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Butti N, Biffi E, Genova C, Romaniello R, Redaelli DF, Reni G, Borgatti R, Urgesi C. Virtual Reality Social Prediction Improvement and Rehabilitation Intensive Training (VR-SPIRIT) for paediatric patients with congenital cerebellar diseases: study protocol of a randomised controlled trial. Trials 2020; 21:82. [PMID: 31937355 PMCID: PMC6961250 DOI: 10.1186/s13063-019-4001-4] [Citation(s) in RCA: 13] [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: 05/27/2019] [Accepted: 12/16/2019] [Indexed: 12/17/2022] Open
Abstract
BACKGROUND Patients with cerebellar malformations exhibit not only movement problems, but also important deficits in social cognition. Thus, rehabilitation approaches should not only involve the recovery of motor function but also of higher-order abilities such as processing of social stimuli. In keeping with the general role of the cerebellum in anticipating and predicting events, we used a VR-based rehabilitation system to implement a social cognition intensive training specifically tailored to improve predictive abilities in social scenarios (VR-Spirit). METHODS/DESIGN The study is an interventional randomised controlled trial that aims to recruit 42 children, adolescents and young adults with congenital cerebellar malformations, randomly allocated to the experimental group or the active control group. The experimental group is administered the VR-Spirit, requiring the participants to compete with different avatars in the reaching of recreational equipment and implicitly prompting them to form expectations about their playing preference. The active control group participates in a VR-training with standard games currently adopted for motor rehabilitation. Both trainings are composed by eight 45-min sessions and are administered in the GRAIL VR laboratory (Motekforce Link, Netherlands), an integrated platform that allows patients to move in natural and attractive VR environments. An evaluation session in VR with the same paradigm used in the VR-Spirit but implemented in a different scenario is administered at the beginning (T0) of the two trainings (T1) and at the end (T2). Moreover, a battery of neurocognitive tests spanning different domains is administered to all participants at T0, T2 and in a follow-up session after 2 months from the end of the two trainings (T3). DISCUSSION This study offers a novel approach for rehabilitation based on specific neural mechanisms of the cerebellum. We aim to investigate the feasibility and efficacy of a new, intensive, social cognition training in a sample of Italian patients aged 7-25 years with congenital cerebellar malformations. We expect that VR-Spirit could enhance social prediction ability and indirectly improve cognitive performance in diverse domains. Moreover, through the comparison with a VR-active control training we aim to verify the specificity of VR-Spirit in improving social perception skills. TRIAL REGISTRATION ISRCTN, ID: ISRCTN 22332873. Retrospectively registered on 12 March 2018.
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Affiliation(s)
- Niccolò Butti
- Scientific Institute, IRCCS E. Medea, Bosisio Parini, Lecco, Italy
| | - Emilia Biffi
- Scientific Institute, IRCCS E. Medea, Bosisio Parini, Lecco, Italy
| | - Chiara Genova
- Scientific Institute, IRCCS E. Medea, Bosisio Parini, Lecco, Italy
| | | | | | - Gianluigi Reni
- Scientific Institute, IRCCS E. Medea, Bosisio Parini, Lecco, Italy
| | - Renato Borgatti
- Scientific Institute, IRCCS E. Medea, Bosisio Parini, Lecco, Italy
- IRCCS C. Mondino National Neurological Institute, Pavia, Italy
| | - Cosimo Urgesi
- Scientific Institute, IRCCS E. Medea, Bosisio Parini, Lecco, Italy
- Laboratory of Cognitive Neuroscience, Department of Languages and Literatures, Communication, Education and Society, University of Udine, Udine, Italy
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152
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Miller LC, Shaikh SJ, Jeong DC, Wang L, Gillig TK, Godoy CG, Appleby PR, Corsbie-Massay CL, Marsella S, Christensen JL, Read SJ. Causal Inference in Generalizable Environments: Systematic Representative Design. PSYCHOLOGICAL INQUIRY 2020; 30:173-202. [PMID: 33093760 PMCID: PMC7577318 DOI: 10.1080/1047840x.2019.1693866] [Citation(s) in RCA: 11] [Impact Index Per Article: 2.8] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 12/21/2022]
Abstract
Causal inference and generalizability both matter. Historically, systematic designs emphasize causal inference, while representative designs focus on generalizability. Here, we suggest a transformative synthesis - Systematic Representative Design (SRD) - concurrently enhancing both causal inference and "built-in" generalizability by leveraging today's intelligent agent, virtual environments, and other technologies. In SRD, a "default control group" (DCG) can be created in a virtual environment by representatively sampling from real-world situations. Experimental groups can be built with systematic manipulations onto the DCG base. Applying systematic design features (e.g., random assignment to DCG versus experimental groups) in SRD affords valid causal inferences. After explicating the proposed SRD synthesis, we delineate how the approach concurrently advances generalizability and robustness, cause-effect inference and precision science, a computationally-enabled cumulative psychological science supporting both "bigger theory" and concrete implementations grappling with tough questions (e.g., what is context?) and affording rapidly-scalable interventions for real-world problems.
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153
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Fernández-Álvarez J, Di Lernia D, Riva G. Virtual Reality for Anxiety Disorders: Rethinking a Field in Expansion. ADVANCES IN EXPERIMENTAL MEDICINE AND BIOLOGY 2020; 1191:389-414. [PMID: 32002939 DOI: 10.1007/978-981-32-9705-0_21] [Citation(s) in RCA: 8] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 12/12/2022]
Abstract
The principal aim to this chapter is to present the latest ideas in virtual reality (VR), some of which have already been applied to the field of anxiety disorders, and others are still pending to be materialized. More than 20 years ago, VR emerged as an exposure tool in order to provide patients and therapists with more appealing ways of delivering a technique that was undoubtedly effective but also rejected and thus underused. Throughout these years, many improvements were achieved. The first section of the chapter describes those improvements, both considering the research progresses and the applications in the real world. In a second part, our main interest is to expand the discussion of the new applications of VR beyond its already known role as an exposure tool. In particular, VR is enabling the materialization of numerous ideas that were previously confined to a merely philosophical discussion in the field of cognitive sciences. That is, VR has the enormous potential of providing feasible ways to explore nonclassical ways of cognition, such as embodied and situated information processing. Despite the fact that many of these developments are not fully developed, and not specifically designed for anxiety disorders, we want to introduce these new ideas in a context in which VR is experiencing an enormous transformation.
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Affiliation(s)
| | | | - Giuseppe Riva
- Universita Cattolica del Sacro Cuore, Milan, Italy. .,ATN-P Lab, Istituto Auxologico Italiano, Milan, Italy.
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154
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Manshaee G, Tabrizi M, Ghamarani A, Rasti J. Comparison of the effectiveness of virtual reality with medication on the memory of attention deficit hyperactivity disorder students. INTERNATIONAL ARCHIVES OF HEALTH SCIENCES 2020. [DOI: 10.4103/iahs.iahs_66_19] [Citation(s) in RCA: 3] [Impact Index Per Article: 0.8] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/04/2022] Open
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155
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Riva G, Bernardelli L, Browning MHEM, Castelnuovo G, Cavedoni S, Chirico A, Cipresso P, de Paula DMB, Di Lernia D, Fernández-Álvarez J, Figueras-Puigderrajols N, Fuji K, Gaggioli A, Gutiérrez-Maldonado J, Hong U, Mancuso V, Mazzeo M, Molinari E, Moretti LF, Ortiz de Gortari AB, Pagnini F, Pedroli E, Repetto C, Sforza F, Stramba-Badiale C, Tuena C, Malighetti C, Villani D, Wiederhold BK. COVID Feel Good-An Easy Self-Help Virtual Reality Protocol to Overcome the Psychological Burden of Coronavirus. Front Psychiatry 2020; 11:563319. [PMID: 33173511 PMCID: PMC7538634 DOI: 10.3389/fpsyt.2020.563319] [Citation(s) in RCA: 24] [Impact Index Per Article: 6.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 05/20/2020] [Accepted: 08/31/2020] [Indexed: 01/19/2023] Open
Abstract
BACKGROUND Living in the time of the COVID-19 means experiencing not only a global health emergency but also extreme psychological stress with potential emotional side effects such as sadness, grief, irritability, and mood swings. Crucially, lockdown and confinement measures isolate people who become the first and the only ones in charge of their own mental health: people are left alone facing a novel and potentially lethal situation, and, at the same time, they need to develop adaptive strategies to face it, at home. In this view, easy-to-use, inexpensive, and scientifically validated self-help solutions aiming to reduce the psychological burden of coronavirus are extremely necessary. AIMS This pragmatic trial aims to provide the evidence that a weekly self-help virtual reality (VR) protocol can help overcome the psychological burden of the Coronavirus by relieving anxiety, improving well-being, and reinforcing social connectedness. The protocol will be based on the "Secret Garden" 360 VR video online (www.covidfeelgood.com) which simulates a natural environment aiming to promote relaxation and self-reflection. Three hundred sixty-degree or spherical videos allow the user to control the viewing direction. In this way, the user can explore the content from any angle like a panorama and experience presence and immersion. The "Secret Garden" video is combined with daily exercises that are designed to be experienced with another person (not necessarily physically together), to facilitate a process of critical examination and eventual revision of core assumptions and beliefs related to personal identity, relationships, and goals. METHODS This is a multicentric, pragmatic pilot randomized controlled trial involving individuals who experienced the COVID-19 pandemic and underwent a lockdown and quarantine procedures. The trial is approved by the Ethics Committee of the Istituto Auxologico Italiano. Each research group in all the countries joining the pragmatic trial, aims at enrolling at least 30 individuals in the experimental group experiencing the self-help protocol, and 30 in the control group, over a period of 3 months to verify the feasibility of the intervention. CONCLUSION The goal of this protocol is for VR to become the "surgical mask" of mental health treatment. Although surgical masks do not provide the wearer with a reliable level of protection against the coronavirus compared with FFP2 or FFP3 masks, surgical masks are very effective in protecting others from the wearer's respiratory emissions. The goal of the VR protocol is the same: not necessarily to solve complex mental health problems but rather to improve well-being and preserve social connectedness through the beneficial social effects generated by positive emotions.
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Affiliation(s)
- Giuseppe Riva
- IRCCS Istituto Auxologico Italiano, Milan, Italy.,Department of Psychology, Università Cattolica del Sacro Cuore, Milan, Italy
| | | | | | - Gianluca Castelnuovo
- IRCCS Istituto Auxologico Italiano, Milan, Italy.,Department of Psychology, Università Cattolica del Sacro Cuore, Milan, Italy
| | | | - Alice Chirico
- Department of Psychology, Università Cattolica del Sacro Cuore, Milan, Italy
| | - Pietro Cipresso
- IRCCS Istituto Auxologico Italiano, Milan, Italy.,Department of Psychology, Università Cattolica del Sacro Cuore, Milan, Italy
| | | | - Daniele Di Lernia
- Department of Psychology, Università Cattolica del Sacro Cuore, Milan, Italy
| | | | | | - Kei Fuji
- Division of Psychology, University of Tsukuba, Tokyo, Japan
| | - Andrea Gaggioli
- IRCCS Istituto Auxologico Italiano, Milan, Italy.,Department of Psychology, Università Cattolica del Sacro Cuore, Milan, Italy
| | | | - Upyong Hong
- Department of Media and Communication, Konkuk University, Seoul, South Korea
| | | | - Milena Mazzeo
- Department of Psychology, Università Cattolica del Sacro Cuore, Milan, Italy
| | - Enrico Molinari
- IRCCS Istituto Auxologico Italiano, Milan, Italy.,Department of Psychology, Università Cattolica del Sacro Cuore, Milan, Italy
| | - Luciana F Moretti
- Sociedad Española de Realidad Virtual y Psicología, Las Rozas - Madrid, Spain
| | - Angelica B Ortiz de Gortari
- The Centre for the Science of Learning & Technology (SLATE), University of Bergen, Bergen, Norway.,Psychology and Neuroscience of Cognition Research Unit, University of Liège, Liège, Belgium
| | - Francesco Pagnini
- Department of Psychology, Università Cattolica del Sacro Cuore, Milan, Italy
| | - Elisa Pedroli
- IRCCS Istituto Auxologico Italiano, Milan, Italy.,Faculty of Psychology, University of eCampus, Novedrate, Italy
| | - Claudia Repetto
- Department of Psychology, Università Cattolica del Sacro Cuore, Milan, Italy
| | | | | | - Cosimo Tuena
- IRCCS Istituto Auxologico Italiano, Milan, Italy.,Department of Psychology, Università Cattolica del Sacro Cuore, Milan, Italy
| | - Clelia Malighetti
- Department of Psychology, Università Cattolica del Sacro Cuore, Milan, Italy
| | - Daniela Villani
- Department of Psychology, Università Cattolica del Sacro Cuore, Milan, Italy
| | - Brenda K Wiederhold
- Virtual Reality Medical Center, La Jolla, CA, United States.,Virtual Reality Medical Institute, Brussels, Belgium
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156
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Ho JT, Preller KH, Lenggenhager B. Neuropharmacological modulation of the aberrant bodily self through psychedelics. Neurosci Biobehav Rev 2020; 108:526-541. [DOI: 10.1016/j.neubiorev.2019.12.006] [Citation(s) in RCA: 10] [Impact Index Per Article: 2.5] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 06/19/2019] [Revised: 11/18/2019] [Accepted: 12/04/2019] [Indexed: 12/13/2022]
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157
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Reconstructing Personal Stories in Virtual Reality sas a Mechanism to Recover the Self. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2019; 17:ijerph17010026. [PMID: 31861440 PMCID: PMC6981862 DOI: 10.3390/ijerph17010026] [Citation(s) in RCA: 8] [Impact Index Per Article: 1.6] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Subscribe] [Scholar Register] [Received: 12/08/2019] [Accepted: 12/15/2019] [Indexed: 02/07/2023]
Abstract
Advances in virtual reality present opportunities to relive experiences in an immersive medium that can change the way we perceive our life stories, potentially shaping our realities for the better. This paper studies the role of virtual reality as a tool for the creation of stories with the concept of the self as a narrator and the life of the self as a storyline. The basis of the study is the philosophical notion of the self-narrative as an explanatory story of the events in one’s life that constitutes the notion of one’s self. This application is suitable for cases when individuals need to recreate their self, such as during recovery after traumatic events. The analysis of the effects of virtual reality shows that it enables a person to engage in a process of deeper self-observation to understand and explain adverse events and to give meaning to these events to form a new story, which can complement the therapeutic outcomes of exposure treatments. This study proposes concrete examples of immersive scenarios used to reconstruct personal stories. Several possible levels of experience are proposed to suggest that recovery can be achieved through the gradual retelling of the self-narrative, addressing all of the underlying narratives. Considering the ethical challenges that might arise, this paper explores the ways in which immersion in virtual reality can benefit a person’s view toward life as a story and his or her self as its author, comparing this idea with previous research on the application of virtual reality for trauma treatment. The analysis also emphasizes the perception of narrative authorship in virtual reality as an essential method for recovering the self-narrative and improving a patient’s mental health during self-actualization.
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158
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Pallavicini F, Bouchard S. Editorial: Assessing the Therapeutic Uses and Effectiveness of Virtual Reality, Augmented Reality and Video Games for Emotion Regulation and Stress Management. Front Psychol 2019; 10:2763. [PMID: 31920816 PMCID: PMC6917646 DOI: 10.3389/fpsyg.2019.02763] [Citation(s) in RCA: 9] [Impact Index Per Article: 1.8] [Reference Citation Analysis] [Key Words] [Track Full Text] [Download PDF] [Journal Information] [Subscribe] [Scholar Register] [Received: 10/30/2019] [Accepted: 11/25/2019] [Indexed: 12/02/2022] Open
Affiliation(s)
- Federica Pallavicini
- Department of Human Sciences for Education "Riccardo Massa", University of Milano Bicocca, Milan, Italy
| | - Stéphane Bouchard
- Département de Psychoéducation et de Psychologie, Université du Québec en Outaouais, Gatineau, QC, Canada
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159
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Peñate W, Rivero F, Viña C, Herrero M, Betancort M, De la Fuente J, Álvarez-Pérez Y, Fumero A. The Equivalence between Virtual and Real Feared Stimuli in a Phobic Adult Sample: A Neuroimaging Study. J Clin Med 2019; 8:jcm8122139. [PMID: 31817140 PMCID: PMC6947488 DOI: 10.3390/jcm8122139] [Citation(s) in RCA: 10] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 10/04/2019] [Revised: 11/27/2019] [Accepted: 12/02/2019] [Indexed: 01/10/2023] Open
Abstract
The clinical use of virtual reality (VR) has proven its efficacy, especially when used as an exposure technique. A prominent property of VR’s utility is its equivalence with the reality it represents. In this study, we explored this equivalence in a clinical context using neuroimaging. A sample of 32 adults with specific phobias (i.e., to cockroaches, spiders, or lizards) was divided into two groups: One was exposed to phobic stimuli using VR and the other was exposed to real phobic images (RI). We used brain activations as a dependent measure, focusing specifically on brain areas usually associated with fear processing. Whole-brain analysis detected higher activations for RI in the hippocampus, occipital, and calcarine areas. A specific analysis of the amygdala and insula also detected higher activations and extensions in response to RI, but VR stimuli also activated those areas in a significant manner. These results suggest that even in those cases where RI stimuli activate all of the brain’s fear-processing circuits, VR stimuli do so as well. This implies that VR can be useful as an exposure technique similar to RI and applied as more than a mere training mechanism.
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Affiliation(s)
- Wenceslao Peñate
- Universidad de La Laguna, 38200 La Laguna, Spain; (W.P.); (F.R.); (C.V.); (M.H.); (M.B.)
| | - Francisco Rivero
- Universidad de La Laguna, 38200 La Laguna, Spain; (W.P.); (F.R.); (C.V.); (M.H.); (M.B.)
| | - Conrado Viña
- Universidad de La Laguna, 38200 La Laguna, Spain; (W.P.); (F.R.); (C.V.); (M.H.); (M.B.)
| | - Manuel Herrero
- Universidad de La Laguna, 38200 La Laguna, Spain; (W.P.); (F.R.); (C.V.); (M.H.); (M.B.)
| | - Moisés Betancort
- Universidad de La Laguna, 38200 La Laguna, Spain; (W.P.); (F.R.); (C.V.); (M.H.); (M.B.)
| | - Juan De la Fuente
- Servicio Canario de la Salud, 38004 S.C. Tenerife, Spain; (J.D.l.F.); (Y.Á.-P.)
| | | | - Ascensión Fumero
- Universidad de La Laguna, 38200 La Laguna, Spain; (W.P.); (F.R.); (C.V.); (M.H.); (M.B.)
- Correspondence:
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160
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Georgieva I, Georgiev GV. Redesign Me: Virtual Reality Experience of the Line of Life and Its Connection to a Healthier Self. Behav Sci (Basel) 2019; 9:bs9110111. [PMID: 31694177 PMCID: PMC6912767 DOI: 10.3390/bs9110111] [Citation(s) in RCA: 6] [Impact Index Per Article: 1.2] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 10/04/2019] [Revised: 10/31/2019] [Accepted: 11/01/2019] [Indexed: 11/23/2022] Open
Abstract
Virtual Reality is used in various ways for creating a storytelling experience. It gives us the opportunity to imagine one’s life events as a story, and in settings that are intended to aid the self, such as treatment of trauma, anxiety, phobia, etc. This paper discusses the ways that challenging experiences change the way people perceive their life narratives and form their memories. This paper suggests that virtual reality (VR) can be used for the exploration of alternative scenarios in order to see one’s overall line of life in a new and healthier way. Considering the theoretical background of the narrative self, this research proposes a novel view of VR immersion as a medium for constructing a new storyline and attitude to the past. The approach would also influence attitudes regarding the present and future, and thus better shape the narrative of the self, which can lead to healthier life experiences.
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Affiliation(s)
- Iva Georgieva
- Department of History and Philosophy of Science, The University of Tokyo, Tokyo 153-8902, Japan;
- Institute for Advanced Study, Varna 9010, Bulgaria
| | - Georgi V. Georgiev
- Center for Ubiquitous Computing, University of Oulu, 90014 Oulu, Finland
- Correspondence:
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161
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Abstract
The purpose of this study was to determine the state of the art in the area of virtual reality in competitive athletes of different levels of expertise in various disciplines and point the areas of its application. Articles published before August 2018 were considered in our review. The PubMed, SCOPUS, SportDiscus and Medline databases were searched. A combination of the following search terms was used: virtual reality, virtual environment, virtual system, athletes, sports, physical training, sport performance, physical exercises. Studies involved healthy competitive athletes. A total of 18 articles met the inclusion criteria. There were three areas of application of virtual reality to sport: performance analysis, simulation improvement and virtual training. Competitive athletes were mostly examined in a semi-immersive setting. In conclusion, virtual reality seems to play a marginal role in competitive athletes' training. Due to the fact that virtual reality interventions bring significant improvements in clinical research, well-designed randomized control trials with detailed virtual training programmes are required in the future. Practically, virtual reality is effectively and commonly used to analyse performance in competitive athletes. There is still a need of creating fully interactive VR, where athletes will be able to cooperate with a virtual partner and influence the environment.
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162
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Matamala-Gomez M, Donegan T, Bottiroli S, Sandrini G, Sanchez-Vives MV, Tassorelli C. Immersive Virtual Reality and Virtual Embodiment for Pain Relief. Front Hum Neurosci 2019; 13:279. [PMID: 31551731 PMCID: PMC6736618 DOI: 10.3389/fnhum.2019.00279] [Citation(s) in RCA: 73] [Impact Index Per Article: 14.6] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/30/2019] [Accepted: 07/29/2019] [Indexed: 11/17/2022] Open
Abstract
A significant body of experimental evidence has demonstrated that it is possible to induce the illusion of ownership of a fake limb or even an entire fake body using multisensory correlations. Recently, immersive virtual reality has allowed users to experience the same sensations of ownership over a virtual body inside an immersive virtual environment, which in turn allows virtual reality users to have the feeling of being "embodied" in a virtual body. Using such virtual embodiment to manipulate body perception is starting to be extensively investigated and may have clinical implications for conditions that involve altered body image such as chronic pain. Here, we review experimental and clinical studies that have explored the manipulation of an embodied virtual body in immersive virtual reality for both experimental and clinical pain relief. We discuss the current state of the art, as well as the challenges faced by, and ideas for, future research. Finally, we explore the potentialities of using an embodied virtual body in immersive virtual reality in the field of neurorehabilitation, specifically in the field of pain.
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Affiliation(s)
- Marta Matamala-Gomez
- Neurorehabilitation Unit, IRCCS C. Mondino Foundation, Pavia, Italy
- Department of Brain and Behavioral Sciences, University of Pavia, Pavia, Italy
| | - Tony Donegan
- Institut d’Investigacions Biomèdiques August Pi i Sunyer (IDIBAPS), Barcelona, Spain
| | - Sara Bottiroli
- Faculty of Law, Giustino Fortunato University, Benevento, Italy
- Headache Science Center, IRCCS Mondino Foundation, Pavia, Italy
| | - Giorgio Sandrini
- Neurorehabilitation Unit, IRCCS C. Mondino Foundation, Pavia, Italy
- Department of Brain and Behavioral Sciences, University of Pavia, Pavia, Italy
| | - Maria V. Sanchez-Vives
- Institut d’Investigacions Biomèdiques August Pi i Sunyer (IDIBAPS), Barcelona, Spain
- ICREA, Barcelona, Spain
- Departament de Cognició, Desenvolupament i Psicologia de l’Educació, Facultat de Psicologia, Universitat de Barcelona, Barcelona, Spain
| | - Cristina Tassorelli
- Neurorehabilitation Unit, IRCCS C. Mondino Foundation, Pavia, Italy
- Department of Brain and Behavioral Sciences, University of Pavia, Pavia, Italy
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163
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Wang X, He Y, Lu K, Deng C, Qiao X, Hao N. How does the embodied metaphor affect creative thinking? Neuroimage 2019; 202:116114. [PMID: 31442486 DOI: 10.1016/j.neuroimage.2019.116114] [Citation(s) in RCA: 4] [Impact Index Per Article: 0.8] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/29/2019] [Revised: 08/16/2019] [Accepted: 08/19/2019] [Indexed: 10/26/2022] Open
Abstract
This study aimed to explore the neural correlates of the embodied metaphor "breaking the rules" and how it affects creativity by using functional near-infrared spectroscopy (fNIRS). To embody the metaphor "breaking the rules," we created a circumstance in which participants can experience "breaking the walls" through virtual reality (VR) technology. Participants were randomly assigned to three conditions: the "break-wall" condition, where they broke the walls to move forward; the "auto-wall" condition, where the barrier wall opened automatically; and the "no-wall" condition, where no barrier walls appeared. While walking in the virtual scenes, participants were asked to solve a creativity-demanding problem and to wear the fNIRS device to record their neural activities. It was found that participants showed better creative performance in the "break-wall" condition than in the other conditions. Weaker activations were found in the frontopolar cortex, the dorsolateral prefrontal cortex, and the somatosensory association cortex under the "break-wall" condition, which may be associated with rule-breaking behaviors, creative performance, and sense of embodiment. These findings may indicate that physical actions of "breaking the wall" activate the conceptual metaphor of "breaking the rules," which triggers brain activities related to rule-breaking, thus affecting creative performance.
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Affiliation(s)
- Xinyue Wang
- Shanghai Key Laboratory of Brain Functional Genomics, School of Psychology and Cognitive Science, East China Normal University, Shanghai, China
| | - Yingyao He
- Shanghai Key Laboratory of Brain Functional Genomics, School of Psychology and Cognitive Science, East China Normal University, Shanghai, China
| | - Kelong Lu
- Shanghai Key Laboratory of Brain Functional Genomics, School of Psychology and Cognitive Science, East China Normal University, Shanghai, China
| | - Chenglong Deng
- Shanghai Key Laboratory of Brain Functional Genomics, School of Psychology and Cognitive Science, East China Normal University, Shanghai, China
| | - Xinuo Qiao
- Shanghai Key Laboratory of Brain Functional Genomics, School of Psychology and Cognitive Science, East China Normal University, Shanghai, China
| | - Ning Hao
- Shanghai Key Laboratory of Brain Functional Genomics, School of Psychology and Cognitive Science, East China Normal University, Shanghai, China.
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164
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Colombo D, Fernández-Álvarez J, García Palacios A, Cipresso P, Botella C, Riva G. New Technologies for the Understanding, Assessment, and Intervention of Emotion Regulation. Front Psychol 2019; 10:1261. [PMID: 31275191 PMCID: PMC6591314 DOI: 10.3389/fpsyg.2019.01261] [Citation(s) in RCA: 24] [Impact Index Per Article: 4.8] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/21/2018] [Accepted: 05/13/2019] [Indexed: 01/10/2023] Open
Abstract
In the last decades, emotion regulation (ER) received increasing attention and became one of the most studied topics within the psychological field. Nevertheless, this construct has not been fully updated with the latest technological advancements. In this perspective, we will show how diverse technologies, such as virtual reality (VR), wearable biosensors, smartphones, or biofeedback techniques, can be applied to the understanding, assessment, and intervention of ER. After providing a brief overview of the currently available technological developments, we will discuss the benefits of incorporating new technologies in ER field, including ecological validity, intervention personalization, and the integration of understudied facets of ER, such as the implicit and interpersonal dimension.
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Affiliation(s)
- Desirée Colombo
- Department of Basic Psychology, Clinical and Psychobiology, Jaume I University, Castellón de la Plana, Spain
| | | | - Azucena García Palacios
- Department of Basic Psychology, Clinical and Psychobiology, Jaume I University, Castellón de la Plana, Spain
- CIBER of Physiopathology of Obesity and Nutrition, Madrid, Spain
| | - Pietro Cipresso
- Department of Psychology, Università Cattolica del Sacro Cuore, Milan, Italy
- Applied Technology for Neuro-Psychology Laboratory, Istituto Auxologico Italiano (IRCCS), Milan, Italy
| | - Cristina Botella
- Department of Basic Psychology, Clinical and Psychobiology, Jaume I University, Castellón de la Plana, Spain
- CIBER of Physiopathology of Obesity and Nutrition, Madrid, Spain
| | - Giuseppe Riva
- Department of Psychology, Università Cattolica del Sacro Cuore, Milan, Italy
- Applied Technology for Neuro-Psychology Laboratory, Istituto Auxologico Italiano (IRCCS), Milan, Italy
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Abstract
Anticipating meaningful actions in the environment is an essential function of the brain. Such predictive mechanisms originate from the motor system and allow for inferring actions from environmental affordances, and the potential to act within a specific environment. Using architecture, we provide a unique perspective on the ongoing debate in cognitive neuroscience and philosophy on whether cognition depends on movement or is decoupled from our physical structure. To investigate cognitive processes associated with architectural affordances, we used a mobile brain/body imaging approach recording brain activity synchronized to head-mounted displays. Participants perceived and acted on virtual transitions ranging from nonpassable to easily passable. We found that early sensory brain activity, on revealing the environment and before actual movement, differed as a function of affordances. In addition, movement through transitions was preceded by a motor-related negative component that also depended on affordances. Our results suggest that potential actions afforded by an environment influence perception.
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Cipresso P, Giglioli IAC, Raya MA, Riva G. The Past, Present, and Future of Virtual and Augmented Reality Research: A Network and Cluster Analysis of the Literature. Front Psychol 2018; 9:2086. [PMID: 30459681 PMCID: PMC6232426 DOI: 10.3389/fpsyg.2018.02086] [Citation(s) in RCA: 242] [Impact Index Per Article: 40.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 12/14/2017] [Accepted: 10/10/2018] [Indexed: 12/19/2022] Open
Abstract
The recent appearance of low cost virtual reality (VR) technologies - like the Oculus Rift, the HTC Vive and the Sony PlayStation VR - and Mixed Reality Interfaces (MRITF) - like the Hololens - is attracting the attention of users and researchers suggesting it may be the next largest stepping stone in technological innovation. However, the history of VR technology is longer than it may seem: the concept of VR was formulated in the 1960s and the first commercial VR tools appeared in the late 1980s. For this reason, during the last 20 years, 100s of researchers explored the processes, effects, and applications of this technology producing 1000s of scientific papers. What is the outcome of this significant research work? This paper wants to provide an answer to this question by exploring, using advanced scientometric techniques, the existing research corpus in the field. We collected all the existent articles about VR in the Web of Science Core Collection scientific database, and the resultant dataset contained 21,667 records for VR and 9,944 for augmented reality (AR). The bibliographic record contained various fields, such as author, title, abstract, country, and all the references (needed for the citation analysis). The network and cluster analysis of the literature showed a composite panorama characterized by changes and evolutions over the time. Indeed, whether until 5 years ago, the main publication media on VR concerned both conference proceeding and journals, more recently journals constitute the main medium of communication. Similarly, if at first computer science was the leading research field, nowadays clinical areas have increased, as well as the number of countries involved in VR research. The present work discusses the evolution and changes over the time of the use of VR in the main areas of application with an emphasis on the future expected VR's capacities, increases and challenges. We conclude considering the disruptive contribution that VR/AR/MRITF will be able to get in scientific fields, as well in human communication and interaction, as already happened with the advent of mobile phones by increasing the use and the development of scientific applications (e.g., in clinical areas) and by modifying the social communication and interaction among people.
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Affiliation(s)
- Pietro Cipresso
- Applied Technology for Neuro-Psychology Lab, Istituto Auxologico Italiano, Milan, Italy
- Department of Psychology, Catholic University of the Sacred Heart, Milan, Italy
| | | | - Mariano Alcañiz Raya
- Instituto de Investigación e Innovación en Bioingeniería, Universitat Politècnica de València, Valencia, Spain
| | - Giuseppe Riva
- Applied Technology for Neuro-Psychology Lab, Istituto Auxologico Italiano, Milan, Italy
- Department of Psychology, Catholic University of the Sacred Heart, Milan, Italy
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