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Lattré T, Decramer A, Vanhaecke J, Van der Linden D, Goubau J. Immersive virtual reality in orthopedic hand therapy. HAND SURGERY & REHABILITATION 2024; 43:101750. [PMID: 38971226 DOI: 10.1016/j.hansur.2024.101750] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Received: 05/07/2024] [Revised: 06/11/2024] [Accepted: 06/12/2024] [Indexed: 07/08/2024]
Abstract
Emerging advances in immersive virtual reality incorporating optical hand-tracking present promising potential for application in orthopedic hand therapy. The system is designed to analyze hand movements, enabling users to "use" their hands virtually in any fabricated setting. This article, supplemented with videos, examines practical applications of immersive virtual reality in routine hand therapy and provides a scientific presentation of the interaction of immersive virtual reality with our physiological and neurological systems. Indications for immersive virtual reality use, critical evaluations and recommendations are comprehensively discussed. Immersive virtual reality has the potential to evolve into a standard treatment modality in orthopedic hand therapy.
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Affiliation(s)
- Tom Lattré
- HandReva Tom Lattré, Schietstraat 10, 8900 Yper, Belgium.
| | - Arne Decramer
- Department of Orthopaedics and Traumatology, AZ Delta Roeselare, Roeselare, Belgium; KULeuven-Leuven University, Department of Development and Regeneration, Leuven, Belgium
| | - Jeroen Vanhaecke
- Department of Orthopaedics, Hand Surgery, AZ Groeninge, Kortrijk, Belgium
| | | | - Jean Goubau
- Department Orthopaedics and Traumatology, UZ Brussel, Vrije Universiteit Brussel, Brussels, Belgium; Department Orthopaedics and Traumatology, AZ Maria Middelares, Ghent, Belgium
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2
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Liu X. The educational resource management based on image data visualization and deep learning. Heliyon 2024; 10:e32972. [PMID: 39040365 PMCID: PMC11261072 DOI: 10.1016/j.heliyon.2024.e32972] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 12/28/2023] [Revised: 06/10/2024] [Accepted: 06/12/2024] [Indexed: 07/24/2024] Open
Abstract
In order to address issues such as inaccurate education resource positioning and inefficient resource utilization, this study optimizes the Educational Resource Management System (ERMS) by combining image data visualization techniques with convolutional neural networks (CNNs) technology in deep learning. Firstly, the crucial role of ERMS in education and teaching is analyzed. Secondly, the application of image data visualization techniques and CNNs in the system is explained, along with the associated challenges. Finally, by optimizing the CNNs model and system architecture and validating with experimental data, the rationality of the proposed model is confirmed. Experimental results indicate a significant improvement in various performance metrics compared to traditional models. The recognition accuracy on the Mnist dataset reaches 98.1 %, and notably, on the cifar-10 dataset, the optimized model achieves an accuracy close to 98.3 % with improved runtime reduced to only 640.4 s. Additionally, through systematic simulation experiments, the designed system is shown to fully meet the earlier requirements for system functionality, validating the feasibility and rationality of the model and system in this study. Therefore, this study holds high practical value for optimizing ERMS and provides meaningful insights into image data visualization techniques and CNNs optimization.
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Affiliation(s)
- Xudong Liu
- University of the Cordilleras, Baguio City, 2600, Philippines
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3
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Kiper P, Federico S, Szczepańska-Gieracha J, Szary P, Wrzeciono A, Mazurek J, Luque-Moreno C, Kiper A, Spagna M, Barresi R, Cieślik B. A Systematic Review on the Application of Virtual Reality for Muscular Dystrophy Rehabilitation: Motor Learning Benefits. Life (Basel) 2024; 14:790. [PMID: 39063545 PMCID: PMC11278510 DOI: 10.3390/life14070790] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/11/2024] [Revised: 06/13/2024] [Accepted: 06/20/2024] [Indexed: 07/28/2024] Open
Abstract
Using virtual reality (VR) for Muscular Dystrophy (MD) rehabilitation promises to be a novel therapeutic approach, potentially enhancing motor learning, functional outcomes, and overall quality of life. This systematic review primarily aimed to provide a comprehensive summary of the current understanding regarding the application of VR in supporting MD rehabilitation. A systematic search was performed in PubMed, Scopus, Cochrane Library, and Web of Science to identify relevant articles. The inclusion criteria encompassed studies involving individuals diagnosed with MD who underwent VR interventions, with a primary focus on assessing functional improvement. Methodological quality of the studies was assessed by using the Physiotherapy Evidence Database (PEDro) scale. Seven studies, involving 440 individuals with Duchenne Muscular Dystrophy (DMD), were included in the review. Among these studies, six primarily explored the motor learning potential of VR, while one study investigated the impact of VR training on functional abilities. In conclusion, the qualitative synthesis supports VR-based interventions' potential positive effects on motor learning, performance improvement, and functional outcomes in individuals with DMD. However, current usage mainly focuses on assessing the potential mechanisms' benefits, suggesting the importance of expanding clinical adoption to harness their therapeutic potential for MD patients.
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Affiliation(s)
- Pawel Kiper
- Healthcare Innovation Technology Lab, IRCCS San Camillo Hospital, 30126 Venezia, Italy; (S.F.); (B.C.)
| | - Sara Federico
- Healthcare Innovation Technology Lab, IRCCS San Camillo Hospital, 30126 Venezia, Italy; (S.F.); (B.C.)
| | - Joanna Szczepańska-Gieracha
- Faculty of Physiotherapy, Wroclaw University of Health and Sport Sciences, 51-612 Wroclaw, Poland; (J.S.-G.); (P.S.); (A.W.)
| | - Patryk Szary
- Faculty of Physiotherapy, Wroclaw University of Health and Sport Sciences, 51-612 Wroclaw, Poland; (J.S.-G.); (P.S.); (A.W.)
| | - Adam Wrzeciono
- Faculty of Physiotherapy, Wroclaw University of Health and Sport Sciences, 51-612 Wroclaw, Poland; (J.S.-G.); (P.S.); (A.W.)
| | - Justyna Mazurek
- University Rehabilitation Centre, Wroclaw Medical University, 50-367 Wroclaw, Poland;
| | - Carlos Luque-Moreno
- Department of Physical Therapy, Faculty of Nursing, Physiotherapy and Podiatry, University of Seville, 41009 Seville, Spain;
- Institute of Biomedicine of Seville (IBIS), 41013 Seville, Spain
| | - Aleksandra Kiper
- Doctoral School of the University of Rzeszów, University of Rzeszów, 35-959 Rzeszów, Poland;
| | - Mattia Spagna
- Neurobiology Lab, IRCCS San Camillo Hospital, 30126 Venezia, Italy; (M.S.); (R.B.)
| | - Rita Barresi
- Neurobiology Lab, IRCCS San Camillo Hospital, 30126 Venezia, Italy; (M.S.); (R.B.)
| | - Błażej Cieślik
- Healthcare Innovation Technology Lab, IRCCS San Camillo Hospital, 30126 Venezia, Italy; (S.F.); (B.C.)
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Sudár A, Csapó ÁB. Comparing desktop 3D virtual reality with web 2.0 interfaces: Identifying key factors behind enhanced user capabilities. Heliyon 2024; 10:e31717. [PMID: 38845966 PMCID: PMC11154203 DOI: 10.1016/j.heliyon.2024.e31717] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/19/2024] [Revised: 05/01/2024] [Accepted: 05/21/2024] [Indexed: 06/09/2024] Open
Abstract
The aim of this paper is to investigate how commonly used 2D digital layouts can be transformed into 3-dimensional dashboards with the effect of reducing cognitive load. To this end, we compared user performance metrics, pupil dilation data as well as subject-reported qualitative measures in a Web 2.0-based 2D scenario and two different versions of a desktop 3D virtual reality scenario. All three scenarios focused on a use case involving the most prevalent 2D digital formats and designs encountered in digital education, making use of e.g. textual information (PDF files, PPT files), images and videos. Based on the assumption that cognitive load differences can be validated based on pupillometry measurements, we showed that it is possible to develop 3D virtual reality scenarios where users experience less cognitive load while achieving the same performance metrics as in commonly used 2D environments. At the same time, our experiment also showed that such improvements do not come automatically; instead, 3D workflows that require less locomotion - even at the expense of increased camera rotations - seem to result in more effective cognitive load reduction.
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Affiliation(s)
- Anna Sudár
- Corvinus Institute for Advanced Studies, Corvinus University of Budapest, Fővám tér 8, Budapest, 1093, Hungary
- Institute of Data Analytics and Information Systems, Corvinus University of Budapest, Fővám tér 8, Budapest, 1093, Hungary
- Hungarian Research Network, Piarista u. 4, Budapest, 1052, Hungary
| | - Ádám B. Csapó
- Corvinus Institute for Advanced Studies, Corvinus University of Budapest, Fővám tér 8, Budapest, 1093, Hungary
- Institute of Data Analytics and Information Systems, Corvinus University of Budapest, Fővám tér 8, Budapest, 1093, Hungary
- Hungarian Research Network, Piarista u. 4, Budapest, 1052, Hungary
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Castañeda TS, Connan M, Capsi-Morales P, Beckerle P, Castellini C, Piazza C. Experimental evaluation of the impact of sEMG interfaces in enhancing embodiment of virtual myoelectric prostheses. J Neuroeng Rehabil 2024; 21:57. [PMID: 38627772 PMCID: PMC11020298 DOI: 10.1186/s12984-024-01352-7] [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: 11/06/2023] [Accepted: 04/03/2024] [Indexed: 04/19/2024] Open
Abstract
INTRODUCTION Despite recent technological advances that have led to sophisticated bionic prostheses, attaining embodied solutions still remains a challenge. Recently, the investigation of prosthetic embodiment has become a topic of interest in the research community, which deals with enhancing the perception of artificial limbs as part of users' own body. Surface electromyography (sEMG) interfaces have emerged as a promising technology for enhancing upper-limb prosthetic control. However, little is known about the impact of these sEMG interfaces on users' experience regarding embodiment and their interaction with different functional levels. METHODS To investigate this aspect, a comparison is conducted among sEMG configurations with different number of sensors (4 and 16 channels) and different time delay. We used a regression algorithm to simultaneously control hand closing/opening and forearm pronation/supination in an immersive virtual reality environment. The experimental evaluation includes 24 able-bodied subjects and one prosthesis user. We assess functionality with the Target Achievement Control test, and the sense of embodiment with a metric for the users perception of self-location, together with a standard survey. RESULTS Among the four tested conditions, results proved a higher subjective embodiment when participants used sEMG interfaces employing an increased number of sensors. Regarding functionality, significant improvement over time is observed in the same conditions, independently of the time delay implemented. CONCLUSIONS Our work indicates that a sufficient number of sEMG sensors improves both, functional and subjective embodiment outcomes. This prompts discussion regarding the potential relationship between these two aspects present in bionic integration. Similar embodiment outcomes are observed in the prosthesis user, showing also differences due to the time delay, and demonstrating the influence of sEMG interfaces on the sense of agency.
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Affiliation(s)
| | - Mathilde Connan
- Institute of Robotics and Mechatronics, German Aerospace Center (DLR), Oberpfaffenhofen, Germany
| | - Patricia Capsi-Morales
- Department of Computer Engineering, Technical University of Munich (TUM), Garching bei Munich, Germany.
- Munich Institute of Robotics and Machine Intelligence, Technical University of Munich (TUM), Munich, Germany.
| | - Philipp Beckerle
- Department Artificial Intelligence in Biomedical Engineering, Friedrich-Alexander-Universität Erlangen-Nürnberg (FAU), Erlangen, Germany
- Department of Electrical Engineering, Friedrich-Alexander-Universität Erlangen-Nürnberg (FAU), Erlangen, Germany
| | - Claudio Castellini
- Institute of Robotics and Mechatronics, German Aerospace Center (DLR), Oberpfaffenhofen, Germany
- Department Artificial Intelligence in Biomedical Engineering, Friedrich-Alexander-Universität Erlangen-Nürnberg (FAU), Erlangen, Germany
| | - Cristina Piazza
- Department of Computer Engineering, Technical University of Munich (TUM), Garching bei Munich, Germany
- Munich Institute of Robotics and Machine Intelligence, Technical University of Munich (TUM), Munich, Germany
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Tung YH, Chang CY. How three-dimensional sketching environments affect spatial thinking: A functional magnetic resonance imaging study of virtual reality. PLoS One 2024; 19:e0294451. [PMID: 38466671 PMCID: PMC10927127 DOI: 10.1371/journal.pone.0294451] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 01/19/2023] [Accepted: 10/31/2023] [Indexed: 03/13/2024] Open
Abstract
Designers rely on sketching to visualize and refine their initial ideas, and virtual reality (VR) tools now facilitate sketching in immersive 3D environments. However, little research has been conducted on the differences in the visual and spatial processes involved in 3D versus 2D sketching and their effects on cognition. This study investigated potential differences in spatial and visual functions related to the use of 3D versus 2D sketching media by analyzing functional magnetic resonance imaging (fMRI) data. We recruited 20 healthy, right-handed students from the Department of Horticulture and Landscape Architecture with at least three years of experience in freehand landscape drawing. Using an Oculus Quest VR headset controller and a 12.9-inch iPad Pro with an Apple Pencil, we tested participants individually with 3D and 2D sketching, respectively. When comparing 2D and 3D sketches, our fMRI results revealed significant differences in the activation of several brain regions, including the right middle temporal gyrus, both sides of the parietal lobe, and the left middle occipital gyrus. We also compared different sketching conditions, such as lines, geometrical objects (cube), and naturalistic objects (perspective view of a tree), and found significant differences in the spatial and visual recognition of brain areas that support visual recognition, composition, and spatial perception. This finding suggests that 3D sketching environments, such as VR, may activate more visual-spatial functions during sketching compared to 2D environments. The result highlights the potential of immersive sketching environments for design-related processes and spatial thinking.
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Affiliation(s)
- Yu-Hsin Tung
- Department of Horticulture and Landscape Architecture, National Taiwan University, Taipei, Taiwan
| | - Chun-Yen Chang
- Department of Horticulture and Landscape Architecture, National Taiwan University, Taipei, Taiwan
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Kato Y, Tsuji T, Cikajlo I. Feedback Type May Change the EMG Pattern and Kinematics During Robot Supported Upper Limb Reaching Task. IEEE OPEN JOURNAL OF ENGINEERING IN MEDICINE AND BIOLOGY 2024; 5:173-179. [PMID: 38487092 PMCID: PMC10939324 DOI: 10.1109/ojemb.2024.3363137] [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: 09/29/2023] [Revised: 12/02/2023] [Accepted: 02/02/2024] [Indexed: 03/17/2024] Open
Abstract
Haptic interfaces and virtual reality (VR) technology have been increasingly introduced in rehabilitation, facilitating the provision of various feedback and task conditions. However, correspondence between the feedback/task conditions and movement strategy during reaching tasks remains a question. To investigate movement strategy, we assessed velocity parameters and peak latency of electromyography. Ten neuromuscularly intact volunteers participated in the measurement using haptic interface and VR. Concurrent visual feedback and various terminal feedback (e.g., visual, haptic, visual and haptic) were given. Additionally, the object size for the reaching task was changed. The results demonstrated terminal haptic feedback had a significant impact on kinematic parameters; showed [Formula: see text] s ([Formula: see text]) shorter movement time and [Formula: see text] m/s ([Formula: see text]) higher mean velocity compared to no terminal feedback. Also, smaller peak latency was observed in different muscle regions based on the object size.
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Affiliation(s)
- Yasuhiro Kato
- Graduate School of Science and EngineeringSaitama UniversitySakura-ku338-8570Japan
| | - Toshiaki Tsuji
- Graduate School of Science and EngineeringSaitama UniversitySakura-ku338-8570Japan
| | - Imre Cikajlo
- University Rehabilitation Institute Republic of Slovenia1000LjubljanaSlovenia
- School of Engineering and ManagementUniversity of Nova Gorica5271VipavaSlovenia
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8
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da Silva Soares R, Ramirez-Chavez KL, Tufanoglu A, Barreto C, Sato JR, Ayaz H. Cognitive Effort during Visuospatial Problem Solving in Physical Real World, on Computer Screen, and in Virtual Reality. SENSORS (BASEL, SWITZERLAND) 2024; 24:977. [PMID: 38339693 PMCID: PMC10857420 DOI: 10.3390/s24030977] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Subscribe] [Scholar Register] [Received: 12/13/2023] [Revised: 01/30/2024] [Accepted: 01/30/2024] [Indexed: 02/12/2024]
Abstract
Spatial cognition plays a crucial role in academic achievement, particularly in science, technology, engineering, and mathematics (STEM) domains. Immersive virtual environments (VRs) have the growing potential to reduce cognitive load and improve spatial reasoning. However, traditional methods struggle to assess the mental effort required for visuospatial processes due to the difficulty in verbalizing actions and other limitations in self-reported evaluations. In this neuroergonomics study, we aimed to capture the neural activity associated with cognitive workload during visuospatial tasks and evaluate the impact of the visualization medium on visuospatial task performance. We utilized functional near-infrared spectroscopy (fNIRS) wearable neuroimaging to assess cognitive effort during spatial-reasoning-based problem-solving and compared a VR, a computer screen, and a physical real-world task presentation. Our results reveal a higher neural efficiency in the prefrontal cortex (PFC) during 3D geometry puzzles in VR settings compared to the settings in the physical world and on the computer screen. VR appears to reduce the visuospatial task load by facilitating spatial visualization and providing visual cues. This makes it a valuable tool for spatial cognition training, especially for beginners. Additionally, our multimodal approach allows for progressively increasing task complexity, maintaining a challenge throughout training. This study underscores the potential of VR in developing spatial skills and highlights the value of comparing brain data and human interaction across different training settings.
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Affiliation(s)
- Raimundo da Silva Soares
- School of Biomedical Engineering, Science and Health Systems, Drexel University, Philadelphia, PA 19104, USA; (K.L.R.-C.); (A.T.); (C.B.)
- Center of Mathematics Computation and Cognition, Universidade Federal do ABC, São Bernardo do Campo 09606-405, Brazil;
| | - Kevin L. Ramirez-Chavez
- School of Biomedical Engineering, Science and Health Systems, Drexel University, Philadelphia, PA 19104, USA; (K.L.R.-C.); (A.T.); (C.B.)
| | - Altona Tufanoglu
- School of Biomedical Engineering, Science and Health Systems, Drexel University, Philadelphia, PA 19104, USA; (K.L.R.-C.); (A.T.); (C.B.)
| | - Candida Barreto
- School of Biomedical Engineering, Science and Health Systems, Drexel University, Philadelphia, PA 19104, USA; (K.L.R.-C.); (A.T.); (C.B.)
| | - João Ricardo Sato
- Center of Mathematics Computation and Cognition, Universidade Federal do ABC, São Bernardo do Campo 09606-405, Brazil;
| | - Hasan Ayaz
- School of Biomedical Engineering, Science and Health Systems, Drexel University, Philadelphia, PA 19104, USA; (K.L.R.-C.); (A.T.); (C.B.)
- Department of Psychological and Brain Sciences, College of Arts and Sciences, Drexel University, Philadelphia, PA 19104, USA
- Drexel Solutions Institute, Drexel University, Philadelphia, PA 19104, USA
- A.J. Drexel Autism Institute, Drexel University, Philadelphia, PA 19104, USA
- Department of Family and Community Health, University of Pennsylvania, Philadelphia, PA 19104, USA
- Center for Injury Research and Prevention, Children’s Hospital of Philadelphia, Philadelphia, PA 19104, USA
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9
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Sokołowska B. Being in Virtual Reality and Its Influence on Brain Health-An Overview of Benefits, Limitations and Prospects. Brain Sci 2024; 14:72. [PMID: 38248287 PMCID: PMC10813118 DOI: 10.3390/brainsci14010072] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/08/2023] [Revised: 12/17/2023] [Accepted: 01/08/2024] [Indexed: 01/23/2024] Open
Abstract
BACKGROUND Dynamic technological development and its enormous impact on modern societies are posing new challenges for 21st-century neuroscience. A special place is occupied by technologies based on virtual reality (VR). VR tools have already played a significant role in both basic and clinical neuroscience due to their high accuracy, sensitivity and specificity and, above all, high ecological value. OBJECTIVE Being in a digital world affects the functioning of the body as a whole and its individual systems. The data obtained so far, both from experimental and modeling studies, as well as (clinical) observations, indicate their great and promising potential, but apart from the benefits, there are also losses and negative consequences for users. METHODS This review was conducted according to the PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-Analyses) framework across electronic databases (such as Web of Science Core Collection; PubMed; and Scopus, Taylor & Francis Online and Wiley Online Library) to identify beneficial effects and applications, as well as adverse impacts, especially on brain health in human neuroscience. RESULTS More than half of these articles were published within the last five years and represent state-of-the-art approaches and results (e.g., 54.7% in Web of Sciences and 63.4% in PubMed), with review papers accounting for approximately 16%. The results show that in addition to proposed novel devices and systems, various methods or procedures for testing, validation and standardization are presented (about 1% of articles). Also included are virtual developers and experts, (bio)(neuro)informatics specialists, neuroscientists and medical professionals. CONCLUSIONS VR environments allow for expanding the field of research on perception and cognitive and motor imagery, both in healthy and patient populations. In this context, research on neuroplasticity phenomena, including mirror neuron networks and the effects of applied virtual (mirror) tasks and training, is of interest in virtual prevention and neurogeriatrics, especially in neurotherapy and neurorehabilitation in basic/clinical and digital neuroscience.
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Affiliation(s)
- Beata Sokołowska
- Bioinformatics Laboratory, Mossakowski Medical Research Institute, Polish Academy of Sciences, 02-106 Warsaw, Poland
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10
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De Miguel-Rubio A, Gallego-Aguayo I, De Miguel-Rubio MD, Arias-Avila M, Lucena-Anton D, Alba-Rueda A. Effectiveness of the Combined Use of a Brain-Machine Interface System and Virtual Reality as a Therapeutic Approach in Patients with Spinal Cord Injury: A Systematic Review. Healthcare (Basel) 2023; 11:3189. [PMID: 38132079 PMCID: PMC10742447 DOI: 10.3390/healthcare11243189] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 10/26/2023] [Revised: 11/30/2023] [Accepted: 12/14/2023] [Indexed: 12/23/2023] Open
Abstract
Spinal cord injury has a major impact on both the individual and society. This damage can cause permanent loss of sensorimotor functions, leading to structural and functional changes in somatotopic regions of the spinal cord. The combined use of a brain-machine interface and virtual reality offers a therapeutic alternative to be considered in the treatment of this pathology. This systematic review aimed to evaluate the effectiveness of the combined use of virtual reality and the brain-machine interface in the treatment of spinal cord injuries. A search was performed in PubMed, Web of Science, PEDro, Cochrane Central Register of Controlled Trials, CINAHL, Scopus, and Medline, including articles published from the beginning of each database until January 2023. Articles were selected based on strict inclusion and exclusion criteria. The Cochrane Collaboration's tool was used to assess the risk of bias and the PEDro scale and SCIRE systems were used to evaluate the methodological quality of the studies. Eleven articles were selected from a total of eighty-two. Statistically significant changes were found in the upper limb, involving improvements in shoulder and upper arm mobility, and weaker muscles were strengthened. In conclusion, most of the articles analyzed used the electroencephalogram as a measurement instrument for the assessment of various parameters, and most studies have shown improvements. Nonetheless, further research is needed with a larger sample size and long-term follow-up to establish conclusive results regarding the effect size of these interventions.
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Affiliation(s)
- Amaranta De Miguel-Rubio
- Department of Nursing, Pharmacology and Physiotherapy, University of Cordoba, 14004 Cordoba, Spain; (I.G.-A.); (A.A.-R.)
| | - Ignacio Gallego-Aguayo
- Department of Nursing, Pharmacology and Physiotherapy, University of Cordoba, 14004 Cordoba, Spain; (I.G.-A.); (A.A.-R.)
| | | | - Mariana Arias-Avila
- Physical Therapy Department, Universidade Federal de São Carlos, São Paulo 13565-905, Brazil;
| | - David Lucena-Anton
- Department of Nursing and Physiotherapy, University of Cadiz, 11009 Cadiz, Spain;
| | - Alvaro Alba-Rueda
- Department of Nursing, Pharmacology and Physiotherapy, University of Cordoba, 14004 Cordoba, Spain; (I.G.-A.); (A.A.-R.)
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11
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Wang D, Huang Y, Liang S, Meng Q, Yu H. The identification of interacting brain networks during robot-assisted training with multimodal stimulation. J Neural Eng 2023; 20. [PMID: 36548992 DOI: 10.1088/1741-2552/acae05] [Citation(s) in RCA: 1] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/22/2022] [Accepted: 12/22/2022] [Indexed: 12/24/2022]
Abstract
Objective.Robot-assisted rehabilitation training is an effective way to assist rehabilitation therapy. So far, various robotic devices have been developed for automatic training of central nervous system following injury. Multimodal stimulation such as visual and auditory stimulus and even virtual reality technology were usually introduced in these robotic devices to improve the effect of rehabilitation training. This may need to be explained from a neurological perspective, but there are few relevant studies.Approach.In this study, ten participants performed right arm rehabilitation training tasks using an upper limb rehabilitation robotic device. The tasks were completed under four different feedback conditions including multiple combinations of visual and auditory components: auditory feedback; visual feedback; visual and auditory feedback (VAF); non-feedback. The functional near-infrared spectroscopy devices record blood oxygen signals in bilateral motor, visual and auditory areas. Using hemoglobin concentration as an indicator of cortical activation, the effective connectivity of these regions was then calculated through Granger causality.Main results.We found that overall stronger activation and effective connectivity between related brain regions were associated with VAF. When participants completed the training task without VAF, the trends in activation and connectivity were diminished.Significance.This study revealed cerebral cortex activation and interacting networks of brain regions in robot-assisted rehabilitation training with multimodal stimulation, which is expected to provide indicators for further evaluation of the effect of rehabilitation training, and promote further exploration of the interaction network in the brain during a variety of external stimuli, and to explore the best sensory combination.
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Affiliation(s)
- Duojin Wang
- Institute of Rehabilitation Engineering and Technology, University of Shanghai for Science and Technology, 516 Jungong Road, Shanghai 200093, People's Republic of China.,Shanghai Engineering Research Center of Assistive Devices, 516 Jungong Road, Shanghai 200093, People's Republic of China
| | - Yanping Huang
- Institute of Rehabilitation Engineering and Technology, University of Shanghai for Science and Technology, 516 Jungong Road, Shanghai 200093, People's Republic of China
| | - Sailan Liang
- Institute of Rehabilitation Engineering and Technology, University of Shanghai for Science and Technology, 516 Jungong Road, Shanghai 200093, People's Republic of China
| | - Qingyun Meng
- College of Rehabilitation Sciences, Shanghai University of Medicine & Health Sciences, 279 Zhouzhu Road, Shanghai 201318, People's Republic of China
| | - Hongliu Yu
- Institute of Rehabilitation Engineering and Technology, University of Shanghai for Science and Technology, 516 Jungong Road, Shanghai 200093, People's Republic of China.,Shanghai Engineering Research Center of Assistive Devices, 516 Jungong Road, Shanghai 200093, People's Republic of China
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12
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Phelan I, Carrion-Plaza A, Furness PJ, Dimitri P. Home-based immersive virtual reality physical rehabilitation in paediatric patients for upper limb motor impairment: a feasibility study. VIRTUAL REALITY 2023; 27:1-16. [PMID: 36686613 PMCID: PMC9840166 DOI: 10.1007/s10055-023-00747-6] [Citation(s) in RCA: 5] [Impact Index Per Article: 5.0] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Figures] [Subscribe] [Scholar Register] [Received: 04/26/2022] [Accepted: 01/03/2023] [Indexed: 06/17/2023]
Abstract
Upper limb motor impairment (ULMI) rehabilitation is a long-term, demanding and challenging process to recover motor functionality. Children and adolescents may be limited in daily life activities due to reduced functions such as decreased joint movement or muscle weakness. Home-based therapy with Immersive Virtual Reality can offer greater accessibility, delivery and early rehabilitation to significantly optimise functional outcomes and quality of life. This feasibility study aimed to explore the perceptions and impacts of an immersive and interactive VR scenario suitable for ULMI rehabilitation for children at home. It was analysed using mixed methods (quantitative and qualitative) and from a multidirectional perspective (patients, clinicians and family members). Amongst the main results, it was found that IVR for ULMI home rehabilitation (1) is easy to learn and acceptable; (2) improves motor function; (3) reduces the difficulty in the reproduction of therapeutic movements; (4) is motivating and enjoyable and (5) improves quality of life. This study is the first study on the use of IVR applied to home rehabilitation of ULMI in children. These results suggested that similar outcomes may be possible with self-directed IVR home rehabilitation compared to face to face conventional rehabilitation, which can be costly to both the patient and the healthcare system, decreasing the length of stay at the hospital and treatment duration. It has also presented an innovative solution to the Covid-19 emergency where children could not receive their clinic therapy. Further research is recommended to understand better the mechanisms involved in physiotherapeutic recovery and how IVR rehabilitation helps to improve conventional treatments. Trial Registration Protocol ID NCT05272436. Release Date: 9th March 2022.
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Affiliation(s)
- Ivan Phelan
- Centre for Culture, Media and Society, College of Social Sciences and Arts, Sheffield Hallam University, Sheffield, S1 1WB UK
| | - Alicia Carrion-Plaza
- Centre for Culture, Media and Society, College of Social Sciences and Arts, Sheffield Hallam University, Sheffield, S1 1WB UK
| | - Penny J Furness
- Department of Psychology, Sociology and Politics, College of Social Sciences and Arts, Sheffield Hallam University, Sheffield, S1 1WB UK
| | - Paul Dimitri
- Sheffield Children’s NHS Foundation Trust, Sheffield Children’s, Sheffield, S10 2TH UK
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13
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Wenk N, Buetler KA, Penalver-Andres J, Müri RM, Marchal-Crespo L. Naturalistic visualization of reaching movements using head-mounted displays improves movement quality compared to conventional computer screens and proves high usability. J Neuroeng Rehabil 2022; 19:137. [PMID: 36494668 PMCID: PMC9733395 DOI: 10.1186/s12984-022-01101-8] [Citation(s) in RCA: 5] [Impact Index Per Article: 2.5] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 06/12/2022] [Accepted: 10/25/2022] [Indexed: 12/13/2022] Open
Abstract
BACKGROUND The relearning of movements after brain injury can be optimized by providing intensive, meaningful, and motivating training using virtual reality (VR). However, most current solutions use two-dimensional (2D) screens, where patients interact via symbolic representations of their limbs (e.g., a cursor). These 2D screens lack depth cues, potentially deteriorating movement quality and increasing cognitive load. Head-mounted displays (HMDs) have great potential to provide naturalistic movement visualization by incorporating improved depth cues, reduce visuospatial transformations by rendering movements in the space where they are performed, and preserve eye-hand coordination by showing an avatar-with immersive VR (IVR)-or the user's real body-with augmented reality (AR). However, elderly populations might not find these novel technologies usable, hampering potential motor and cognitive benefits. METHODS We compared movement quality, cognitive load, motivation, and system usability in twenty elderly participants (>59 years old) while performing a dual motor-cognitive task with different visualization technologies: IVR HMD, AR HMD, and a 2D screen. We evaluated participants' self-reported cognitive load, motivation, and usability using questionnaires. We also conducted a pilot study with five brain-injured patients comparing the visualization technologies while using an assistive device. RESULTS Elderly participants performed straighter, shorter duration, and smoother movements when the task was visualized with the HMDs than screen. The IVR HMD led to shorter duration movements than AR. Movement onsets were shorter with IVR than AR, and shorter for both HMDs than the screen, potentially indicating facilitated reaction times due to reduced cognitive load. No differences were found in the questionnaires regarding cognitive load, motivation, or usability between technologies in elderly participants. Both HMDs proved high usability in our small sample of patients. CONCLUSIONS HMDs are a promising technology to be incorporated into neurorehabilitation, as their more naturalistic movement visualization improves movement quality compared to conventional screens. HMDs demonstrate high usability, without decreasing participants' motivation, and might potentially lower cognitive load. Our preliminary clinical results suggest that brain-injured patients may especially benefit from more immersive technologies. However, larger patient samples are needed to draw stronger conclusions.*.
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Affiliation(s)
- Nicolas Wenk
- Motor Learning and Neurorehabilitation Laboratory, ARTORG Center for Biomedical Engineering Research, University of Bern, Freiburgstrasse 3, 3010, Bern, Switzerland
| | - Karin A Buetler
- Motor Learning and Neurorehabilitation Laboratory, ARTORG Center for Biomedical Engineering Research, University of Bern, Freiburgstrasse 3, 3010, Bern, Switzerland
| | - Joaquin Penalver-Andres
- Motor Learning and Neurorehabilitation Laboratory, ARTORG Center for Biomedical Engineering Research, University of Bern, Freiburgstrasse 3, 3010, Bern, Switzerland
| | - René M Müri
- Gerontechnology and Rehabilitation, ARTORG Center for Biomedical Engineering Research, University of Bern, Bern, Switzerland
- Department of Neurology, University Neurorehabilitation, University Hospital Bern (Inselspital), University of Bern, Bern, Switzerland
| | - Laura Marchal-Crespo
- Motor Learning and Neurorehabilitation Laboratory, ARTORG Center for Biomedical Engineering Research, University of Bern, Freiburgstrasse 3, 3010, Bern, Switzerland.
- Department of Cognitive Robotics, Delft University of Technology, Mekelweg 2, 2628 CD, Delft, The Netherlands.
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Shin Y, Lim J, Kim Y, Seo DG, Ihm J. Effects of virtual body-representation on motor skill learning. Sci Rep 2022; 12:15283. [PMID: 36088480 PMCID: PMC9464243 DOI: 10.1038/s41598-022-19514-9] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 02/22/2022] [Accepted: 08/30/2022] [Indexed: 11/16/2022] Open
Abstract
Motor learning is often hindered or facilitated by visual information from one's body and its movement. However, it is unclear whether visual representation of the body itself facilitates motor learning. Thus, we tested the effects of virtual body-representation on motor learning through a virtual reality rotary pursuit task. In the task, visual feedback on participants' movements was identical, but virtual body-representation differed by dividing the experimental conditions into three conditions: non-avatar, non-hand avatar, and hand-shaped avatar. We measured the differences in the rate of motor learning, body-ownership, and sense of agency in the three conditions. Although there were no differences in body-ownership and sense of agency between the conditions, the hand-shaped avatar condition was significantly superior to the other conditions in the rate of learning. These findings suggest that visually recognizing one's body shape facilitates motor learning.
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Affiliation(s)
- Yongmin Shin
- Dental Research Institute, School of Dentistry, Seoul National University, Seoul, Republic of Korea
| | - Jaeseo Lim
- Interdisciplinary Program in Cognitive Science, Seoul National University, Seoul, Republic of Korea
| | - Yonggwan Kim
- Dental Research Institute, School of Dentistry, Seoul National University, Seoul, Republic of Korea
| | - Deog-Gyu Seo
- Dental Research Institute, School of Dentistry, Seoul National University, Seoul, Republic of Korea.
- Department of Conservative Dentistry, School of Dentistry, Seoul National University, Seoul, Republic of Korea.
| | - Jungjoon Ihm
- Dental Research Institute, School of Dentistry, Seoul National University, Seoul, Republic of Korea.
- Interdisciplinary Program in Cognitive Science, Seoul National University, Seoul, Republic of Korea.
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15
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Obukhov AD, Krasnyanskiy MN, Dedov DL, Nazarova AO. The study of virtual reality influence on the process of professional training of miners. VIRTUAL REALITY 2022; 27:735-759. [PMID: 36061945 PMCID: PMC9418660 DOI: 10.1007/s10055-022-00687-7] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Figures] [Subscribe] [Scholar Register] [Received: 10/12/2021] [Accepted: 08/08/2022] [Indexed: 06/05/2023]
Abstract
Virtual reality technologies are actively applied for the organization of professional training in various industries, as well as in distance learning. However, numerous studies show the presence of a large number of negative factors that limit the effectiveness of using these technologies (united by the concept of "cybersickness"). The study, identification and reduction in the influence of these negative factors will increase the immersiveness and quality of the professional training process. Within the framework of this study, several hypotheses have been put forward regarding the negative and positive impact of VR technologies on the process of professional training, the coal and mining industry has been chosen as the subject area. Thus, the problem of effective training of miners for activities in regular and emergency situations is considered, in the latter case, VR technologies would allow forming the necessary set of skills and knowledge about actions in emergency situations. To confirm the declared hypotheses, an experimental group of 30 people was formed, corresponding to the trained miners by age characteristics. Based on the analysis, a list of quantitative and qualitative metrics for evaluating interaction with virtual reality was formed, the software of virtual scenes for two tasks (moving simple objects and a set of exercises in a virtual mine) was developed. The experimental group repeatedly performed these exercises, which allowed us to analyze the dynamics of changes in the average values of quantitative and qualitative metrics. The data obtained were processed by statistical tests (Shapiro-Wilk, Kruskal-Wallis, Mann-Whitney), which allowed us to assess the impact of the selected configurations (with and without VR) and the number of attempts on the selected metrics. The obtained results partially or completely confirmed the declared hypotheses and allowed us to form a list of recommendations for the organization of high-quality professional training using virtual reality technologies. Supplementary Information The online version contains supplementary material available at 10.1007/s10055-022-00687-7.
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Knobel SEJ, Kaufmann BC, Geiser N, Gerber SM, Müri RM, Nef T, Nyffeler T, Cazzoli D. Effects of Virtual Reality-Based Multimodal Audio-Tactile Cueing in Patients With Spatial Attention Deficits: Pilot Usability Study. JMIR Serious Games 2022; 10:e34884. [PMID: 35612894 PMCID: PMC9178455 DOI: 10.2196/34884] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/17/2021] [Revised: 02/17/2022] [Accepted: 04/07/2022] [Indexed: 11/13/2022] Open
Abstract
BACKGROUND Virtual reality (VR) devices are increasingly being used in medicine and other areas for a broad spectrum of applications. One of the possible applications of VR involves the creation of an environment manipulated in a way that helps patients with disturbances in the spatial allocation of visual attention (so-called hemispatial neglect). One approach to ameliorate neglect is to apply cross-modal cues (ie, cues in sensory modalities other than the visual one, eg, auditory and tactile) to guide visual attention toward the neglected space. So far, no study has investigated the effects of audio-tactile cues in VR on the spatial deployment of visual attention in neglect patients. OBJECTIVE This pilot study aimed to investigate the feasibility and usability of multimodal (audio-tactile) cueing, as implemented in a 3D VR setting, in patients with neglect, and obtain preliminary results concerning the effects of different types of cues on visual attention allocation compared with noncued conditions. METHODS Patients were placed in a virtual environment using a head-mounted display (HMD). The inlay of the HMD was equipped to deliver tactile feedback to the forehead. The task was to find and flag appearing birds. The birds could appear at 4 different presentation angles (lateral and paracentral on the left and right sides), and with (auditory, tactile, or audio-tactile cue) or without (no cue) a spatially meaningful cue. The task usability and feasibility, and 2 simple in-task measures (performance and early orientation) were assessed in 12 right-hemispheric stroke patients with neglect (5 with and 7 without additional somatosensory impairment). RESULTS The new VR setup showed high usability (mean score 10.2, SD 1.85; maximum score 12) and no relevant side effects (mean score 0.833, SD 0.834; maximum score 21). A repeated measures ANOVA on task performance data, with presentation angle, cue type, and group as factors, revealed a significant main effect of cue type (F30,3=9.863; P<.001) and a significant 3-way interaction (F90,9=2.057; P=.04). Post-hoc analyses revealed that among patients without somatosensory impairment, any cue led to better performance compared with no cue, for targets on the left side, and audio-tactile cues did not seem to have additive effects. Among patients with somatosensory impairment, performance was better with both auditory and audio-tactile cueing than with no cue, at every presentation angle; conversely, tactile cueing alone had no significant effect at any presentation angle. Analysis of early orientation data showed that any type of cue triggered better orientation in both groups for lateral presentation angles, possibly reflecting an early alerting effect. CONCLUSIONS Overall, audio-tactile cueing seems to be a promising method to guide patient attention. For instance, in the future, it could be used as an add-on method that supports attentional orientation during established therapeutic approaches.
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Affiliation(s)
| | - Brigitte Charlotte Kaufmann
- Sorbonne Université, Institut du Cerveau - Paris Brain Institute (ICM), Inserm, Centre national de la recherche scientifique, Hôpital de la Pitié-Salpêtrière, Paris, France
| | - Nora Geiser
- Neurocenter, Luzerner Kantonsspital, Luzern, Switzerland
| | | | - René M Müri
- Gerontechnology & Rehabilitation Group, University of Bern, Bern, Switzerland
- Perception and Eye Movement Laboratory, Departments of Neurology and BioMedical Research, Inselspital, Bern University Hospital, Bern, Switzerland
- Department of Neurology, Inselspital, Bern University Hospital, University of Bern, Bern, Switzerland
| | - Tobias Nef
- Gerontechnology & Rehabilitation Group, University of Bern, Bern, Switzerland
- Department of Neurology, Inselspital, Bern University Hospital, University of Bern, Bern, Switzerland
- ARTORG Center for Biomedical Engineering Research, University of Bern, Bern, Switzerland
| | - Thomas Nyffeler
- Gerontechnology & Rehabilitation Group, University of Bern, Bern, Switzerland
- Neurocenter, Luzerner Kantonsspital, Luzern, Switzerland
- Perception and Eye Movement Laboratory, Departments of Neurology and BioMedical Research, Inselspital, Bern University Hospital, Bern, Switzerland
- Department of Neurology, Inselspital, Bern University Hospital, University of Bern, Bern, Switzerland
| | - Dario Cazzoli
- Gerontechnology & Rehabilitation Group, University of Bern, Bern, Switzerland
- Neurocenter, Luzerner Kantonsspital, Luzern, Switzerland
- Institute of Psychology, University of Bern, Bern, Switzerland
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Buetler KA, Penalver-Andres J, Özen Ö, Ferriroli L, Müri RM, Cazzoli D, Marchal-Crespo L. "Tricking the Brain" Using Immersive Virtual Reality: Modifying the Self-Perception Over Embodied Avatar Influences Motor Cortical Excitability and Action Initiation. Front Hum Neurosci 2022; 15:787487. [PMID: 35221950 PMCID: PMC8863605 DOI: 10.3389/fnhum.2021.787487] [Citation(s) in RCA: 6] [Impact Index Per Article: 3.0] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 09/30/2021] [Accepted: 12/13/2021] [Indexed: 02/02/2023] Open
Abstract
To offer engaging neurorehabilitation training to neurologic patients, motor tasks are often visualized in virtual reality (VR). Recently introduced head-mounted displays (HMDs) allow to realistically mimic the body of the user from a first-person perspective (i.e., avatar) in a highly immersive VR environment. In this immersive environment, users may embody avatars with different body characteristics. Importantly, body characteristics impact how people perform actions. Therefore, alternating body perceptions using immersive VR may be a powerful tool to promote motor activity in neurologic patients. However, the ability of the brain to adapt motor commands based on a perceived modified reality has not yet been fully explored. To fill this gap, we "tricked the brain" using immersive VR and investigated if multisensory feedback modulating the physical properties of an embodied avatar influences motor brain networks and control. Ten healthy participants were immersed in a virtual environment using an HMD, where they saw an avatar from first-person perspective. We slowly transformed the surface of the avatar (i.e., the "skin material") from human to stone. We enforced this visual change by repetitively touching the real arm of the participant and the arm of the avatar with a (virtual) hammer, while progressively replacing the sound of the hammer against skin with stone hitting sound via loudspeaker. We applied single-pulse transcranial magnetic simulation (TMS) to evaluate changes in motor cortical excitability associated with the illusion. Further, to investigate if the "stone illusion" affected motor control, participants performed a reaching task with the human and stone avatar. Questionnaires assessed the subjectively reported strength of embodiment and illusion. Our results show that participants experienced the "stone arm illusion." Particularly, they rated their arm as heavier, colder, stiffer, and more insensitive when immersed with the stone than human avatar, without the illusion affecting their experienced feeling of body ownership. Further, the reported illusion strength was associated with enhanced motor cortical excitability and faster movement initiations, indicating that participants may have physically mirrored and compensated for the embodied body characteristics of the stone avatar. Together, immersive VR has the potential to influence motor brain networks by subtly modifying the perception of reality, opening new perspectives for the motor recovery of patients.
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Affiliation(s)
- Karin A. Buetler
- Motor Learning and Neurorehabilitation Laboratory, ARTORG Center for Biomedical Engineering Research, University of Bern, Bern, Switzerland
| | - Joaquin Penalver-Andres
- Motor Learning and Neurorehabilitation Laboratory, ARTORG Center for Biomedical Engineering Research, University of Bern, Bern, Switzerland
- Psychosomatic Medicine, Department of Neurology, University Hospital of Bern (Inselspital), Bern, Switzerland
| | - Özhan Özen
- Motor Learning and Neurorehabilitation Laboratory, ARTORG Center for Biomedical Engineering Research, University of Bern, Bern, Switzerland
| | - Luca Ferriroli
- Motor Learning and Neurorehabilitation Laboratory, ARTORG Center for Biomedical Engineering Research, University of Bern, Bern, Switzerland
| | - René M. Müri
- Gerontechnology and Rehabilitation Group, ARTORG Center for Biomedical Engineering Research, University of Bern, Bern, Switzerland
- Department of Neurology, University Neurorehabilitation, University Hospital of Bern (Inselspital), University of Bern, Bern, Switzerland
| | - Dario Cazzoli
- Gerontechnology and Rehabilitation Group, ARTORG Center for Biomedical Engineering Research, University of Bern, Bern, Switzerland
- Department of Neurology, University Neurorehabilitation, University Hospital of Bern (Inselspital), University of Bern, Bern, Switzerland
- Neurocenter, Luzerner Kantonsspital, Lucerne, Switzerland
| | - Laura Marchal-Crespo
- Motor Learning and Neurorehabilitation Laboratory, ARTORG Center for Biomedical Engineering Research, University of Bern, Bern, Switzerland
- Department of Cognitive Robotics, Delft University of Technology, Delft, Netherlands
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Wenk N, Jordi MV, Buetler KA, Marchal-Crespo L. Hiding Assistive Robots During Training in Immersive VR Does not Affect Users' Motivation, Presence, Embodiment, Performance, nor Visual Attention. IEEE Trans Neural Syst Rehabil Eng 2022; 30:390-399. [PMID: 35085087 DOI: 10.1109/tnsre.2022.3147260] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/10/2022]
Abstract
Combining immersive virtual reality (VR) using head-mounted displays (HMDs) with assisting robotic devices might be a promising procedure to enhance neurorehabilitation. However, it is still an open question how immersive virtual environments (VE) should be designed when interacting with rehabilitation robots. In conventional training, the robot is usually not visually represented in the VE, resulting in a visuo-haptic sensory conflict between what users see and feel. This study aimed to investigate how motivation, embodiment, and presence are affected by this visuo-haptic sensory conflict. Using an HMD and a rehabilitation robot, 28 healthy participants performed a path-tracing task, while the robot was either visually reproduced in the VE or not and while the robot either assisted the movements or not. Participants' performance and visual attention were measured during the tasks, and after each visibility/assistance condition, they reported their motivation, presence, and embodiment with questionnaires. We found that, independently of the assistance, the robot visibility did not affect participants' motivation, presence, embodiment, nor task performance. We only found a greater effort/importance reported when the robot was visible. The visual attention was also slightly affected by the robot's visibility. Importantly, we found that the robotic assistance hampered presence and embodiment, but improved motivation. Our results indicate no disadvantage of not reproducing robotic devices in VEs when using HMDs. However, caution must be put when developing assisting controllers, as they might hamper users' affect.
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