reality during the embodiment of a full human avatar in children (aged 5-6 years) and adults. Participants viewed their virtual bodies from a first-person perspective while they moved the body during self-generated and structured movement. Embodiment was measured via questions and psychophysiological responses (skin conductance) to a virtual body-threat and during both movement conditions. Both children and adults had increased feelings of ownership and agency over a virtual body during synchronous visuomotor feedback (compared to asynchronous visuomotor feedback). Children had greater ownership compared to adults during synchronous movement but did not differ from adults on agency. There were no differences in SCRs (frequency or magnitude) between children and adults, between conditions (i.e., baseline or movement conditions) or visuomotor feedback. Collectively, the study highlights the importance of visuomotor synchrony for children's ratings of embodiment for a virtual avatar from at least 5 years old, and suggests adults and children are comparable in terms of psychophysiological arousal when moving (or receiving a threat to) a virtual body. This has important implications for our understanding of the development of embodied cognition and highlights the considerable promise of exploring visuomotor VR experiences in children.
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Affiliation(s)
- Hayley Dewe
- Department of PsychologyDurham UniversityDurhamUK
| | - Oscar Sill
- Department of PsychologyDurham UniversityDurhamUK
| | | | - Robert W. Kentridge
- Department of PsychologyDurham UniversityDurhamUK
- Brain, Mind and Consciousness programCanadian Institute for Advanced Research (CIFAR)TorontoOntarioCanada
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Donegan T, Sanchez-Vives MV. Perception and control of a virtual body in immersive virtual reality for rehabilitation. Curr Opin Neurol 2024; 37:638-644. [PMID: 39253749 DOI: 10.1097/wco.0000000000001321] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 09/11/2024]
Abstract
PURPOSE OF REVIEW This review explores recent advances in using immersive virtual reality to improve bodily perception and motor control in rehabilitation across musculoskeletal and neurological conditions, examining how virtual reality's unique capabilities can address the challenges of traditional approaches. The potential in this area of the emerging metaverse and the integration of artificial intelligence in virtual reality are discussed. RECENT FINDINGS In musculoskeletal rehabilitation, virtual reality shows promise in enhancing motivation, adherence, improving range of motion, and reducing kinesiophobia, particularly postsurgery. For neurological conditions like stroke and spinal cord injury, virtual reality's ability to manipulate bodily perceptions offers significant therapeutic potential, with reported improvements in upper limb function and gait performance. Balance and gait rehabilitation, especially in older adults, have also seen positive outcomes. The integration of virtual reality with brain-computer interfaces presents exciting possibilities for severe speech and motor impairments. SUMMARY Current research is limited by small sample sizes, short intervention durations, and variability in virtual reality systems. Future studies should focus on larger, long-term trials to confirm findings and explore underlying mechanisms. As virtual reality technology advances, its integration into rehabilitation programs could revolutionize treatment approaches, personalizing treatments, facilitating home training, and potentially improving patient outcomes across a wide variety of conditions.
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Affiliation(s)
- Tony Donegan
- Institut d'Investigacions Biomèdiques August Pi i Sunyer (IDIBAPS)
| | - Maria V Sanchez-Vives
- Institut d'Investigacions Biomèdiques August Pi i Sunyer (IDIBAPS)
- Institució Catalana de Investigación y Estudios Avanzados (ICREA), Passeig de Lluís Companys, Barcelona, Spain
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Xu X, Fan X, Dong J, Zhang X, Song Z, Bai D, Pu F. Enhancing motor imagery in the third-person perspective by manipulating sense of body ownership with virtual reality. Eur J Neurosci 2024; 60:5750-5763. [PMID: 39210784 DOI: 10.1111/ejn.16515] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/12/2023] [Revised: 07/31/2024] [Accepted: 08/12/2024] [Indexed: 09/04/2024]
Abstract
Virtual reality (VR)-guided motor imagery (MI) is a widely used approach for motor rehabilitation, especially for patients with severe motor impairments. Most approaches provide visual guidance from the first-person perspective (1PP). MI training with visual guidance from the third-person perspective (3PP) remains largely unexplored. We argue that 3PP MI training has its own advantages and can supplement 1PP MI. For some movements beyond the view of 1PP, such as shoulder shrugging and other axial movements, MI are suitable performed under 3PP. However, the efficiency of existing paradigms for 3PP MI is unsatisfactory. We speculate that the absence of sense of body ownership (SOO) from 3PP could be one possible factor and hypothesize that 3PP MI could be enhanced by eliciting SOO over a 3PP avatar. Based on our hypothesis, a novel paradigm was proposed to enhance 3PP MI by inducing full-body illusion (FBI) from 3PP, which is similar to the so-called out-of-body experience (OBE), using synchronous visuo-tactile stimulus with VR. The event-related Electroencephalograph (EEG) desynchronization (ERD) at motor-related regions from 31 healthy participants were calculated and compared with a control paradigm without "OBE" FBI induction. This study attempts to enhance 3PP MI with FBI induction. It offers an opportunity to perform MI guided by action observation from 3PP with elicited SOO to the observed avatar. We believe that 3PP MI could provide more possibilities for effective rehabilitation training, when SOO could be elicited to a virtual avatar and the present work demonstrates its viability and effectiveness.
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Affiliation(s)
- Xiaotian Xu
- Key Laboratory of Human Motion Analysis and Rehabilitation Technology of the Ministry of Civil Affairs, School of Biological Science and Medical Engineering, Beihang University, Beijing, China
| | - Xiaoya Fan
- Key Laboratory for Ubiquitous Network and Service Software of Liaoning Province, School of Software, Dalian University of Technology, Dalian, Liaoning, China
| | - Jiaoyang Dong
- Key Laboratory of Human Motion Analysis and Rehabilitation Technology of the Ministry of Civil Affairs, School of Biological Science and Medical Engineering, Beihang University, Beijing, China
| | - Xiting Zhang
- Key Laboratory of Human Motion Analysis and Rehabilitation Technology of the Ministry of Civil Affairs, School of Biological Science and Medical Engineering, Beihang University, Beijing, China
| | - Zhe Song
- Key Laboratory of Human Motion Analysis and Rehabilitation Technology of the Ministry of Civil Affairs, School of Biological Science and Medical Engineering, Beihang University, Beijing, China
| | - Dingqun Bai
- Department of Rehabilitation Medicine, The First Affiliated Hospital of Chongqing Medical University, Chongqing, China
| | - Fang Pu
- Key Laboratory of Human Motion Analysis and Rehabilitation Technology of the Ministry of Civil Affairs, School of Biological Science and Medical Engineering, Beihang University, Beijing, China
- State Key Laboratory of Virtual Reality Technology and System, Beihang University, Beijing, China
- Research Unit of Virtual Body and Virtual Surgery Technologies, Chinese Academy of Medical Sciences, Beijing, China
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Meyer NH, Gauthier B, Stampacchia S, Boscheron J, Babo-Rebelo M, Potheegadoo J, Herbelin B, Lance F, Alvarez V, Franc E, Esposito F, Morais Lacerda M, Blanke O. Embodiment in episodic memory through premotor-hippocampal coupling. Commun Biol 2024; 7:1111. [PMID: 39256570 PMCID: PMC11387647 DOI: 10.1038/s42003-024-06757-7] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 01/30/2024] [Accepted: 08/20/2024] [Indexed: 09/12/2024] Open
Abstract
Episodic memory (EM) allows us to remember and relive past events and experiences and has been linked to cortical-hippocampal reinstatement of encoding activity. While EM is fundamental to establish a sense of self across time, this claim and its link to the sense of agency (SoA), based on bodily signals, has not been tested experimentally. Using real-time sensorimotor stimulation, immersive virtual reality, and fMRI we manipulated the SoA and report stronger hippocampal reinstatement for scenes encoded under preserved SoA, reflecting recall performance in a recognition task. We link SoA to EM showing that hippocampal reinstatement is coupled with reinstatement in premotor cortex, a key SoA region. We extend these findings in a severe amnesic patient whose memory lacked the normal dependency on the SoA. Premotor-hippocampal coupling in EM describes how a key aspect of the bodily self at encoding is neurally reinstated during the retrieval of past episodes, enabling a sense of self across time.
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Affiliation(s)
- Nathalie Heidi Meyer
- Laboratory of Cognitive Neuroscience, Neuro-X Institute, Faculty of Life Sciences, Ecole Polytechnique Fédérale de Lausanne, Geneva, Switzerland
| | - Baptiste Gauthier
- Laboratory of Cognitive Neuroscience, Neuro-X Institute, Faculty of Life Sciences, Ecole Polytechnique Fédérale de Lausanne, Geneva, Switzerland
- Clinical Research Unit, Neuchâtel Hospital Network, 2000, Neuchâtel, Switzerland
| | - Sara Stampacchia
- Laboratory of Cognitive Neuroscience, Neuro-X Institute, Faculty of Life Sciences, Ecole Polytechnique Fédérale de Lausanne, Geneva, Switzerland
| | - Juliette Boscheron
- Laboratory of Cognitive Neuroscience, Neuro-X Institute, Faculty of Life Sciences, Ecole Polytechnique Fédérale de Lausanne, Geneva, Switzerland
| | - Mariana Babo-Rebelo
- Laboratory of Cognitive Neuroscience, Neuro-X Institute, Faculty of Life Sciences, Ecole Polytechnique Fédérale de Lausanne, Geneva, Switzerland
| | - Jevita Potheegadoo
- Laboratory of Cognitive Neuroscience, Neuro-X Institute, Faculty of Life Sciences, Ecole Polytechnique Fédérale de Lausanne, Geneva, Switzerland
| | - Bruno Herbelin
- Laboratory of Cognitive Neuroscience, Neuro-X Institute, Faculty of Life Sciences, Ecole Polytechnique Fédérale de Lausanne, Geneva, Switzerland
| | - Florian Lance
- Laboratory of Cognitive Neuroscience, Neuro-X Institute, Faculty of Life Sciences, Ecole Polytechnique Fédérale de Lausanne, Geneva, Switzerland
| | - Vincent Alvarez
- Hopital du Valais, Avenue Grand Champsec 80, 1950, Sion, Switzerland
| | - Elizabeth Franc
- Laboratory of Cognitive Neuroscience, Neuro-X Institute, Faculty of Life Sciences, Ecole Polytechnique Fédérale de Lausanne, Geneva, Switzerland
| | - Fabienne Esposito
- Clinique Romande de Réadaptation, SUVA, Avenue Grand Champsec 90, 1950, Sion, Switzerland
| | - Marilia Morais Lacerda
- Clinique Romande de Réadaptation, SUVA, Avenue Grand Champsec 90, 1950, Sion, Switzerland
| | - Olaf Blanke
- Laboratory of Cognitive Neuroscience, Neuro-X Institute, Faculty of Life Sciences, Ecole Polytechnique Fédérale de Lausanne, Geneva, Switzerland.
- Department of Clinical Neurosciences, University Hospital Geneva, Rue Micheli-du-Crest 24, 1205, Geneva, Switzerland.
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7
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Nakamura J, Kitazaki M. The effect of posture on virtual walking experience using foot vibrations. Sci Rep 2024; 14:19366. [PMID: 39169206 PMCID: PMC11339416 DOI: 10.1038/s41598-024-70229-5] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 02/15/2024] [Accepted: 08/14/2024] [Indexed: 08/23/2024] Open
Abstract
Virtual walking systems for stationary observers have been developed using multimodal stimulation such as vision, touch, and sound to overcome physical limitation. In previous studies, participants were typically positioned in either a standing or a seated position. It would be beneficial if bedridden users could have enough virtual walking experience. Thus, we aimed to investigate the effects of participants' posture and foot vibrations on the experience of virtual walking. They were either sitting, standing, or lying during observing a virtual scene of a walking avatar in the first-person perspective, while vibrations either synchronized or asynchronized (randomized) to the avatar's walking were applied to their feet. We found that the synchronized foot vibrations improved virtual walking experiences compared to asynchronous vibrations. The standing position consistently offered an improved virtual walking experience compared to sitting and lying positions with either the synchronous or asynchronous foot vibrations, while the difference between the siting and lying postures was small and not significant. Furthermore, subjective scores for posture matching between real and virtual postures, illusory body ownership, and sense of agency were significantly higher with the synchronous than the asynchronous vibration. These findings suggest that experiencing virtual walking with foot vibrations in a lying position is less effective than a standing position, but not much different from a sitting position.
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Affiliation(s)
- Junya Nakamura
- Department of Computer Science and Engineering, Toyohashi University of Technology, 1-1 Hibarigaoka, Tempaku, Toyohashi, Aichi, 441-8580, Japan.
| | - Michiteru Kitazaki
- Department of Computer Science and Engineering, Toyohashi University of Technology, 1-1 Hibarigaoka, Tempaku, Toyohashi, Aichi, 441-8580, Japan.
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8
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Xu X, Fan X, Dong J, Zhang X, Song Z, Li W, Pu F. Event-Related EEG Desynchronization Reveals Enhanced Motor Imagery From the Third Person Perspective by Manipulating Sense of Body Ownership With Virtual Reality for Stroke Patients. IEEE Trans Neural Syst Rehabil Eng 2024; 32:1055-1067. [PMID: 38349835 DOI: 10.1109/tnsre.2024.3365587] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 02/15/2024]
Abstract
Virtual reality (VR)-based rehabilitation training holds great potential for post-stroke motor recovery. Existing VR-based motor imagery (MI) paradigms mostly focus on the first-person perspective, and the benefit of the third-person perspective (3PP) remains to be further exploited. The 3PP is advantageous for movements involving the back or those with a large range because of its field coverage. Some movements are easier to imagine from the 3PP. However, the 3PP training efficiency may be unsatisfactory, which may be attributed to the difficulty encountered when generating a strong sense of ownership (SOO). In this work, we attempt to enhance a visual-guided 3PP MI in stroke patients by eliciting the SOO over a virtual avatar with VR. We propose to achieve this by inducing the so-called out-of-body experience (OBE), which is a full-body illusion (FBI) that people misperceive a 3PP virtual body as his/her own (i.e., generating the SOO to the virtual body). Electroencephalography signals of 13 stroke patients are recorded while MI of the affected upper limb is being performed. The proposed paradigm is evaluated by comparing event-related desynchronization (ERD) with a control paradigm without FBI induction. The results show that the proposed paradigm leads to a significantly larger ERD during MI, indicating a bilateral activation pattern consistent with that in previous studies. In conclusion, 3PP MI can be enhanced in stroke patients by eliciting the SOO through induction of the "OBE" FBI. This study offers more possibilities for virtual rehabilitation in stroke patients and can further facilitate VR application in rehabilitation.
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Cai Y, Yang H, Wang X, Xiong Z, Kühn S, Bi Y, Wei K. Neural correlates of an illusionary sense of agency caused by virtual reality. Cereb Cortex 2024; 34:bhad547. [PMID: 38365271 DOI: 10.1093/cercor/bhad547] [Citation(s) in RCA: 3] [Impact Index Per Article: 3.0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/07/2023] [Revised: 12/22/2023] [Accepted: 12/24/2023] [Indexed: 02/18/2024] Open
Abstract
Sense of agency (SoA) is the sensation that self-actions lead to ensuing perceptual consequences. The prospective mechanism emphasizes that SoA arises from motor prediction and its comparison with actual action outcomes, while the reconstructive mechanism stresses that SoA emerges from retrospective causal processing about the action outcomes. Consistent with the prospective mechanism, motor planning regions were identified by neuroimaging studies using the temporal binding (TB) effect, a behavioral measure often linked to implicit SoA. Yet, TB also occurs during passive observation of another's action, lending support to the reconstructive mechanism, but its neural correlates remain unexplored. Here, we employed virtual reality (VR) to modulate such observation-based SoA and examined it with functional magnetic resonance imaging (fMRI). After manipulating an avatar hand in VR, participants passively observed an avatar's "action" and showed a significant increase in TB. The binding effect was associated with the right angular gyrus and inferior parietal lobule, which are critical nodes for inferential and agency processing. These results suggest that the experience of controlling an avatar may potentiate inferential processing within the right inferior parietal cortex and give rise to the illusionary SoA without voluntary action.
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Affiliation(s)
- Yiyang Cai
- School of Psychological and Cognitive Sciences and Beijing Key Laboratory of Behavior and Mental Health, Peking University, Beijing 100871, China
- Key Laboratory of Machine Perception (Ministry of Education), Peking University, Beijing 100871, China
| | - Huichao Yang
- State Key Laboratory of Cognitive Neuroscience and Learning & IDG/McGovern Institute for Brain Research, Beijing Normal University, Beijing 100875, China
| | - Xiaosha Wang
- State Key Laboratory of Cognitive Neuroscience and Learning & IDG/McGovern Institute for Brain Research, Beijing Normal University, Beijing 100875, China
| | - Ziyi Xiong
- State Key Laboratory of Cognitive Neuroscience and Learning & IDG/McGovern Institute for Brain Research, Beijing Normal University, Beijing 100875, China
| | - Simone Kühn
- Department of Psychiatry and Psychotherapy, University Medical Center Hamburg-Eppendorf, 20251 Hamburg, Germany
- Lise Meitner Group for Environmental Neuroscience, Max Planck Institute for Human Development, 14195 Berlin, Germany
| | - Yanchao Bi
- State Key Laboratory of Cognitive Neuroscience and Learning & IDG/McGovern Institute for Brain Research, Beijing Normal University, Beijing 100875, China
- Chinese Institute for Brain Research, Beijing 102206, China
| | - Kunlin Wei
- School of Psychological and Cognitive Sciences and Beijing Key Laboratory of Behavior and Mental Health, Peking University, Beijing 100871, China
- Key Laboratory of Machine Perception (Ministry of Education), Peking University, Beijing 100871, China
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Nakamura J, Ikei Y, Kitazaki M. Effects of self-avatar cast shadow and foot vibration on telepresence, virtual walking experience, and cybersickness from omnidirectional movie. Iperception 2024; 15:20416695241227857. [PMID: 38404740 PMCID: PMC10894555 DOI: 10.1177/20416695241227857] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/09/2023] [Accepted: 01/08/2024] [Indexed: 02/27/2024] Open
Abstract
Human locomotion is most naturally achieved through walking, which is good for both mental and physical health. To provide a virtual walking experience to seated users, a system utilizing foot vibrations and simulated optical flow was developed. The current study sought to augment this system and examine the effect of an avatar's cast shadow and foot vibrations on the virtual walking experience and cybersickness. The omnidirectional movie and the avatar's walking animation were synchronized, with the cast shadow reflecting the avatar's movement on the ground. Twenty participants were exposed to the virtual walking in six conditions (with/without foot vibrations and no/short/long shadow) and were asked to rate their sense of telepresence, walking experience, and occurrences of cybersickness. Our findings indicate that the synchronized foot vibrations enhanced telepresence as well as self-motion, walking, and leg-action sensations, while also reducing instances of nausea and disorientation sickness. The avatar's cast shadow was found to improve telepresence and leg-action sensation, but had no impact on self-motion and walking sensation. These results suggest that observation of the self-body cast shadow does not directly improve walking sensation, but is effective in enhancing telepresence and leg-action sensation, while foot vibrations are effective in improving telepresence and walking experience and reducing instances of cybersickness.
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Moullec Y, Cogne M, Saint-Aubert J, Lecuyer A. Assisted walking-in-place: Introducing assisted motion to walking-by-cycling in embodied virtual reality. IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS 2023; 29:2796-2805. [PMID: 37015135 DOI: 10.1109/tvcg.2023.3247070] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 05/04/2023]
Abstract
In this paper, we investigate the use of a motorized bike to support the walk of a self-avatar in virtual reality (VR). While existing walking-in-place (WIP) techniques render compelling walking experiences, they can be judged repetitive and strenuous. Our approach consists in assisting a WIP technique so that the user does not have to actively move in order to reduce effort and fatigue. We chose to assist a technique called walking-by-cycling, which consists in mapping the cycling motion of a bike onto the walking of the user's self-avatar, by using a motorized bike. We expected that our approach could provide participants with a compelling walking experience while reducing the effort required to navigate. We conducted a within-subjects study where we compared "assisted walking-by-cycling" to a traditional active walking-by-cycling implementation, and to a standard condition where the user is static. In the study, we measured embodiment, including ownership and agency, walking sensation, perceived effort and fatigue. Results showed that assisted walking-by-cycling induced more ownership, agency, and walking sensation than the static simulation. Additionally, assisted walking-by-cycling induced levels of ownership and walking sensation similar to that of active walking-by-cycling, but it induced less perceived effort. Taken together, this work promotes the use of assisted walking-by-cycling in situations where users cannot or do not want to exert much effort while walking in embodied VR such as for injured or disabled users, for prolonged uses, medical rehabilitation, or virtual visits.
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Johnston T, Seinfeld S, Gonzalez-Liencres C, Barnes N, Slater M, Sanchez-Vives MV. Virtual reality for the rehabilitation and prevention of intimate partner violence - From brain to behavior: A narrative review. Front Psychol 2023; 13:788608. [PMID: 37342425 PMCID: PMC10278571 DOI: 10.3389/fpsyg.2022.788608] [Citation(s) in RCA: 2] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 10/02/2021] [Accepted: 11/07/2022] [Indexed: 06/22/2023] Open
Abstract
Rehabilitation and prevention strategies to reduce intimate partner violence (IPV) have limited effectiveness in terms of improving key risk factors and reducing occurrence. Accumulated experimental evidence demonstrates that virtual embodiment, which results in the illusion of owning a virtual body, has a large impact on people's emotional, cognitive, and behavioral responses. This narrative review discusses work that has investigated how embodied perspective - taking in virtual reality has been used as a tool to reduce bias, to enhance recognition of the emotional state of another, and to reduce violent behaviors, in particular in the realm of IPV. Some of the potential neurological mechanisms behind these affective and behavioral changes are also discussed. The process of rehabilitation and prevention is complex and not always effective, but the integration of neuroscience-inspired and validated state-of-the-art technology into the rehabilitation process can make a positive contribution.
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Affiliation(s)
- Tania Johnston
- Institut d’Investigacions Biomèdiques August Pi i Sunyer (IDIBAPS), Barcelona, Spain
- Event Lab, Department of Clinical Psychology and Psychobiology, University of Barcelona, Barcelona, Spain
| | - Sofia Seinfeld
- Image Processing and Multimedia Technology Center, Universitat Politècnica de Catalunya-Barcelona Tech, Terrassa, Spain
| | | | - Nicolas Barnes
- Institut d’Investigacions Biomèdiques August Pi i Sunyer (IDIBAPS), Barcelona, Spain
- Departament de Justícia, Generalitat de Catalunya, Barcelona, Spain
| | - Mel Slater
- Event Lab, Department of Clinical Psychology and Psychobiology, University of Barcelona, Barcelona, Spain
- Institute of Neurosciences, University of Barcelona, Barcelona, Spain
| | - Maria V. Sanchez-Vives
- Institut d’Investigacions Biomèdiques August Pi i Sunyer (IDIBAPS), Barcelona, Spain
- Event Lab, Department of Clinical Psychology and Psychobiology, University of Barcelona, Barcelona, Spain
- ICREA, Barcelona, Spain
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Frisanco A, Schepisi M, Tieri G, Aglioti SM. Embodying the avatar of an omnipotent agent modulates the perception of one's own abilities and enhances feelings of invulnerability. Sci Rep 2022; 12:21585. [PMID: 36517558 PMCID: PMC9751071 DOI: 10.1038/s41598-022-26016-1] [Citation(s) in RCA: 6] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/27/2022] [Accepted: 12/08/2022] [Indexed: 12/16/2022] Open
Abstract
Immersive virtual reality can give people the illusion of owning artificial bodies (i.e., avatars) and controlling their actions. Tellingly, people appear to adhere to the newly embodied entities not just on the basis of physical traits but also behaving accordingly with the hallmarks of the represented characters. In two studies we pushed the limits of this process by testing if one's own sense of power could be affected by embodying the anthropomorphic representation of the Christian God, that is considered an omnipotent entity. A human Muscled and a Normotype avatar were used as controls. Results showed that participants embodying the God-avatar: (i) reacted to a threatening event compromising their physical safety by exhibiting a lower skin conductance response and heart rate deceleration compared to the Normotype-control avatar (Study 1); (ii) estimated they had more physical abilities compared to both the Normotype-control and the Muscled-control avatars (Study 2). Taken together, our findings suggest that embodying an omnipotent agent may exert an influence on people's perception of their own limits and capabilities, nourishing feelings of physical invulnerability and strength. Our study indicates that effectively embodying virtual role models may boost achievements and have translational implications in the field of empowerment.
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Affiliation(s)
- Althea Frisanco
- grid.7841.aFondazione Istituto Italiano Di Tecnologia (IIT), Sapienza University of Rome and Center for Life Nano- & Neuroscience, Rome, Italy ,grid.417778.a0000 0001 0692 3437IRCCS Santa Lucia Foundation, Rome, Italy
| | - Michael Schepisi
- grid.7841.aFondazione Istituto Italiano Di Tecnologia (IIT), Sapienza University of Rome and Center for Life Nano- & Neuroscience, Rome, Italy ,grid.417778.a0000 0001 0692 3437IRCCS Santa Lucia Foundation, Rome, Italy
| | - Gaetano Tieri
- grid.417778.a0000 0001 0692 3437IRCCS Santa Lucia Foundation, Rome, Italy ,grid.469255.9Virtual Reality Lab, Unitelma Sapienza University, Rome, Italy
| | - Salvatore Maria Aglioti
- grid.7841.aFondazione Istituto Italiano Di Tecnologia (IIT), Sapienza University of Rome and Center for Life Nano- & Neuroscience, Rome, Italy ,grid.417778.a0000 0001 0692 3437IRCCS Santa Lucia Foundation, Rome, Italy
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14
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Zary N, Eysenbach G, VanDerNagel J, Heylen D. Immersive Virtual Reality Avatars for Embodiment Illusions in People With Mild to Borderline Intellectual Disability: User-Centered Development and Feasibility Study. JMIR Serious Games 2022; 10:e39966. [PMID: 36476721 PMCID: PMC9773028 DOI: 10.2196/39966] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/30/2022] [Revised: 09/22/2022] [Accepted: 10/31/2022] [Indexed: 12/12/2022] Open
Abstract
BACKGROUND Immersive virtual reality (IVR) has been investigated as a tool for treating psychiatric conditions. In particular, the practical nature of IVR, by offering a doing instead of talking approach, could support people who do not benefit from existing treatments. Hence, people with mild to borderline intellectual disability (MBID; IQ=50-85) might profit particularly from IVR therapies, for instance, to circumvent issues in understanding relevant concepts and interrelations. In this context, immersing the user into a virtual body (ie, avatar) appears promising for enhancing learning (eg, by changing perspectives) and usability (eg, natural interactions). However, design requirements, immersion procedures, and proof of concept of such embodiment illusion (ie, substituting the real body with a virtual one) have not been explored in this group. OBJECTIVE Our study aimed to establish design guidelines for IVR embodiment illusions in people with MBID. We explored 3 factors to induce the illusion, by testing the avatar's appearance, locomotion using IVR controllers, and virtual object manipulation. Furthermore, we report on the feasibility to induce the embodiment illusion and provide procedural guidance. METHODS We conducted a user-centered study with 29 end users in care facilities, to investigate the avatar's appearance, controller-based locomotion (ie, teleport, joystick, or hybrid), and object manipulation. Overall, 3 iterations were conducted using semistructured interviews to explore design factors to induce embodiment illusions in our group. To further understand the influence of interactions on the illusion, we measured the sense of embodiment (SoE) during 5 interaction tasks. RESULTS IVR embodiment illusions can be induced in adults with MBID. To induce the illusion, having a high degree of control over the body outweighed avatar customization, despite the participants' desire to replicate their own body image. Similarly, the highest SoE was measured during object manipulation tasks, which required a combination of (virtual) locomotion and object manipulation behavior. Notably, interactions that are implausible (eg, teleport and occlusions when grabbing) showed a negative influence on SoE. In contrast, implementing artificial interaction aids into the IVR avatar's hands (ie, for user interfaces) did not diminish the illusion, presuming that the control was unimpaired. Nonetheless, embodiment illusions showed a tedious and complex need for (control) habituation (eg, motion sickness), possibly hindering uptake in practice. CONCLUSIONS Balancing the embodiment immersion by focusing on interaction habituation (eg, controller-based locomotion) and lowering customization effort seems crucial to achieve both high SoE and usability for people with MBID. Hence, future studies should investigate the requirements for natural IVR avatar interactions by using multisensory integrations for the virtual body (eg, animations, physics-based collision, and touch) and other interaction techniques (eg, hand tracking and redirected walking). In addition, procedures and use for learning should be explored for tailored mental health therapies in people with MBID.
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Affiliation(s)
| | | | - Joanne VanDerNagel
- Department of Human Media Interaction, University of Twente, Enschede, Netherlands.,Centre for Addiction and Intellectual Disability, Tactus Addiction Care, Enschede, Netherlands.,Nijmegen Institute for Scientist-Practitioners in Addiction, Radboud University, Nijmegen, Netherlands
| | - Dirk Heylen
- Department of Human Media Interaction, University of Twente, Enschede, Netherlands
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15
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Pyasik M, Ciorli T, Pia L. Full body illusion and cognition: A systematic review of the literature. Neurosci Biobehav Rev 2022; 143:104926. [DOI: 10.1016/j.neubiorev.2022.104926] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/28/2022] [Revised: 10/20/2022] [Accepted: 10/21/2022] [Indexed: 11/06/2022]
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16
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Keenaghan S, Polaskova M, Thurlbeck S, Kentridge RW, Cowie D. Alice in Wonderland: The effects of body size and movement on children's size perception and body representation in virtual reality. J Exp Child Psychol 2022; 224:105518. [PMID: 35964343 DOI: 10.1016/j.jecp.2022.105518] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 12/01/2021] [Revised: 06/11/2022] [Accepted: 07/07/2022] [Indexed: 11/26/2022]
Abstract
Previous work shows that in adults, illusory embodiment of a virtual avatar can be induced using congruent visuomotor cues. Furthermore, embodying different-sized avatars influences adults' perception of their environment's size. This study (N = 92) investigated whether children are also susceptible to such embodiment and size illusions. Adults and 5-year-old children viewed a first-person perspective of different-sized avatars moving either congruently or incongruently with their own body. Participants rated their feelings of embodiment over the avatar and also estimated the sizes of their body and objects in the environment. Unlike adults, children embodied the avatar regardless of visuomotor congruency. Both adults and children freely embodied different-sized avatars, and this affected their size perception in the surrounding virtual environment; they felt that objects were larger in a small body and vice versa in a large body. In addition, children felt that their body had grown in the large body condition. These findings have important implications for both our theoretical understanding of own-body representation, and our knowledge of perception in virtual environments.
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Affiliation(s)
| | - Marie Polaskova
- Department of Psychology, University of Durham, Durham DH1 3LE, UK
| | - Simon Thurlbeck
- Department of Psychology, University of Durham, Durham DH1 3LE, UK
| | - Robert W Kentridge
- Department of Psychology, University of Durham, Durham DH1 3LE, UK; Azrieli Program in Mind, Brain & Consciousness, Canadian Institute for Advanced Research (CIFAR), Toronto, Ontario M5G 1M1, Canada
| | - Dorothy Cowie
- Department of Psychology, University of Durham, Durham DH1 3LE, UK.
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17
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Social, affective, and non-motoric bodily cues to the Sense of Agency: A systematic review of the experience of control. Neurosci Biobehav Rev 2022; 142:104900. [DOI: 10.1016/j.neubiorev.2022.104900] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/01/2022] [Revised: 09/15/2022] [Accepted: 09/29/2022] [Indexed: 10/31/2022]
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18
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Moullec Y, Saint-Aubert J, Manson J, Cogne M, Lecuyer A. Multi-sensory display of self-avatar's physiological state: virtual breathing and heart beating can increase sensation of effort in VR. IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS 2022; 28:3596-3606. [PMID: 36048993 DOI: 10.1109/tvcg.2022.3203120] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 06/15/2023]
Abstract
In this paper we explore the multi-sensory display of self-avatars' physiological state in Virtual Reality (VR), as a means to enhance the connection between the users and their avatar. Our approach consists in designing and combining a coherent set of visual, auditory and haptic cues to represent the avatar's cardiac and respiratory activity. These sensory cues are modulated depending on the avatar's simulated physical exertion. We notably introduce a novel haptic technique to represent respiratory activity using a compression belt simulating abdominal movements that occur during a breathing cycle. A series of experiments was conducted to evaluate the influence of our multi-sensory rendering techniques on various aspects of the VR user experience, including the sense of virtual embodiment and the sensation of effort during a walking simulation. A first study ($\mathrm{N}=30$) that focused on displaying cardiac activity showed that combining sensory modalities significantly enhances the sensation of effort. A second study ($\mathrm{N}=20$) that focused on respiratory activity showed that combining sensory modalities significantly enhances the sensation of effort as well as two sub-components of the sense of embodiment. Interestingly, the user's actual breathing tended to synchronize with the simulated breathing, especially with the multi-sensory and haptic displays. A third study ($\mathrm{N}=18$) that focused on the combination of cardiac and respiratory activity showed that combining both rendering techniques significantly enhances the sensation of effort. Taken together, our results promote the use of our novel breathing display technique and multi-sensory rendering of physiological parameters in VR applications where effort sensations are prominent, such as for rehabilitation, sport training, or exergames.
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19
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Demand characteristics challenge effects in embodiment and presence. Sci Rep 2022; 12:14084. [PMID: 35982112 PMCID: PMC9387424 DOI: 10.1038/s41598-022-18160-5] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/13/2022] [Accepted: 08/05/2022] [Indexed: 11/17/2022] Open
Abstract
The sensations to own and control a body as well as being located in a body describe the relation between ourselves and our body, termed embodiment. Embodiment plays a central role in our everyday actions. However, its assessment is challenging. Recent findings suggest that measures on embodiment are confounded by demand characteristics and suggestibility. To investigate the impact of demand characteristics on embodiment and presence, we compared results from an online experiment measuring participants’ expectations, to the same experiment in virtual reality (VR). In the online experiment, participants watched a video of a participant performing the VR experiment. In the VR experiment, participants performed a soap-bubble-kicking task, which allowed the feelings of embodiment and presence to arise. We manipulated temporo-spatial movement synchrony (Movement: synchronous, asynchronous) and avatar visibility (Visibility: visible, invisible). In addition, we assessed participants’ suggestibility with exercises. The introduced manipulations influenced the ratings in both experiments similarly. Embodiment ratings were additionally affected by suggestibility. Altogether, our results show that participants were aware of the research hypotheses, which indicates that demand characteristics confound embodiment and presence research alike. Overcoming challenges of demand characteristics is crucial to correctly interpret scientific results and to translate these results into applied settings.
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20
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Kondo R, Sugimoto M. Effects of virtual hands and feet on the onset time and duration of illusory body ownership. Sci Rep 2022; 12:11802. [PMID: 35821275 PMCID: PMC9276807 DOI: 10.1038/s41598-022-15835-x] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/15/2022] [Accepted: 06/30/2022] [Indexed: 11/21/2022] Open
Abstract
In the illusory body ownership, humans feel as if a rubber hand or an avatar in a virtual environment is their own body through visual-tactile synchronization or visual-motor synchronization. Despite the onset time and duration of illusory body ownership has been investigated, it is not clear how the onset time and duration change when a part of the body is missing from the full-body. In this study, we investigated the completeness of the full-body for the illusion onset and duration by comparing the following conditions: complete avatar, avatar missing hands and feet, and avatar with hands and feet only. Our results suggest that avatar hands and feet only shorten the duration of the illusion, and missing body parts, such as only hands and feet or no hands and feet, reduce the sense of body ownership and of agency. However, the effects of avatar completeness on the onset time are unclear, and no conclusions can be made in either direction based on the current findings.
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Affiliation(s)
- Ryota Kondo
- Department of Information and Computer Science, Keio University, 3-14-1 Hiyoshi, Kohoku-ku, Yokohama, Kanagawa, 223-8522, Japan.
| | - Maki Sugimoto
- Department of Information and Computer Science, Keio University, 3-14-1 Hiyoshi, Kohoku-ku, Yokohama, Kanagawa, 223-8522, Japan
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21
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Burin D, Cavanna G, Rabellino D, Kotozaki Y, Kawashima R. Neuroendocrine Response and State Anxiety Due to Psychosocial Stress Decrease after a Training with Subject's Own (but Not Another) Virtual Body: An RCT Study. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2022; 19:ijerph19106340. [PMID: 35627877 PMCID: PMC9140346 DOI: 10.3390/ijerph19106340] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Download PDF] [Figures] [Subscribe] [Scholar Register] [Received: 04/06/2022] [Revised: 05/12/2022] [Accepted: 05/19/2022] [Indexed: 01/25/2023]
Abstract
Previous research involving healthy participants has reported that seeing a moving virtual body from the first person perspective induces the illusion of ownership and agency over that virtual body. When a person is sitting and the virtual body runs, it is possible to measure physiological, behavioral and cognitive reactions that are comparable to those that occur during actual movement. Capitalizing on this evidence, we hypothesized that virtual training could also induce neuroendocrine effects that prompt a decreased psychosocial stress response, as occurs after physical training. While sitting, 26 healthy young adults watched a virtual avatar running for 30 min from the first person perspective (experimental group), while another 26 participants watched the virtual body from the third person perspective (control group). We found a decreased salivary alpha-amylase concentration (a biomarker for the stress response) after the virtual training among the experimental group only, as well as a decreased subjective feeling of state anxiety (but no difference in heart rate). We argue that the virtual illusion of a moving body from the first person perspective can initiate a cascade of events, from the perception of the visual illusion to physiological activation that triggers other biological effects, such as the neuroendocrine stress response.
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Affiliation(s)
- Dalila Burin
- Institute of Development, Aging and Cancer (IDAC), Tohoku University, 4-1 Seiryocho, Aobaku, Sendai 980-8575, Japan;
- Smart Aging Research Center (SARC), Tohoku University, 4-1 Seiryocho, Aobaku, Sendai 980-8575, Japan;
- Correspondence: ; Tel.: +81-022-717-8585
| | - Gabriele Cavanna
- Smart Aging Research Center (SARC), Tohoku University, 4-1 Seiryocho, Aobaku, Sendai 980-8575, Japan;
- Graduate School of Science, Tohoku University, 6-3 Aramaki Aza-Aoba, Aobaku, Sendai 980-8578, Japan
| | - Daniela Rabellino
- Department of Psychiatry, Western University, 550 Wellington Rd., London, ON N6C 5J1, Canada;
| | - Yuka Kotozaki
- Division of Clinical Research and Epidemiology, Iwate Tohoku Medical Megabank Organization, Iwate Medical University, 1-1-1, Idaidori, Yahaba, Iwate, Morioka 028-3694, Japan;
| | - Ryuta Kawashima
- Institute of Development, Aging and Cancer (IDAC), Tohoku University, 4-1 Seiryocho, Aobaku, Sendai 980-8575, Japan;
- Smart Aging Research Center (SARC), Tohoku University, 4-1 Seiryocho, Aobaku, Sendai 980-8575, Japan;
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22
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Buck LE, Chakraborty S, Bodenheimer B. The Impact of Embodiment and Avatar Sizing on Personal Space in Immersive Virtual Environments. IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS 2022; 28:2102-2113. [PMID: 35167460 DOI: 10.1109/tvcg.2022.3150483] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 06/14/2023]
Abstract
In this paper, we examine how embodiment and manipulation of a self-avatar's dimensions - specifically the arm length - affect users' judgments of the personal space around them in an immersive virtual environment. In the real world, personal space is the immediate space around the body in which physical interactions are possible. Personal space is increasingly studied in virtual environments because of its importance to social interactions. Here, we specifically look at two components of personal space, interpersonal and peripersonal space, and how they are affected by embodiment and the sizing of a self-avatar. We manipulated embodiment, hypothesizing that higher levels of embodiment will result in larger measures of interpersonal space and smaller measures of peripersonal space. Likewise, we manipulated the arm length of a self-avatar, hypothesizing that while interpersonal space would change with changing arm length, peripersonal space would not. We found that the representation of both interpersonal and peripersonal space change when the user experiences differing levels of embodiment in accordance with our hypotheses, and that only interpersonal space was sensitive to changes in the dimensions of a self-avatar's arms. These findings provide increased understanding of the role of embodiment and self-avatars in the regulation of personal space, and provide foundations for improved design of social interaction in virtual environments.
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23
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Matamala-Gomez M, Slater M, Sanchez-Vives MV. Impact of virtual embodiment and exercises on functional ability and range of motion in orthopedic rehabilitation. Sci Rep 2022; 12:5046. [PMID: 35322080 PMCID: PMC8943096 DOI: 10.1038/s41598-022-08917-3] [Citation(s) in RCA: 10] [Impact Index Per Article: 3.3] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 10/21/2021] [Accepted: 03/02/2022] [Indexed: 11/09/2022] Open
Abstract
Recent evidence supports the use of immersive virtual reality (immersive VR) as a means of applying visual feedback techniques in neurorehabilitation. In this study, we investigated the benefits of an embodiment-based immersive VR training program for orthopedic upper limb rehabilitation, with the aim of improving the motor functional ability of the arm and accelerating the rehabilitation process in patients with a conservatively managed distal radius fracture. We designed a rehabilitation program based on developing ownership over a virtual arm and then exercising it in immersive VR. We carried out a between 3-group controlled trial with 54 patients (mean age = 61.80 ± 14.18): 20 patients were assigned to the experimental training group (immersive VR), 20 to the conventional digit mobilization (CDM) training control group, and 14 to a non-immersive (non-immersive VR) training control group. We found that functional recovery of the arm in the immersive VR group was correlated with the ownership and agency scores over the virtual arm. We also found larger range of joint movements and lower disability of the fractured arm compared with patients in the Non-immersive VR and CDM groups. Feeling embodied in a virtual body can be used as a rehabilitation tool to speed up and improve motor functional recovery of a fractured arm after the immobilization period.
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Affiliation(s)
- Marta Matamala-Gomez
- Institut d'Investigacions Biomèdiques August Pi I Sunyer (IDIBAPS), Rosselló 149-153, 08036, Barcelona, Spain.
- Mind and Behavior Technological Center, Department of Psychology, University of Milano-Bicocca, 20126, Milan, Italy.
| | - Mel Slater
- Event-Lab, Department of Clinical Psychology and Psychobiology, Universitat de Barcelona, Passeig de la Vall d'Hebron 171, 08035, Barcelona, Spain
- Institute of Neurosciences of the University of Barcelona, Barcelona, Spain
| | - Maria V Sanchez-Vives
- Institut d'Investigacions Biomèdiques August Pi I Sunyer (IDIBAPS), Rosselló 149-153, 08036, Barcelona, Spain.
- Event-Lab, Department of Clinical Psychology and Psychobiology, Universitat de Barcelona, Passeig de la Vall d'Hebron 171, 08035, Barcelona, Spain.
- ICREA, Passeig Lluís Companys 23, 08010, Barcelona, Spain.
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24
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Porssut T, Blanke O, Herbelin B, Boulic R. Reaching articular limits can negatively impact embodiment in virtual reality. PLoS One 2022; 17:e0255554. [PMID: 35235574 PMCID: PMC8890650 DOI: 10.1371/journal.pone.0255554] [Citation(s) in RCA: 3] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/17/2021] [Accepted: 01/31/2022] [Indexed: 11/19/2022] Open
Abstract
Providing Virtual Reality(VR) users with a 3D representation of their body complements the experience of immersion and presence in the virtual world with the experience of being physically located and more personally involved. A full-body avatar representation is known to induce a Sense of Embodiment (SoE) for this virtual body, which is associated with improvements in task performance, motivation and motor learning. Recent experimental research on embodiment provides useful guidelines, indicating the extent of discrepancy tolerated by users and, conversely, the limits and disruptive events that lead to a break in embodiment (BiE). Based on previous works on the limit of agency under movement distortion, this paper describes, studies and analyses the impact of a very common yet overlooked embodiment limitation linked to articular limits when performing a reaching movement. We demonstrate that perceiving the articular limit when fully extending the arm provides users with an additional internal proprioceptive feedback which, if not matched in the avatar's movement, leads to the disruptive realization of an incorrect posture mapping. This study complements previous works on self-contact and visuo-haptic conflicts and emphasizes the risk of disrupting the SoE when distorting users' movements or using a poorly-calibrated avatar.
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Affiliation(s)
- Thibault Porssut
- Altran Lab, Capgemini Engineering, Paris, France
- Immersive Interaction Research Group, École Polytechnique Fédérale de Lausanne (EPFL), Lausanne, Switzerland
- Laboratory of Cognitive Neuroscience, Brain Mind Institute, École Polytechnique Fédérale de Lausanne (EPFL), Lausanne, Switzerland
| | - Olaf Blanke
- Laboratory of Cognitive Neuroscience, Brain Mind Institute, École Polytechnique Fédérale de Lausanne (EPFL), Lausanne, Switzerland
| | - Bruno Herbelin
- Laboratory of Cognitive Neuroscience, Brain Mind Institute, École Polytechnique Fédérale de Lausanne (EPFL), Lausanne, Switzerland
| | - Ronan Boulic
- Immersive Interaction Research Group, École Polytechnique Fédérale de Lausanne (EPFL), Lausanne, Switzerland
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25
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Limanowski J. Enacting Proprioceptive Predictions in the Rubber Hand Illusion. Front Hum Neurosci 2022; 16:839890. [PMID: 35250522 PMCID: PMC8890244 DOI: 10.3389/fnhum.2022.839890] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Grants] [Track Full Text] [Download PDF] [Journal Information] [Subscribe] [Scholar Register] [Received: 12/20/2021] [Accepted: 01/25/2022] [Indexed: 11/17/2022] Open
Affiliation(s)
- Jakub Limanowski
- Faculty of Psychology, Technische Universität Dresden, Dresden, Germany
- Centre for Tactile Internet With Human-in-the-Loop, Technische Universität Dresden, Dresden, Germany
- *Correspondence: Jakub Limanowski
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26
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Bodily ownership of an independent supernumerary limb: an exploratory study. Sci Rep 2022; 12:2339. [PMID: 35165309 PMCID: PMC8844351 DOI: 10.1038/s41598-022-06040-x] [Citation(s) in RCA: 6] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 09/21/2021] [Accepted: 01/21/2022] [Indexed: 12/11/2022] Open
Abstract
Can our brain perceive a sense of ownership towards an independent supernumerary limb; one that can be moved independently of any other limb and provides its own independent movement feedback? Following the rubber-hand illusion experiment, a plethora of studies have shown that the human representation of “self” is very plastic. But previous studies have almost exclusively investigated ownership towards “substitute” artificial limbs, which are controlled by the movements of a real limb and/or limbs from which non-visual sensory feedback is provided on an existing limb. Here, to investigate whether the human brain can own an independent artificial limb, we first developed a novel independent robotic “sixth finger.” We allowed participants to train using the finger and examined whether it induced changes in the body representation using behavioral as well as cognitive measures. Our results suggest that unlike a substitute artificial limb (like in the rubber hand experiment), it is more difficult for humans to perceive a sense of ownership towards an independent limb. However, ownership does seem possible, as we observed clear tendencies of changes in the body representation that correlated with the cognitive reports of the sense of ownership. Our results provide the first evidence to show that an independent supernumerary limb can be embodied by humans.
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Ziadeh H, Gulyas D, Nielsen LD, Lehmann S, Nielsen TB, Kjeldsen TKK, Hougaard BI, Jochumsen M, Knoche H. "Mine Works Better": Examining the Influence of Embodiment in Virtual Reality on the Sense of Agency During a Binary Motor Imagery Task With a Brain-Computer Interface. Front Psychol 2022; 12:806424. [PMID: 35002899 PMCID: PMC8741301 DOI: 10.3389/fpsyg.2021.806424] [Citation(s) in RCA: 6] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 10/31/2021] [Accepted: 12/06/2021] [Indexed: 11/13/2022] Open
Abstract
Motor imagery-based brain-computer interfaces (MI-BCI) have been proposed as a means for stroke rehabilitation, which combined with virtual reality allows for introducing game-based interactions into rehabilitation. However, the control of the MI-BCI may be difficult to obtain and users may face poor performance which frustrates them and potentially affects their motivation to use the technology. Decreases in motivation could be reduced by increasing the users' sense of agency over the system. The aim of this study was to understand whether embodiment (ownership) of a hand depicted in virtual reality can enhance the sense of agency to reduce frustration in an MI-BCI task. Twenty-two healthy participants participated in a within-subject study where their sense of agency was compared in two different embodiment experiences: 1) avatar hand (with body), or 2) abstract blocks. Both representations closed with a similar motion for spatial congruency and popped a balloon as a result. The hand/blocks were controlled through an online MI-BCI. Each condition consisted of 30 trials of MI-activation of the avatar hand/blocks. After each condition a questionnaire probed the participants' sense of agency, ownership, and frustration. Afterwards, a semi-structured interview was performed where the participants elaborated on their ratings. Both conditions supported similar levels of MI-BCI performance. A significant correlation between ownership and agency was observed (r = 0.47, p = 0.001). As intended, the avatar hand yielded much higher ownership than the blocks. When controlling for performance, ownership increased sense of agency. In conclusion, designers of BCI-based rehabilitation applications can draw on anthropomorphic avatars for the visual mapping of the trained limb to improve ownership. While not While not reducing frustration ownership can improve perceived agency given sufficient BCI performance. In future studies the findings should be validated in stroke patients since they may perceive agency and ownership differently than able-bodied users.
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Affiliation(s)
- Hamzah Ziadeh
- Human Machine Interaction Lab, Department of Architecture, Design, and Media Technology, Institute for Architecture and Media Technology, Aalborg University, Aalborg, Denmark
| | - David Gulyas
- Human Machine Interaction Lab, Department of Architecture, Design, and Media Technology, Institute for Architecture and Media Technology, Aalborg University, Aalborg, Denmark
| | - Louise Dørr Nielsen
- Human Machine Interaction Lab, Department of Architecture, Design, and Media Technology, Institute for Architecture and Media Technology, Aalborg University, Aalborg, Denmark
| | - Steffen Lehmann
- Human Machine Interaction Lab, Department of Architecture, Design, and Media Technology, Institute for Architecture and Media Technology, Aalborg University, Aalborg, Denmark
| | - Thomas Bendix Nielsen
- Human Machine Interaction Lab, Department of Architecture, Design, and Media Technology, Institute for Architecture and Media Technology, Aalborg University, Aalborg, Denmark
| | - Thomas Kim Kroman Kjeldsen
- Human Machine Interaction Lab, Department of Architecture, Design, and Media Technology, Institute for Architecture and Media Technology, Aalborg University, Aalborg, Denmark
| | - Bastian Ilsø Hougaard
- Human Machine Interaction Lab, Department of Architecture, Design, and Media Technology, Institute for Architecture and Media Technology, Aalborg University, Aalborg, Denmark
| | - Mads Jochumsen
- Department of Health Science and Technology, Aalborg University, Aalborg, Denmark
| | - Hendrik Knoche
- Human Machine Interaction Lab, Department of Architecture, Design, and Media Technology, Institute for Architecture and Media Technology, Aalborg University, Aalborg, Denmark
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Ishikawa R, Ayabe-Kanamura S, Izawa J. The role of motor memory dynamics in structuring bodily self-consciousness. iScience 2021; 24:103511. [PMID: 34934929 PMCID: PMC8661550 DOI: 10.1016/j.isci.2021.103511] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/02/2021] [Revised: 10/21/2021] [Accepted: 11/22/2021] [Indexed: 02/07/2023] Open
Abstract
Bodily self-consciousness has been considered a sensorimotor root of self-consciousness. If this is the case, how does sensorimotor memory, which is important for the prediction of sensory consequences of volitional actions, influence awareness of bodily self-consciousness? This question is essential for understanding the effective acquisition and recovery of self-consciousness following its impairment, but it has remained unexamined. Here, we investigated how body ownership and agency recovered following body schema distortion in a virtual reality environment along with two kinds of motor memories: memories that were rapidly updated and memories that were gradually updated. We found that, although agency and body ownership recovered in parallel, the recovery of body ownership was predicted by fast memories and that of agency was predicted by slow memories. Thus, the bodily self was represented in multiple motor memories with different dynamics. This finding demystifies the controversy about the causal relationship between body ownership and agency.
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Affiliation(s)
- Ryota Ishikawa
- Ph.D. Program in Humanics, University of Tsukuba, Ibaraki 305-8573, Japan
| | | | - Jun Izawa
- Faculty of Engineering, Information, and Systems, University of Tsukuba, 1-1-1 Tennodai, Tsukuba, Ibaraki 305-8573, Japan
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29
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Gorisse G, Senel G, Banakou D, Beacco A, Oliva R, Freeman D, Slater M. Self-observation of a virtual body-double engaged in social interaction reduces persecutory thoughts. Sci Rep 2021; 11:23923. [PMID: 34907279 PMCID: PMC8671390 DOI: 10.1038/s41598-021-03373-x] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/05/2021] [Accepted: 11/29/2021] [Indexed: 11/29/2022] Open
Abstract
The proportion of the population who experience persecutory thoughts is 10-15%. People then engage in safety-seeking behaviours, typically avoiding social interactions, which prevents disconfirmatory experiences and hence paranoia persists. Here we show that persecutory thoughts can be reduced if prior to engaging in social interaction in VR participants first see their virtual body-double doing so. Thirty non-clinical participants were recruited to take part in a study, where they were embodied in a virtual body that closely resembled themselves, and asked to interact with members of a crowd. In the Random condition (n = 15) they observed their body-double wandering around but not engaging with the crowd. In the Targeted condition the body-double correctly interacted with members of the crowd. The Green Paranoid Thoughts Scale was measured 1 week before and 1 week after the exposure and decreased only for those in the Targeted condition. The results suggest that the observation of the body-double correctly carrying out a social interaction task in VR may lead to anxiety-reducing mental rehearsal for interaction thus overcoming safety behaviours. The results also extend knowledge of the effects of vicarious agency, suggesting that identification with the actions of body-double can influence subsequent psychological state.
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Affiliation(s)
- Geoffrey Gorisse
- Event Lab, Faculty of Psychology, University of Barcelona, Barcelona, Spain
- LAMPA, Arts et Métiers Institute of Technology, Changé, France
| | - Gizem Senel
- Event Lab, Faculty of Psychology, University of Barcelona, Barcelona, Spain
- Institute of Neurosciences of the University of Barcelona, Barcelona, Spain
| | - Domna Banakou
- Event Lab, Faculty of Psychology, University of Barcelona, Barcelona, Spain
- Institute of Neurosciences of the University of Barcelona, Barcelona, Spain
| | - Alejandro Beacco
- Event Lab, Faculty of Psychology, University of Barcelona, Barcelona, Spain
| | - Ramon Oliva
- Event Lab, Faculty of Psychology, University of Barcelona, Barcelona, Spain
| | - Daniel Freeman
- Department of Psychiatry, University of Oxford, Oxford, UK
| | - Mel Slater
- Event Lab, Faculty of Psychology, University of Barcelona, Barcelona, Spain.
- Institute of Neurosciences of the University of Barcelona, Barcelona, Spain.
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30
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Grechuta K, De La Torre Costa J, Ballester BR, Verschure P. Challenging the Boundaries of the Physical Self: Distal Cues Impact Body Ownership. Front Hum Neurosci 2021; 15:704414. [PMID: 34720905 PMCID: PMC8551865 DOI: 10.3389/fnhum.2021.704414] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/02/2021] [Accepted: 09/14/2021] [Indexed: 11/16/2022] Open
Abstract
The unique ability to identify one’s own body and experience it as one’s own is fundamental in goal-oriented behavior and survival. However, the mechanisms underlying the so-called body ownership are yet not fully understood. Evidence based on Rubber Hand Illusion (RHI) paradigms has demonstrated that body ownership is a product of reception and integration of self and externally generated multisensory information, feedforward and feedback processing of sensorimotor signals, and prior knowledge about the body. Crucially, however, these designs commonly involve the processing of proximal modalities while the contribution of distal sensory signals to the experience of ownership remains elusive. Here we propose that, like any robust percept, body ownership depends on the integration and prediction across all sensory modalities, including distal sensory signals pertaining to the environment. To test our hypothesis, we created an embodied goal-oriented Virtual Air Hockey Task, in which participants were to hit a virtual puck into a goal. In two conditions, we manipulated the congruency of distal multisensory cues (auditory and visual) while preserving proximal and action-driven signals entirely predictable. Compared to a fully congruent condition, our results revealed a significant decrease on three dimensions of ownership evaluation when distal signals were incongruent, including the subjective report as well as physiological and kinematic responses to an unexpected threat. Together, these findings support the notion that the way we represent our body is contingent upon all the sensory stimuli, including distal and action-independent signals. The present data extend the current framework of body ownership and may also find applications in rehabilitation scenarios.
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Affiliation(s)
- Klaudia Grechuta
- Synthetic, Perceptive, Emotive and Cognitive Systems Lab (SPECS), Institute for Bioengineering of Catalonia (IBEC), The Barcelona Institute of Science and Technology (BIST), Barcelona, Spain
| | - Javier De La Torre Costa
- Synthetic, Perceptive, Emotive and Cognitive Systems Lab (SPECS), Institute for Bioengineering of Catalonia (IBEC), The Barcelona Institute of Science and Technology (BIST), Barcelona, Spain.,Pompeu Fabra University, Barcelona, Spain
| | - Belén Rubio Ballester
- Synthetic, Perceptive, Emotive and Cognitive Systems Lab (SPECS), Institute for Bioengineering of Catalonia (IBEC), The Barcelona Institute of Science and Technology (BIST), Barcelona, Spain
| | - Paul Verschure
- Synthetic, Perceptive, Emotive and Cognitive Systems Lab (SPECS), Institute for Bioengineering of Catalonia (IBEC), The Barcelona Institute of Science and Technology (BIST), Barcelona, Spain.,Institució Catalana de la Recerca i Estudis Avançats, Barcelona, Spain
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31
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Kammler-Sucker KI, Loffler A, Kleinbohl D, Flor H. Exploring Virtual Doppelgangers as Movement Models to Enhance Voluntary Imitation. IEEE Trans Neural Syst Rehabil Eng 2021; 29:2173-2182. [PMID: 34653005 DOI: 10.1109/tnsre.2021.3120795] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/09/2022]
Abstract
Virtual Reality (VR) setups offer the possibility to investigate interactions between model and observer characteristics in imitation behavior, such as in the chameleon effect of automatic mimicry. We tested the hypothesis that perceived affiliative characteristics of a virtual model, such as similarity to the observer and likability, will facilitate observers' engagement in voluntary motor imitation. In a within-subjects design, participants were exposed to four virtual characters of different degrees of realism and observer similarity (avatar numbers AN=1-4), ranging from an abstract stickperson to a personalized doppelganger avatar designed from 3d scans of the observer. The characters performed different trunk movements and participants were asked to imitate these. We defined functional ranges of motion (ROM) for spinal extension (bending backward, BB), lateral flexion (bending sideward, BS) and rotation in the horizontal plane (RH) based on shoulder marker trajectories as behavioral indicators of imitation. Participants' ratings on avatar appearance, characteristics and embodiment/ enfacement were recorded in an Autonomous Avatar Questionnaire (AAQ), factorized into three sum scales based on our explorative analysis. Linear mixed effects models revealed that for lateral flexion (BS), a facilitating influence of avatar type on ROM was mediated by perceived identificatory avatar properties such as avatar likability, avatar-observer-similarity and other affiliative characteristics (AAQ1). This suggests that maximization of model-observer similarity with a virtual doppelganger may be useful in observational modeling and this could be used to modify maladaptive motor behaviors in patients with chronic back pain.
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Fribourg R, Ogawa N, Hoyet L, Argelaguet F, Narumi T, Hirose M, Lecuyer A. Virtual Co-Embodiment: Evaluation of the Sense of Agency While Sharing the Control of a Virtual Body Among Two Individuals. IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS 2021; 27:4023-4038. [PMID: 32746257 DOI: 10.1109/tvcg.2020.2999197] [Citation(s) in RCA: 14] [Impact Index Per Article: 3.5] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 06/11/2023]
Abstract
In this article, we introduce a concept called "virtual co-embodiment", which enables a user to share their virtual avatar with another entity (e.g., another user, robot, or autonomous agent). We describe a proof-of-concept in which two users can be immersed from a first-person perspective in a virtual environment and can have complementary levels of control (total, partial, or none) over a shared avatar. In addition, we conducted an experiment to investigate the influence of users' level of control over the shared avatar and prior knowledge of their actions on the users' sense of agency and motor actions. The results showed that participants are good at estimating their real level of control but significantly overestimate their sense of agency when they can anticipate the motion of the avatar. Moreover, participants performed similar body motions regardless of their real control over the avatar. The results also revealed that the internal dimension of the locus of control, which is a personality trait, is negatively correlated with the user's perceived level of control. The combined results unfold a new range of applications in the fields of virtual-reality-based training and collaborative teleoperation, where users would be able to share their virtual body.
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Gall D, Roth D, Stauffert JP, Zarges J, Latoschik ME. Embodiment in Virtual Reality Intensifies Emotional Responses to Virtual Stimuli. Front Psychol 2021; 12:674179. [PMID: 34552525 PMCID: PMC8450414 DOI: 10.3389/fpsyg.2021.674179] [Citation(s) in RCA: 29] [Impact Index Per Article: 7.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 02/28/2021] [Accepted: 08/10/2021] [Indexed: 11/13/2022] Open
Abstract
Modulating emotional responses to virtual stimuli is a fundamental goal of many immersive interactive applications. In this study, we leverage the illusion of illusory embodiment and show that owning a virtual body provides means to modulate emotional responses. In a single-factor repeated-measures experiment, we manipulated the degree of illusory embodiment and assessed the emotional responses to virtual stimuli. We presented emotional stimuli in the same environment as the virtual body. Participants experienced higher arousal, dominance, and more intense valence in the high embodiment condition compared to the low embodiment condition. The illusion of embodiment thus intensifies the emotional processing of the virtual environment. This result suggests that artificial bodies can increase the effectiveness of immersive applications psychotherapy, entertainment, computer-mediated social interactions, or health applications.
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Affiliation(s)
- Dominik Gall
- Human-Computer Interaction, Institute of Computer Science, Universtiy of Würzburg, Würzburg, Germany
| | - Daniel Roth
- Human-Computer Interaction, Institute of Computer Science, Universtiy of Würzburg, Würzburg, Germany
| | - Jan-Philipp Stauffert
- Human-Computer Interaction, Institute of Computer Science, Universtiy of Würzburg, Würzburg, Germany
| | - Julian Zarges
- Human-Computer Interaction, Institute of Computer Science, Universtiy of Würzburg, Würzburg, Germany
| | - Marc Erich Latoschik
- Human-Computer Interaction, Institute of Computer Science, Universtiy of Würzburg, Würzburg, Germany
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34
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Moon KJ, Lee MC, Hong U, Noh SR, Park CH, Han KH. Physiological Response of Imagery Running with or without an Avatar in 3D Virtual Reality: A Preliminary Study. THE ASIAN JOURNAL OF KINESIOLOGY 2021. [DOI: 10.15758/ajk.2021.23.3.11] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/05/2022] Open
Abstract
OBJECTIVES The present study is aimed at observing the physiological response imagery running with an avatar in 3D virtual reality (VR) and to explore the differences in physiological responses between imagery running with and without an avatar in 3D VR.METHODS We randomly assigned 32 healthy adults to either a group with Avatar (n = 19) or a group without (n = 13). The group with avatar performed imagery exercise with an avatar in 3D VR and the group without Avatar performed it without an avatar in 3D VR. Both groups were instructed to mentally imagine performing running in VR without executing actual physical movements. We recorded electro-physiological data before, during, and after the 20-min intervention. We also measured the participants’ level of presence and intensity of experienced cybersickness.RESULTS In the group with Avatar, all physiological responses increased from the resting to the intervention period. The group with Avatar also showed a higher level of presence and fewer cybersickness symptoms than the group without Avatar.CONCLUSIONS The results suggest imagery running with an avatar in 3D VR might be effective as an alternative exercise.
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35
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Tambone R, Poggio G, Pyasik M, Burin D, Dal Monte O, Schintu S, Ciorli T, Lucà L, Semino MV, Doricchi F, Pia L. Changing your body changes your eating attitudes: embodiment of a slim virtual avatar induces avoidance of high-calorie food. Heliyon 2021; 7:e07515. [PMID: 34345726 PMCID: PMC8319483 DOI: 10.1016/j.heliyon.2021.e07515] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/04/2021] [Revised: 05/18/2021] [Accepted: 07/05/2021] [Indexed: 11/18/2022] Open
Abstract
The virtual-reality full-body illusion paradigm has been suggested to not only trigger the illusory ownership of the avatar's body but also the attitudinal and behavioral components stereotypically associated to that kind of virtual body. In the present study, we investigated whether this was true for stereotypes related to body size: body satisfaction and eating control behavior. Healthy participants underwent the full-body illusion paradigm with an avatar having either a larger or a slimmer body than their own, and were assessed for implicit attitudes towards body image and food calorie content at baseline and after each full-body illusion session. Results showed that the illusion emerged regardless of the avatar's body size, whereas the perceived dimension of the own body size changed according to the avatar's body size (i.e., participants felt to be slimmer after embodying their slim avatar and larger after embodying their large avatar). Crucially, we found that implicit attitudes towards food, but not those towards one's own body, were modulated by the size of the virtual body. Compared to baseline, ownership of a slimmer avatar increased the avoidance of high-calorie food, whereas ownership of a larger avatar did not induce changes. Our findings suggest that the illusory feeling of being slimmer drives also the food-related stereotypes associated with that body size, increasing the regulation of eating behaviors.
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Affiliation(s)
- Riccardo Tambone
- SAMBA (SpAtial, Motor and Bodily Awareness) Research Group, Department of Psychology, University of Turin, Turin, Italy
| | - Giulia Poggio
- SAMBA (SpAtial, Motor and Bodily Awareness) Research Group, Department of Psychology, University of Turin, Turin, Italy
| | - Maria Pyasik
- SAMBA (SpAtial, Motor and Bodily Awareness) Research Group, Department of Psychology, University of Turin, Turin, Italy.,NPSY-Lab. VR, Department of Human Sciences, University of Verona, Verona, Italy
| | - Dalila Burin
- Smart-Aging Research Center, Institute of Development, Aging and Cancer (IDAC), Tohoku University, Sendai, Japan
| | - Olga Dal Monte
- Department of Psychology, University of Turin, Turin, Italy.,Department of Psychology, Yale University, New Haven, CT, USA
| | - Selene Schintu
- Department of Psychology, George Washington University, Washington DC, DC, USA
| | - Tommaso Ciorli
- SAMBA (SpAtial, Motor and Bodily Awareness) Research Group, Department of Psychology, University of Turin, Turin, Italy
| | - Laura Lucà
- SAMBA (SpAtial, Motor and Bodily Awareness) Research Group, Department of Psychology, University of Turin, Turin, Italy
| | - Maria Vittoria Semino
- SAMBA (SpAtial, Motor and Bodily Awareness) Research Group, Department of Psychology, University of Turin, Turin, Italy
| | - Fabrizio Doricchi
- Department of Psychology, University of Rome "La Sapienza", Fondazione Santa Lucia IRCCS, Rome, Italy
| | - Lorenzo Pia
- SAMBA (SpAtial, Motor and Bodily Awareness) Research Group, Department of Psychology, University of Turin, Turin, Italy.,NIT (Neuroscience Institute of Turin), Turin, Italy
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36
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Ogawa N, Narumi T, Hirose M. Effect of Avatar Appearance on Detection Thresholds for Remapped Hand Movements. IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS 2021; 27:3182-3197. [PMID: 31940540 DOI: 10.1109/tvcg.2020.2964758] [Citation(s) in RCA: 14] [Impact Index Per Article: 3.5] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 06/10/2023]
Abstract
Hand interaction techniques in virtual reality often exploit visual dominance over proprioception to remap physical hand movements onto different virtual movements. However, when the offset between virtual and physical hands increases, the remapped virtual hand movements are hardly self-attributed, and the users become aware of the remapping. Interestingly, the sense of self-attribution of a body is called the sense of body ownership (SoBO) in the field of psychology, and the realistic the avatar, the stronger is the SoBO. Hence, we hypothesized that realistic avatars (i.e., human hands) can foster self-attribution of the remapped movements better than abstract avatars (i.e., spherical pointers), thus making the remapping less noticeable. In this article, we present an experiment in which participants repeatedly executed reaching movements with their right hand while different amounts of horizontal shifts were applied. We measured the remapping detection thresholds for each combination of shift directions (left or right) and avatar appearances (realistic or abstract). The results show that realistic avatars increased the detection threshold (i.e., lowered sensitivity) by 31.3 percent than the abstract avatars when the leftward shift was applied (i.e., when the hand moved in the direction away from the body-midline). In addition, the proprioceptive drift (i.e., the displacement of self-localization toward an avatar) was larger with realistic avatars for leftward shifts, indicating that visual information was given greater preference during visuo-proprioceptive integration in realistic avatars. Our findings quantifiably show that realistic avatars can make remapping less noticeable for larger mismatches between virtual and physical movements and can potentially improve a wide variety of hand-remapping techniques without changing the mapping itself.
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Burin D, Kawashima R. Repeated Exposure to Illusory Sense of Body Ownership and Agency Over a Moving Virtual Body Improves Executive Functioning and Increases Prefrontal Cortex Activity in the Elderly. Front Hum Neurosci 2021; 15:674326. [PMID: 34135743 PMCID: PMC8200494 DOI: 10.3389/fnhum.2021.674326] [Citation(s) in RCA: 8] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/01/2021] [Accepted: 04/06/2021] [Indexed: 11/13/2022] Open
Abstract
We previously showed that the illusory sense of ownership and agency over a moving body in immersive virtual reality (displayed in a first-person perspective) can trigger subjective and physiological reactions on the real subject’s body and, therefore, an acute improvement of cognitive functions after a single session of high-intensity intermittent exercise performed exclusively by one’s own virtual body, similar to what happens when we actually do physical activity. As well as confirming previous results, here, we aimed at finding in the elderly an increased improvement after a longer virtual training with similar characteristics. Forty-two healthy older subjects (28 females, average age = 71.71 years) completed a parallel-group randomized controlled trial (RCT; UMIN000039843, umin.ac.jp) including an adapted version of the virtual training previously used: while sitting, participants observed the virtual body in a first-person perspective (1PP) or a third-person perspective (3PP) performing 20 min of virtual high-intensity intermittent exercise (vHIE; the avatar switched between fast and slow walking every 2 min). This was repeated twice a week for 6 weeks. During the vHIE, we measured the heart rate and administered questionnaires to evaluate illusory body ownership and agency. Before the beginning of the intervention, immediately after the first session of vHIE, and at the end of the entire intervention, we evaluated the cognitive performance at the Stroop task with online recording of the hemodynamic activity over the left dorsolateral prefrontal cortex. While we confirm previous results regarding the virtual illusion and its physiological effects, we did not find significant cognitive or neural improvement immediately after the first vHIE session. As a novelty, in the 1PP group only, we detected a significant decrease in the response time of the Stroop task in the post-intervention assessment compared to its baseline; coherently, we found an increased activation on left dorsolateral prefrontal cortex (lDLPFC) after the entire intervention. While the current results strengthen the impact of the virtual full-body illusion and its physiological consequences on the elderly as well, they might have stronger and more established body representations. Perhaps, a longer and increased exposure to those illusions is necessary to initiate the cascade of events that culminates to an improved cognitive performance.
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Affiliation(s)
- Dalila Burin
- Department of Advanced Brain Science, Institute of Development, Aging and Cancer, Tohoku University, Sendai, Japan.,Smart Aging International Research Center, Tohoku University, Sendai, Japan
| | - Ryuta Kawashima
- Department of Advanced Brain Science, Institute of Development, Aging and Cancer, Tohoku University, Sendai, Japan.,Smart Aging International Research Center, Tohoku University, Sendai, Japan
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38
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Locomotor illusions are generated by perceptual body-environment organization. PLoS One 2021; 16:e0251562. [PMID: 33974677 PMCID: PMC8112709 DOI: 10.1371/journal.pone.0251562] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 09/08/2020] [Accepted: 04/28/2021] [Indexed: 11/19/2022] Open
Abstract
While one is walking, the stimulation by one's body forms a structure with the stimulation by the environment. This locomotor array of stimulation corresponds to the human-environment relation that one's body forms with the environment it is moving through. Thus, the perceptual experience of walking may arise from such a locomotor array of stimulation. Humans can also experience walking while they are sitting. In this case, there is no stimulation by one's walking body. Hence, one can experience walking although a basic component of a locomotor array of stimulation is missing. This may be facilitated by perception organizing the sensory input about one's body and environment into a perceptual structure that corresponds to a locomotor array of stimulation. We examined whether locomotor illusions are generated by this perceptual formation of a locomotor structure. We exposed sixteen seated individuals to environmental stimuli that elicited either the perceptual formation of a locomotor structure or that of a control structure. The study participants experienced distinct locomotor illusions when they were presented with environmental stimuli that elicited the perceptual formation of a locomotor structure. They did not experience distinct locomotor illusions when the stimuli instead elicited the perceptual formation of the control structure. These findings suggest that locomotor illusions are generated by the perceptual organization of sensory input about one's body and environment into a locomotor structure. This perceptual body-environment organization elucidates why seated human individuals experience the sensation of walking without any proprioceptive or kinaesthetic stimulation.
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39
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Tambone R, Giachero A, Calati M, Molo MT, Burin D, Pyasik M, Cabria F, Pia L. Using Body Ownership to Modulate the Motor System in Stroke Patients. Psychol Sci 2021; 32:655-667. [PMID: 33826456 DOI: 10.1177/0956797620975774] [Citation(s) in RCA: 12] [Impact Index Per Article: 3.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/16/2022] Open
Abstract
Recent findings suggest that body ownership can activate the motor system in the absence of movement execution. Here, we investigated whether such a process promotes motor recovery in stroke patients. A group of patients with left-hemisphere damage (N = 12) and chronic motor deficits completed an immersive virtual reality training (three sessions of 15 min each week for 11 weeks). Patients sat still and either experienced (first-person perspective) or did not experience (third-person perspective) illusory ownership over the body of a standing virtual avatar. After the training, in which the avatar walked around a virtual environment, only patients who experienced the illusion improved gait and balance. We argue that representing the virtual body as their own allowed patients to access motor functioning and promoted motor recovery. This procedure might be integrated with rehabilitative approaches centered on motor execution. These findings also have an impact on the knowledge of the motor system in general.
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Affiliation(s)
- Riccardo Tambone
- SpAtial, Motor & Bodily Awareness (SAMBA) Research Group, Department of Psychology, University of Turin
| | - Alberto Giachero
- Aphasia Experimental Laboratory, Fondazione Carlo Molo Onlus, Turin, Italy
| | - Melanie Calati
- Aphasia Experimental Laboratory, Fondazione Carlo Molo Onlus, Turin, Italy
| | - Maria Teresa Molo
- Aphasia Experimental Laboratory, Fondazione Carlo Molo Onlus, Turin, Italy
| | - Dalila Burin
- Smart-Aging Research Center, Institute of Development, Aging and Cancer (IDAC), Tohoku University
| | - Maria Pyasik
- SpAtial, Motor & Bodily Awareness (SAMBA) Research Group, Department of Psychology, University of Turin.,NPSY-Lab.VR, Department of Human Sciences, University of Verona
| | - Francesca Cabria
- SpAtial, Motor & Bodily Awareness (SAMBA) Research Group, Department of Psychology, University of Turin
| | - Lorenzo Pia
- SpAtial, Motor & Bodily Awareness (SAMBA) Research Group, Department of Psychology, University of Turin.,Neuroscience Institute of Turin (NIT)
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40
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Owning a virtual body entails owning the value of its actions in a detection-of-deception procedure. Cognition 2021; 212:104693. [PMID: 33773424 DOI: 10.1016/j.cognition.2021.104693] [Citation(s) in RCA: 7] [Impact Index Per Article: 1.8] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 12/01/2020] [Revised: 02/18/2021] [Accepted: 03/18/2021] [Indexed: 12/28/2022]
Abstract
The feeling of owning one's body underlies human self-awareness. Body-ownership illusions allow temporarily modulating body ownership, which has observable effects on the behavior and cognitive processes. However, the extent of those effects is unclear. Here, we investigated whether illusory ownership of a virtual body extended to ownership of the value/meaning of its actions. A variation of detection-of-deception procedure (Concealed Information Test) was performed by an embodied virtual avatar (first-person perspective, 1PP), or a non-embodied one (third-person perspective, 3PP), while the skin conductance responses (SCRs) were recorded from passively observing participants. Target stimuli (i.e., concealed information) evoked significantly larger SCRs than the neutral ones only when the avatar was embodied (in 1PP). Such pattern of SCR differences corresponds to that observed when participants perform the task themselves, thus suggesting that the sole experience of owning a virtual body can trigger physiological responses related to the subjective significance of the body's actions.
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Trost Z, France C, Anam M, Shum C. Virtual reality approaches to pain: toward a state of the science. Pain 2021; 162:325-331. [PMID: 32868750 DOI: 10.1097/j.pain.0000000000002060] [Citation(s) in RCA: 88] [Impact Index Per Article: 22.0] [Reference Citation Analysis] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 02/14/2020] [Accepted: 08/10/2020] [Indexed: 02/08/2023]
Affiliation(s)
- Zina Trost
- Virginia Commonwealth University, Richmond, VA, United States
| | | | - Monima Anam
- University of Alabama at Birmingham, Birmingham, AL, United States
| | - Corey Shum
- Immersive Experience Labs, LLC, Birmingham, AL, United States
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Pyasik M, Ronga I, Burin D, Salatino A, Sarasso P, Garbarini F, Ricci R, Pia L. I'm a believer: Illusory self-generated touch elicits sensory attenuation and somatosensory evoked potentials similar to the real self-touch. Neuroimage 2021; 229:117727. [PMID: 33434613 DOI: 10.1016/j.neuroimage.2021.117727] [Citation(s) in RCA: 24] [Impact Index Per Article: 6.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/26/2020] [Revised: 12/27/2020] [Accepted: 12/31/2020] [Indexed: 02/06/2023] Open
Abstract
Sensory attenuation (i.e., the phenomenon whereby self-produced sensations are perceived as less intense compared to externally occurring ones) is among the neurocognitive processes that help distinguishing ourselves from others. It is thought to be rooted in the motor system (e.g., related to motor intention and prediction), while the role of body awareness, which necessarily accompanies any voluntary movement, in this phenomenon is largely unknown. To fill this gap, here we compared the perceived intensity, somatosensory evoked potentials, and alpha-band desynchronization for self-generated, other-generated, and embodied-fake-hand-generated somatosensory stimuli. We showed that sensory attenuation triggered by the own hand and by the embodied fake hand had the same behavioral and neurophysiological signatures (reduced subjective intensity, reduced of N140 and P200 SEP components and post-stimulus alpha-band desynchronization). Therefore, signals subserving body ownership influenced attenuation of somatosensory stimuli, possibly in a postdictive manner. This indicates that body ownership is crucial for distinguishing the source of the perceived sensations.
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Affiliation(s)
- Maria Pyasik
- SAMBA (SpAtial, Motor and Bodily Awareness) Research Group, Department of Psychology, University of Turin, 10123 Turin, Italy; NPSY-Lab.VR, Department of Human Sciences, University of Verona, 37129 Verona, Italy
| | - Irene Ronga
- MANIBUS - Movement ANd body In Behavioral and physiological neUroScience research group, Department of Psychology, University of Turin, 10123 Turin, Italy
| | - Dalila Burin
- IDAC - Institute of Development, Aging and Cancer, SARC - Smart-Aging Research Center, Kawashima Laboratory, Tohoku University, Sendai, Japan
| | - Adriana Salatino
- SAMBA (SpAtial, Motor and Bodily Awareness) Research Group, Department of Psychology, University of Turin, 10123 Turin, Italy
| | - Pietro Sarasso
- SAMBA (SpAtial, Motor and Bodily Awareness) Research Group, Department of Psychology, University of Turin, 10123 Turin, Italy
| | - Francesca Garbarini
- MANIBUS - Movement ANd body In Behavioral and physiological neUroScience research group, Department of Psychology, University of Turin, 10123 Turin, Italy
| | - Raffaella Ricci
- SAMBA (SpAtial, Motor and Bodily Awareness) Research Group, Department of Psychology, University of Turin, 10123 Turin, Italy; NIT (Neuroscience Institute of Turin), 10123 Turin, Italy
| | - Lorenzo Pia
- SAMBA (SpAtial, Motor and Bodily Awareness) Research Group, Department of Psychology, University of Turin, 10123 Turin, Italy; NIT (Neuroscience Institute of Turin), 10123 Turin, Italy.
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Low-Asymmetry Interface for Multiuser VR Experiences with Both HMD and Non-HMD Users. SENSORS 2021; 21:s21020397. [PMID: 33429976 PMCID: PMC7827402 DOI: 10.3390/s21020397] [Citation(s) in RCA: 4] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Subscribe] [Scholar Register] [Received: 12/04/2020] [Revised: 12/28/2020] [Accepted: 01/06/2021] [Indexed: 11/26/2022]
Abstract
We propose a low-asymmetry interface to improve the presence of non-head-mounted-display (non-HMD) users in shared virtual reality (VR) experiences with HMD users. The low-asymmetry interface ensures that the HMD and non-HMD users’ perception of the VR environment is almost similar. That is, the point-of-view asymmetry and behavior asymmetry between HMD and non-HMD users are reduced. Our system comprises a portable mobile device as a visual display to provide a changing PoV for the non-HMD user and a walking simulator as an in-place walking detection sensor to enable the same level of realistic and unrestricted physical-walking-based locomotion for all users. Because this allows non-HMD users to experience the same level of visualization and free movement as HMD users, both of them can engage as the main actors in movement scenarios. Our user study revealed that the low-asymmetry interface enables non-HMD users to feel a presence similar to that of the HMD users when performing equivalent locomotion tasks in a virtual environment. Furthermore, our system can enable one HMD user and multiple non-HMD users to participate together in a virtual world; moreover, our experiments show that the non-HMD user satisfaction increases with the number of non-HMD participants owing to increased presence and enjoyment.
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44
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Hagiwara T, Ganesh G, Sugimoto M, Inami M, Kitazaki M. Individuals Prioritize the Reach Straightness and Hand Jerk of a Shared Avatar over Their Own. iScience 2020; 23:101732. [PMID: 33376966 PMCID: PMC7756142 DOI: 10.1016/j.isci.2020.101732] [Citation(s) in RCA: 3] [Impact Index Per Article: 0.6] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/24/2020] [Revised: 08/13/2020] [Accepted: 10/22/2020] [Indexed: 10/26/2022] Open
Abstract
Cyber space enables us to "share" bodies whose movements are a consequence of movements by several individuals. But whether and how our motor behavior is affected during body sharing remains unclear. Here we examined this issue in arm reaching performed by a shared avatar, whose movement was generated by averaging the movements of two participants. We observed that participants exhibited improved reaction times with a shared avatar than alone. Moreover, the reach trajectory of the shared avatar was straighter than that of either participant and correlated with their subjective embodiment of the avatar. Finally, the jerk of the avatar's hand was less than either participant's own hand, both when they reached alone and in the shared body. Movement straightness and hand jerk are well known characteristics of human reach behavior, and our results suggest that during body sharing, humans prioritize these movement characteristics of the shared body over their own.
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Affiliation(s)
- Takayoshi Hagiwara
- Department of Computer Science and Engineering, Toyohashi University of Technology, Toyohashi, Aichi, Japan
| | - Gowrishankar Ganesh
- UM-CNRS Laboratoire d'Informatique de Robotique et de Microelectronique de Montpellier (LIRMM), 161, Rue Ada, Montpellier, France
| | - Maki Sugimoto
- Department of Information and Computer Science, Keio University, Yokohama, Kanagawa, Japan
| | - Masahiko Inami
- Research Center for Advanced Science and Technology, The University of Tokyo, Bunkyo-ku, Tokyo, Japan
| | - Michiteru Kitazaki
- Department of Computer Science and Engineering, Toyohashi University of Technology, Toyohashi, Aichi, Japan
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45
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Hirakawa Y, Imai R, Shigetoh H, Morioka S. Intervention Using Body Shadow to Evoke Loading Imagery in a Patient with Complex Regional Pain Syndrome in the Foot: A Case Report. Brain Sci 2020; 10:brainsci10100718. [PMID: 33050227 PMCID: PMC7600743 DOI: 10.3390/brainsci10100718] [Citation(s) in RCA: 3] [Impact Index Per Article: 0.6] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 09/05/2020] [Revised: 10/05/2020] [Accepted: 10/06/2020] [Indexed: 11/30/2022] Open
Abstract
We present the case of a female patient who developed complex regional pain syndrome (CRPS) after a right-foot injury. The patient had pain from the right knee to the toes and showed severe disgust at the appearance of the affected limb. Consequently, the affected limb was not fully loaded, and the patient had difficulty walking. General interventions, such as mirror therapy, were attempted, but the effect was limited. We hypothesized that this was due to the disgust toward the affected limb, and we implemented a body-shadow intervention that we developed. This reduced the disgust for the affected limb and improved pain, but neither changed the anticipated pain of loading the affected limb nor improved the patient’s walking ability. The reason for this was considered to be that the previous interventions using the body shadow utilized the third-person perspective, denoting that the image of the load sensation on the sole of the foot during walking was insufficient; therefore, we attempted a first-person body-shadow intervention. The results showed improvement in the patient’s walking ability. In CRPS of the foot, it is important to use interventions that evoke images of loading without causing anticipatory pain, pointing to the effectiveness of body-shadow interventions.
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Affiliation(s)
- Yoshiyuki Hirakawa
- Department of Rehabilitation, Fukuoka Rehabilitation Hospital, Fukuoka City, Fukuoka 819-8551, Japan
- Correspondence: ; Tel.: +81-(092)-812-1555
| | - Ryota Imai
- School of Rehabilitation Osaka Kawasaki Rehabilitation University, Kaizuka City, Osaka 597-0104, Japan;
| | - Hayato Shigetoh
- Miura Internal Medicine Michiko Pediatrics Clinic, Kagawa 763-0082, Japan;
- Department of Neurorehabilitation, Graduate School of Health Sciences, Kio University, Nara City, Nara 635-0832, Japan;
| | - Shu Morioka
- Department of Neurorehabilitation, Graduate School of Health Sciences, Kio University, Nara City, Nara 635-0832, Japan;
- Neurorehabilitation Research Centre, Kio University, Nara City, Nara 635-0832, Japan
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46
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Barbot B, Kaufman JC. What makes immersive virtual reality the ultimate empathy machine? Discerning the underlying mechanisms of change. COMPUTERS IN HUMAN BEHAVIOR 2020. [DOI: 10.1016/j.chb.2020.106431] [Citation(s) in RCA: 19] [Impact Index Per Article: 3.8] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/24/2022]
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47
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Tosi G, Parmar J, Dhillon I, Maravita A, Iaria G. Body illusion and affordances: the influence of body representation on a walking imagery task in virtual reality. Exp Brain Res 2020; 238:2125-2136. [PMID: 32661651 DOI: 10.1007/s00221-020-05874-z] [Citation(s) in RCA: 4] [Impact Index Per Article: 0.8] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/05/2019] [Accepted: 07/06/2020] [Indexed: 10/23/2022]
Abstract
It is well known that our body works as a fundamental reference when we perform visuo-perceptual judgements in spatial surroundings, and that body illusions can modify our perception of size and distance of objects in space. To date, however, few studies have evaluated whether or not a body illusion could have a significant impact on the way individuals perceive to move within the environment. Here, we used a full-body illusion paradigm to verify the hypothesis that an altered representation of the legs of the individuals influences their time-to-walk estimation while imaging to reach objects in a virtual environment. To do so, we asked a group of young healthy volunteers to perform a task in which they were required to imagine walking towards a previously seen target location in a virtual environment, soon after receiving the body illusion; we required participants to use a response button to time their imagined walk from start to end. We found that participants imagined walking faster following the illusion elicited by the vision of longer legs presented from an anatomical perspective, as compared to when experiencing standard legs in the same position.This difference in imagined walking distance decreased when the object to reach was displayed farther, suggesting a fading effect. Furthermore, taking into consideration the baseline error in walking time estimation in VR, we noticed a specific influence of the long anatomical legs in reducing the perceived time needed to reach an object and a general increase in the percentage of error when the same legs are presented in a non-anatomical orientation. These findings provide evidence that body illusions could influence the way individuals perceive their locomotion in the spatial surrounding.
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Affiliation(s)
- Giorgia Tosi
- NeuroLab, Department of Psychology, Hotchkiss Brain Institute, and Alberta Children's Hospital Research Institute, University of Calgary, Calgary, Canada.
- Department of Psychology, Università degli Studi di Milano, Building U6, Room 3170c, Piazza dell'Ateneo Nuovo 1, 20126, Bicocca, Milan, Italy.
| | - Jassleen Parmar
- NeuroLab, Department of Psychology, Hotchkiss Brain Institute, and Alberta Children's Hospital Research Institute, University of Calgary, Calgary, Canada
| | - Inderpreet Dhillon
- NeuroLab, Department of Psychology, Hotchkiss Brain Institute, and Alberta Children's Hospital Research Institute, University of Calgary, Calgary, Canada
| | - Angelo Maravita
- Department of Psychology, Università degli Studi di Milano, Building U6, Room 3170c, Piazza dell'Ateneo Nuovo 1, 20126, Bicocca, Milan, Italy
- NeuroMi - Milan Center for Neuroscience, Università degli Studi di Milano, Bicocca, Milan, Italy
| | - Giuseppe Iaria
- NeuroLab, Department of Psychology, Hotchkiss Brain Institute, and Alberta Children's Hospital Research Institute, University of Calgary, Calgary, Canada
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48
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Ahmed S, Safdar M, Morton C, Soave N, Patel R, Castillo K, Lalande S, Jimenez L, Mateika JH, Wessells R. Effect of virtual reality-simulated exercise on sympathovagal balance. PLoS One 2020; 15:e0235792. [PMID: 32673347 PMCID: PMC7365438 DOI: 10.1371/journal.pone.0235792] [Citation(s) in RCA: 3] [Impact Index Per Article: 0.6] [Reference Citation Analysis] [Abstract] [MESH Headings] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/26/2020] [Accepted: 06/22/2020] [Indexed: 11/30/2022] Open
Abstract
Discovery of therapeutic avenues to provide the benefits of exercise to patients with enforced sedentary behavior patterns would be of transformative importance to health care. Work in model organisms has demonstrated that benefits of exercise can be provided to stationary animals by daily intermittent stimulation of adrenergic signaling. Here, we examine as a proof of principle whether exposure of human participants to virtual reality (VR) simulation of exercise can alter sympathovagal balance in stationary humans. In this study, 24 participants performed 15 minutes of cycling exercise at standardized resistance, then repeated the exercise with a virtual reality helmet that provided an immersive environment. On a separate day, they each controlled a virtual environment for 15 minutes to simulate exercise without actual cycling exercise. Response to each treatment was assessed by measuring heart rate (HR), norepinephrine, and heart rate variability, and each participant's response to virtual exercise was compared internally to his/her response to the actual cycling. We found that neither post-exercise norepinephrine nor post-exercise HR was significantly increased by VR simulation. However, heart rate variability measured during virtual exercise was comparable to actual cycling in participants that engaged in moderate exercise, but not in those that engaged in high-intensity exercise. These findings suggest that virtual exercise has the potential to mimic some effects of moderate exercise. Further work will be needed to examine the longitudinal effects of chronic exposure to VR-simulated exercise.
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Affiliation(s)
- Sheaza Ahmed
- Department of Physiology, Wayne State University, Detroit, Michigan, United States of America
| | - Maryam Safdar
- Department of Physiology, Wayne State University, Detroit, Michigan, United States of America
| | - Courtney Morton
- Department of Kinesiology, Health and Sport Studies, Wayne State University, Detroit, Michigan, United States of America
| | - Nicolette Soave
- Department of Kinesiology, Health and Sport Studies, Wayne State University, Detroit, Michigan, United States of America
| | - Riya Patel
- Department of Kinesiology, Health and Sport Studies, Wayne State University, Detroit, Michigan, United States of America
| | - Kenia Castillo
- Department of Physiology, Wayne State University, Detroit, Michigan, United States of America
| | - Sophie Lalande
- Department of Kinesiology and Health Education, The University of Texas at Austin, Austin, Texas, United States of America
| | - Linda Jimenez
- Department of Kinesiology, Health and Sport Studies, Wayne State University, Detroit, Michigan, United States of America
| | - Jason H. Mateika
- Department of Physiology, Wayne State University, Detroit, Michigan, United States of America
- Department of Internal Medicine, Wayne State University, Detroit, Michigan, United States of America
| | - Robert Wessells
- Department of Physiology, Wayne State University, Detroit, Michigan, United States of America
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49
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Gonzalez-Liencres C, Zapata LE, Iruretagoyena G, Seinfeld S, Perez-Mendez L, Arroyo-Palacios J, Borland D, Slater M, Sanchez-Vives MV. Being the Victim of Intimate Partner Violence in Virtual Reality: First- Versus Third-Person Perspective. Front Psychol 2020; 11:820. [PMID: 32457681 PMCID: PMC7225265 DOI: 10.3389/fpsyg.2020.00820] [Citation(s) in RCA: 20] [Impact Index Per Article: 4.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 12/13/2019] [Accepted: 04/02/2020] [Indexed: 01/10/2023] Open
Abstract
Immersive virtual reality is widely used for research and clinical purposes. Here we explored the impact of an immersive virtual scene of intimate partner violence experienced from the victim’s perspective (first person), as opposed to witnessing it as an observer (third person). We are ultimately interested in the potential of this approach to rehabilitate batterers and in understanding the mechanisms underlying this process. For this, non-offender men experienced the scene either from the perspective of the victim’s virtual body (a female avatar), which moved synchronously with the participants’ real movements, or from the perspective of an observer, while we recorded their behavior and physiological responses. We also evaluated through questionnaires, interviews and implicit association tests their subjective impressions and potential pre/post changes in implicit gender bias following the experience. We found that in all participants, regardless of perspective, the magnitude of the physiological reactions to virtual threatening stimuli was related to how vulnerable they felt for being a woman, the sensation that they could be assaulted, how useful the scene could be for batterer rehabilitation, and how different it would have been to experience the scenario on TV. Furthermore, we found that their level of identification with the female avatar correlated with the decrease in prejudice against women. Although the first-person perspective (1PP) facilitated taking the scene personally, generated a sensation of fear, helplessness, and vulnerability, and tended to induce greater behavioral and physiological reactions, we show that the potential for batterer rehabilitation originates from presence and identification with the victim, which in turn is more easily, but not exclusively, achieved through 1PP. This study is relevant for the development of advanced virtual reality tools for clinical purposes.
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Affiliation(s)
| | - Luis E Zapata
- Institut d'Investigacions Biomèdiques August Pi i Sunyer, Barcelona, Spain.,Experimental Virtual Environments for Neuroscience and Technology Laboratory, University of Barcelona, Barcelona, Spain
| | - Guillermo Iruretagoyena
- Institut d'Investigacions Biomèdiques August Pi i Sunyer, Barcelona, Spain.,Experimental Virtual Environments for Neuroscience and Technology Laboratory, University of Barcelona, Barcelona, Spain
| | - Sofia Seinfeld
- Institut d'Investigacions Biomèdiques August Pi i Sunyer, Barcelona, Spain.,Experimental Virtual Environments for Neuroscience and Technology Laboratory, University of Barcelona, Barcelona, Spain
| | | | - Jorge Arroyo-Palacios
- Institut d'Investigacions Biomèdiques August Pi i Sunyer, Barcelona, Spain.,Experimental Virtual Environments for Neuroscience and Technology Laboratory, University of Barcelona, Barcelona, Spain
| | - David Borland
- Institut d'Investigacions Biomèdiques August Pi i Sunyer, Barcelona, Spain.,Experimental Virtual Environments for Neuroscience and Technology Laboratory, University of Barcelona, Barcelona, Spain
| | - Mel Slater
- Experimental Virtual Environments for Neuroscience and Technology Laboratory, University of Barcelona, Barcelona, Spain.,Department of Clinical Psychology and Psychobiology, University of Barcelona, Barcelona, Spain.,Institute of Neurosciences, University of Barcelona, Barcelona, Spain
| | - Maria V Sanchez-Vives
- Institut d'Investigacions Biomèdiques August Pi i Sunyer, Barcelona, Spain.,Experimental Virtual Environments for Neuroscience and Technology Laboratory, University of Barcelona, Barcelona, Spain.,Department of Cognition, Development and Educational Science, University of Barcelona, Barcelona, Spain.,ICREA, Barcelona, Spain
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50
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Fribourg R, Argelaguet F, Lecuyer A, Hoyet L. Avatar and Sense of Embodiment: Studying the Relative Preference Between Appearance, Control and Point of View. IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS 2020; 26:2062-2072. [PMID: 32070975 DOI: 10.1109/tvcg.2020.2973077] [Citation(s) in RCA: 37] [Impact Index Per Article: 7.4] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 06/10/2023]
Abstract
In Virtual Reality, a number of studies have been conducted to assess the influence of avatar appearance, avatar control and user point of view on the Sense of Embodiment (SoE) towards a virtual avatar. However, such studies tend to explore each factor in isolation. This paper aims to better understand the inter-relations among these three factors by conducting a subjective matching experiment. In the presented experiment ( n=40), participants had to match a given "optimal" SoE avatar configuration (realistic avatar, full-body motion capture, first-person point of view), starting by a "minimal" SoE configuration (minimal avatar, no control, third-person point of view), by iteratively increasing the level of each factor. The choices of the participants provide insights about their preferences and perception over the three factors considered. Moreover, the subjective matching procedure was conducted in the context of four different interaction tasks with the goal of covering a wide range of actions an avatar can do in a VE. The paper also describes a baseline experiment ( n=20) which was used to define the number and order of the different levels for each factor, prior to the subjective matching experiment (e.g. different degrees of realism ranging from abstract to personalised avatars for the visual appearance). The results of the subjective matching experiment show that point of view and control levels were consistently increased by users before appearance levels when it comes to enhancing the SoE. Second, several configurations were identified with equivalent SoE as the one felt in the optimal configuration, but vary between the tasks. Taken together, our results provide valuable insights about which factors to prioritize in order to enhance the SoE towards an avatar in different tasks, and about configurations which lead to fulfilling SoE in VE.
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