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Grünbaum T, Christensen MS. The functional role of conscious sensation of movement. Neurosci Biobehav Rev 2024; 164:105813. [PMID: 39019245 DOI: 10.1016/j.neubiorev.2024.105813] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/01/2024] [Revised: 06/25/2024] [Accepted: 07/13/2024] [Indexed: 07/19/2024]
Abstract
This paper proposes a new framework for investigating neural signals sufficient for a conscious sensation of movement and their role in motor control. We focus on signals sufficient for proprioceptive awareness, particularly from muscle spindle activation and from primary motor cortex (M1). Our review of muscle vibration studies reveals that afferent signals alone can induce conscious sensations of movement. Similarly, studies employing peripheral nerve blocks suggest that efferent signals from M1 are sufficient for sensations of movement. On this basis, we show that competing theories of motor control assign different roles to sensation of movement. According to motor command theories, sensation of movement corresponds to an estimation of the current state based on afferent signals, efferent signals, and predictions. In contrast, within active inference architectures, sensations correspond to proprioceptive predictions driven by efferent signals from M1. The focus on sensation of movement provides a way to critically compare and evaluate the two theories. Our analysis offers new insights into the functional roles of movement sensations in motor control and consciousness.
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Affiliation(s)
- Thor Grünbaum
- Department of Psychology, University of Copenhagen, Denmark; CoInAct Research Group, University of Copenhagen, Denmark; Section for Philosophy, University of Copenhagen, Denmark.
| | - Mark Schram Christensen
- Department of Psychology, University of Copenhagen, Denmark; CoInAct Research Group, University of Copenhagen, Denmark
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Mavromatis M, Hoyet L, Lecuyer A, Dewez D, Argelaguet F. To Stick or Not to Stick? Studying the Impact of Offset Recovery Techniques During Mid-Air Interactions. IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS 2024; 30:5493-5506. [PMID: 37440385 DOI: 10.1109/tvcg.2023.3295209] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 07/15/2023]
Abstract
During mid-air interactions, common approaches (such as the god-object method) typically rely on visually constraining the user's avatar to avoid visual interpenetrations with the virtual environment in the absence of kinesthetic feedback. This paper explores two methods which influence how the position mismatch (positional offset) between users' real and virtual hands is recovered when releasing the contact with virtual objects. The first method (sticky) constrains the user's virtual hand until the mismatch is recovered, while the second method (unsticky) employs an adaptive offset recovery method. In the first study, we explored the effect of positional offset and of motion alteration on users' behavioral adjustments and users' perception. In a second study, we evaluated variations in the sense of embodiment and the preference between the two control laws. Overall, both methods presented similar results in terms of performance and accuracy, yet, positional offsets strongly impacted motion profiles and users' performance. Both methods also resulted in comparable levels of embodiment. Finally, participants usually expressed strong preferences toward one of the two methods, but these choices were individual-specific and did not appear to be correlated solely with characteristics external to the individuals. Taken together, these results highlight the relevance of exploring the customization of motion control algorithms for avatars.
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Le Jeune F, D'Alonzo M, Piombino V, Noccaro A, Formica D, Di Pino G. Experiencing an Elongated Limb in Virtual Reality Modifies the Tactile Distance Perception of the Corresponding Real Limb. eNeuro 2024; 11:ENEURO.0244-23.2024. [PMID: 38844346 PMCID: PMC11208980 DOI: 10.1523/eneuro.0244-23.2024] [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: 07/10/2023] [Revised: 02/24/2024] [Accepted: 04/10/2024] [Indexed: 06/21/2024] Open
Abstract
In measurement, a reference frame is needed to compare the measured object to something already known. This raises the neuroscientific question of which reference frame is used by humans when exploring the environment. Previous studies suggested that, in touch, the body employed as measuring tool also serves as reference frame. Indeed, an artificial modification of the perceived dimensions of the body changes the tactile perception of external object dimensions. However, it is unknown if such a change in tactile perception would occur when the body schema is modified through the illusion of owning a limb altered in size. Therefore, employing a virtual hand illusion paradigm with an elongated forearm of different lengths, we systematically tested the subjective perception of distance between two points [tactile distance perception (TDP) task] on the corresponding real forearm following the illusion. Thus, the TDP task is used as a proxy to gauge changes in the body schema. Embodiment of the virtual arm was found significantly greater after the synchronous visuotactile stimulation condition compared with the asynchronous one, and the forearm elongation significantly increased the TDP. However, we did not find any link between the visuotactile-induced ownership over the elongated arm and TDP variation, suggesting that vision plays the main role in the modification of the body schema. Additionally, significant effect of elongation found on TDP but not on proprioception suggests that these are affected differently by body schema modifications. These findings confirm the body schema malleability and its role as a reference frame in touch.
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Affiliation(s)
- François Le Jeune
- NEXT: Neurophysiology and Neuroengineering of Human-Technology Interaction Research Unit, Università Campus Bio-Medico di Roma, Rome 00128, Italy
| | - Marco D'Alonzo
- NEXT: Neurophysiology and Neuroengineering of Human-Technology Interaction Research Unit, Università Campus Bio-Medico di Roma, Rome 00128, Italy
| | - Valeria Piombino
- NEXT: Neurophysiology and Neuroengineering of Human-Technology Interaction Research Unit, Università Campus Bio-Medico di Roma, Rome 00128, Italy
| | - Alessia Noccaro
- Neurorobotics Lab, Newcastle University, Newcastle upon Tyne NE1 7RU, United Kingdom
| | - Domenico Formica
- Neurorobotics Lab, Newcastle University, Newcastle upon Tyne NE1 7RU, United Kingdom
| | - Giovanni Di Pino
- NEXT: Neurophysiology and Neuroengineering of Human-Technology Interaction Research Unit, Università Campus Bio-Medico di Roma, Rome 00128, Italy
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Boban L, Boulic R, Herbelin B. In Case of Doubt, One Follows One's Self: The Implicit Guidance of the Embodied Self-Avatar. IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS 2024; 30:2109-2118. [PMID: 38437112 DOI: 10.1109/tvcg.2024.3372042] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 03/06/2024]
Abstract
The sense of embodiment in virtual reality (VR) is commonly understood as the subjective experience that one's physical body is substituted by a virtual counterpart, and is typically achieved when the avatar's body, seen from a first-person view, moves like one's physical body. Embodiment can also be experienced in other circumstances (e.g., in third-person view) or with imprecise or distorted visuo-motor coupling. It was moreover observed, in various cases of small or progressive temporal and spatial manipulations of avatars' movements, that participants may spontaneously follow the movement shown by the avatar. The present work investigates whether, in some specific contexts, participants would follow what their avatar does even when large movement discrepancies occur, thereby extending the scope of understanding of the self-avatar follower effect beyond subtle changes of motion or speed manipulations. We conducted an experimental study in which we introduced uncertainty about which movement to perform at specific times and analyzed participants' movements and subjective feedback after their avatar showed them an incorrect movement. Results show that, when in doubt, participants were influenced by their avatar's movements, leading them to perform that particular error twice more often than normal. Importantly, results of the embodiment score indicate that participants experienced a dissociation with their avatar at those times. Overall, these observations not only demonstrate the possibility of provoking situations in which participants follow the guidance of their avatar for large motor distortions, despite their awareness about the avatar movement disruption and on the possible influence it had on their choice, and, importantly, exemplify how the cognitive mechanism of embodiment is deeply rooted in the necessity of having a body.
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Combalia A, Sanchez-Vives MV, Donegan T. Immersive virtual reality in orthopaedics-a narrative review. INTERNATIONAL ORTHOPAEDICS 2024; 48:21-30. [PMID: 37566225 PMCID: PMC10766717 DOI: 10.1007/s00264-023-05911-w] [Citation(s) in RCA: 6] [Impact Index Per Article: 6.0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Subscribe] [Scholar Register] [Received: 07/20/2023] [Accepted: 07/23/2023] [Indexed: 08/12/2023]
Abstract
PURPOSE This narrative review explores the applications and benefits of immersive virtual reality (VR) in orthopaedics, with a focus on surgical training, patient functional recovery, and pain management. METHODS The review examines existing literature and research studies on immersive VR in orthopaedics, analyzing both experimental and clinical studies. RESULTS Immersive VR provides a realistic simulation environment for orthopaedic surgery training, enhancing surgical skills, reducing errors, and improving overall performance. In post-surgical recovery and rehabilitation, immersive VR environments can facilitate motor learning and functional recovery through virtual embodiment, motor imagery during action observation, and virtual training. Additionally VR-based functional recovery programs can improve patient adherence and outcomes. Moreover, VR has the potential to revolutionize pain management, offering a non-invasive, drug-free alternative. Virtual reality analgesia acts by a variety of means including engagement and diverting patients' attention, anxiety reduction, and specific virtual-body transformations. CONCLUSION Immersive virtual reality holds significant promise in orthopaedics, demonstrating potential for improved surgical training, patient functional recovery, and pain management but further research is needed to fully exploit the benefits of VR technology in these areas.
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Affiliation(s)
- A Combalia
- Departament de Cirurgia i Especialitats Medicoquirúrgiques, Facultat de Medicina i Ciències de la Salut, Universitat de Barcelona (UB), c. Casanova, 143, 08036, Barcelona, Spain.
- Servei de Cirurgia Ortopèdica i Traumatologia, Hospital Clínic de Barcelona, Universitat de Barcelona (UB), c. Villarroel, 170, 08036, Barcelona, Spain.
- Facultat de Medicina i Ciències de la Salut, Universitat de Barcelona (UB), c. Casanova, 143, 08036, Barcelona, Spain.
- Institut d'Investigacions Biomèdiques August Pi i Sunyer (IDIBAPS), c. Villarroel, 170, 08036, Barcelona, Spain.
| | - M V Sanchez-Vives
- Institut d'Investigacions Biomèdiques August Pi i Sunyer (IDIBAPS), c. Villarroel, 170, 08036, Barcelona, Spain.
- Institución Catalana de Investigación y Estudios Avanzados (ICREA), Passeig de Lluís Companys, 23, 08010, Barcelona, Spain.
| | - T Donegan
- Institut d'Investigacions Biomèdiques August Pi i Sunyer (IDIBAPS), c. Villarroel, 170, 08036, Barcelona, Spain
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Flores-Cortes M, Guerra-Armas J, Pineda-Galan C, La Touche R, Luque-Suarez A. Sensorimotor Uncertainty of Immersive Virtual Reality Environments for People in Pain: Scoping Review. Brain Sci 2023; 13:1461. [PMID: 37891829 PMCID: PMC10604973 DOI: 10.3390/brainsci13101461] [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: 09/14/2023] [Revised: 10/10/2023] [Accepted: 10/13/2023] [Indexed: 10/29/2023] Open
Abstract
INTRODUCTION Decision making and action execution both rely on sensory information, and their primary objective is to minimise uncertainty. Virtual reality (VR) introduces uncertainty due to the imprecision of perceptual information. The concept of "sensorimotor uncertainty" is a pivotal element in the interplay between perception and action within the VR environment. The role of immersive VR in the four stages of motor behaviour decision making in people with pain has been previously discussed. These four processing levels are the basis to understand the uncertainty that a patient experiences when using VR: sensory information, current state, transition rules, and the outcome obtained. METHODS This review examines the different types of uncertainty that a patient may experience when they are immersed in a virtual reality environment in a context of pain. Randomised clinical trials, a secondary analysis of randomised clinical trials, and pilot randomised clinical trials related to the scope of Sensorimotor Uncertainty in Immersive Virtual Reality were included after searching. RESULTS Fifty studies were included in this review. They were divided into four categories regarding the type of uncertainty the intervention created and the stage of the decision-making model. CONCLUSIONS Immersive virtual reality makes it possible to alter sensorimotor uncertainty, but studies of higher methodological quality are needed on this topic, as well as an exploration into the patient profile for pain management using immersive VR.
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Affiliation(s)
- Mar Flores-Cortes
- Faculty of Health Sciences, University of Malaga, 29071 Malaga, Spain
| | | | | | - Roy La Touche
- Instituto de Dolor Craneofacial y Neuromusculoesquelético (INDCRAN), 28008 Madrid, Spain
- Departamento de Fisioterapia, Centro Superior de Estudios Universitarios La Salle, Universidad Autónoma de Madrid, 28023 Madrid, Spain
- Motion in Brains Research Group, Institute of Neuroscience and Sciences of the Movement (INCIMOV), Centro Superior de Estudios Universitarios La Salle, Universidad Autónoma de Madrid, 28023 Madrid, Spain
| | - Alejandro Luque-Suarez
- Faculty of Health Sciences, University of Malaga, 29071 Malaga, Spain
- Instituto de Investigacion Biomedica de Malaga (IBIMA), 29071 Malaga, Spain
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Álvarez de la Campa Crespo M, Donegan T, Amestoy-Alonso B, Just A, Combalía A, Sanchez-Vives MV. Virtual embodiment for improving range of motion in patients with movement-related shoulder pain: an experimental study. J Orthop Surg Res 2023; 18:729. [PMID: 37752613 PMCID: PMC10523655 DOI: 10.1186/s13018-023-04158-w] [Citation(s) in RCA: 1] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 04/25/2023] [Accepted: 09/02/2023] [Indexed: 09/28/2023] Open
Abstract
BACKGROUND Recent evidence supports the use of immersive virtual reality (VR) as a means of delivering bodily illusions that may have therapeutic potential for the treatment of musculoskeletal conditions. We wanted to investigate whether a single session of an embodiment-based immersive VR training program influences pain-free range of motion in patients with shoulder pain. METHODS We designed a rehabilitation program based on developing ownership over a virtual body and then "exercising" the upper limb in immersive VR, while the real arm remains static. We then carried out a single-arm pre-post experiment in which 21 patients with movement-related musculoskeletal shoulder pain were exposed to the 15-min VR program and measured their active pain-free range of motion immediately before and afterwards. RESULTS We found that shoulder abduction and hand-behind-back movements, but not shoulder flexion, were significantly and clinically improved post-intervention and that the level of improvement correlated with the level of embodiment. Following this one session, at 1-week follow-up the improvements were not maintained. CONCLUSIONS Virtual embodiment may be a useful therapeutic tool to help improve range of motion in patients with movement-related shoulder pain in the short term, which in turn could expedite rehabilitation and recovery in these conditions.
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Affiliation(s)
| | - Tony Donegan
- Institut d'Investigacions Biomèdiques August Pi i Sunyer (IDIBAPS), Rosellón, 149, 08036, Barcelona, Spain
| | - Beñat Amestoy-Alonso
- Institut d'Investigacions Biomèdiques August Pi i Sunyer (IDIBAPS), Rosellón, 149, 08036, Barcelona, Spain
| | - Andrea Just
- Servicio de Rehabilitación y Fisioterapia, Quironsalud Barcelona, Plaça d'Alfonso Comín, 5, 08023, Barcelona, Spain
- Fundación Garcia Cugat, Quironsalud Barcelona, Plaça d'Alfonso Comín, 5, 08023, Barcelona, Spain
| | - Andrés Combalía
- Institut d'Investigacions Biomèdiques August Pi i Sunyer (IDIBAPS), Rosellón, 149, 08036, Barcelona, Spain
- Departament de Cirurgia i Especialitats Medicoquirúrgiques, Facultat de Medicina i Ciències de la Salut, Universitat de Barcelona, Casanova, 143, 08036, Barcelona, Spain
- Servei de Cirurgia Ortopèdica i Traumatologia, Hospital Clínic de Barcelona, Universitat de Barcelona, Villarroel, 170, 08036, Barcelona, Spain
- Facultat de Medicina i Ciències de la Salut, Universitat de Barcelona, Casanova, 143, Barcelona, Spain
| | - Maria V Sanchez-Vives
- Institut d'Investigacions Biomèdiques August Pi i Sunyer (IDIBAPS), Rosellón, 149, 08036, Barcelona, Spain.
- Institució Catalana de Recerca i Estudis Avançats (ICREA), Passeig de Lluís Companys, 23, 08010, Barcelona, Spain.
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Souchet AD, Lourdeaux D, Burkhardt JM, Hancock PA. Design guidelines for limiting and eliminating virtual reality-induced symptoms and effects at work: a comprehensive, factor-oriented review. Front Psychol 2023; 14:1161932. [PMID: 37359863 PMCID: PMC10288216 DOI: 10.3389/fpsyg.2023.1161932] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 02/08/2023] [Accepted: 05/16/2023] [Indexed: 06/28/2023] Open
Abstract
Virtual reality (VR) can induce side effects known as virtual reality-induced symptoms and effects (VRISE). To address this concern, we identify a literature-based listing of these factors thought to influence VRISE with a focus on office work use. Using those, we recommend guidelines for VRISE amelioration intended for virtual environment creators and users. We identify five VRISE risks, focusing on short-term symptoms with their short-term effects. Three overall factor categories are considered: individual, hardware, and software. Over 90 factors may influence VRISE frequency and severity. We identify guidelines for each factor to help reduce VR side effects. To better reflect our confidence in those guidelines, we graded each with a level of evidence rating. Common factors occasionally influence different forms of VRISE. This can lead to confusion in the literature. General guidelines for using VR at work involve worker adaptation, such as limiting immersion times to between 20 and 30 min. These regimens involve taking regular breaks. Extra care is required for workers with special needs, neurodiversity, and gerontechnological concerns. In addition to following our guidelines, stakeholders should be aware that current head-mounted displays and virtual environments can continue to induce VRISE. While no single existing method fully alleviates VRISE, workers' health and safety must be monitored and safeguarded when VR is used at work.
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Affiliation(s)
- Alexis D. Souchet
- Heudiasyc UMR 7253, Alliance Sorbonne Université, Université de Technologie de Compiègne, CNRS, Compiègne, France
- Institute for Creative Technologies, University of Southern California, Los Angeles, CA, United States
| | - Domitile Lourdeaux
- Heudiasyc UMR 7253, Alliance Sorbonne Université, Université de Technologie de Compiègne, CNRS, Compiègne, France
| | | | - Peter A. Hancock
- Department of Psychology, University of Central Florida, Orlando, FL, United States
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Wang L, Huang M, Yang R, Liang HN, Han J, Sun Y. Survey of Movement Reproduction in Immersive Virtual Rehabilitation. IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS 2023; 29:2184-2202. [PMID: 35015645 DOI: 10.1109/tvcg.2022.3142198] [Citation(s) in RCA: 1] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 05/04/2023]
Abstract
Virtual reality (VR) has emerged as a powerful tool for rehabilitation. Many effective VR applications have been developed to support motor rehabilitation of people affected by motor issues. Movement reproduction, which transfers users' movements from the physical world to the virtual environment, is commonly used in VR rehabilitation applications. Three major components are required for movement reproduction in VR: (1) movement input, (2) movement representation, and (3) movement modulation. Until now, movement reproduction in virtual rehabilitation has not yet been systematically studied. This article aims to provide a state-of-the-art review on this subject by focusing on existing literature on immersive motor rehabilitation using VR. In this review, we provided in-depth discussions on the rehabilitation goals and outcomes, technology issues behind virtual rehabilitation, and user experience regarding movement reproduction. Similarly, we present good practices and highlight challenges and opportunities that can form constructive suggestions for the design and development of fit-for-purpose VR rehabilitation applications and can help frame future research directions for this emerging area that combines VR and health.
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Matsumuro M, Mori S, Kataoka Y, Igarashi F, Shibata F, Kimura A. Modified Egocentric Viewpoint for Softer Seated Experience in Virtual Reality. IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS 2023; PP:2230-2238. [PMID: 37027737 DOI: 10.1109/tvcg.2023.3247056] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 06/19/2023]
Abstract
Users in a prolonged experience of virtual reality adopt a sitting position according to their task, as they do in the real world. However, inconsistencies in the haptic feedback from a chair they sit on in the real world and that which is expected in the virtual world decrease the feeling of presence. We aimed to change the perceived haptic features of a chair by shifting the position and angle of the users' viewpoints in the virtual reality environment. The targeted features in this study were seat softness and backrest flexibility. To enhance the seat softness, we shifted the virtual viewpoint using an exponential formula soon after a user's bottom contacted the seat surface. The flexibility of the backrest was manipulated by moving the viewpoint, which followed the tilt of the virtual backrest. These shifts make users feel as if their body moves along with the viewpoint; as a result, they would perceive pseudo-softness or flexibility consistently with the body movement. Based on subjective evaluations, we confirmed that the participants perceived the seat as being softer and the backrest as being more flexible than the actual ones. These results demonstrated that only shifting the viewpoint could change the participants' perceptions of the haptic features of their seats, although significant changes created strong discomfort.
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Charalampaki A, Peters C, Maurer H, Maurer LK, Müller H, Verrel J, Filevich E. Motor outcomes congruent with intentions may sharpen metacognitive representations. Cognition 2023; 235:105388. [PMID: 36753807 DOI: 10.1016/j.cognition.2023.105388] [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: 04/27/2022] [Revised: 11/21/2022] [Accepted: 01/27/2023] [Indexed: 02/09/2023]
Abstract
We can monitor our intentional movements and form explicit representations about our movements, allowing us to describe how we move our bodies. But it is unclear which information this metacognitive monitoring relies on. For example, when throwing a ball to hit a target, we might use the visual information about how the ball flew to metacognitively assess our performance. Alternatively, we might disregard the ball trajectory - given that it is not directly relevant to our goal - and metacognitively assess our performance based solely on whether we reached the goal of hitting the target. In two experiments we aimed to distinguish between these two alternatives and asked whether the distal outcome of a goal-directed action (hitting or missing a target) informs the metacognitive representations of our own movements. Participants performed a semi-virtual task where they moved their arm to throw a virtual ball at a target. After each throw, participants discriminated which of two ball trajectories displayed on the screen corresponded to the flight path of their throw and then rated their confidence in this decision. The task included two conditions that differed on whether the distal outcome of the two trajectories shown matched (congruent) or differed (incongruent). Participants were significantly more accurate in discriminating between the two trajectories, and responded faster in the incongruent condition and, accordingly, were significantly more confident on these trials. Crucially, we found significant differences in metacognitive performance (measured as meta-d'/d') between the two conditions only on successful trials, where the virtual ball had hit the target. These results indicate that participants successfully incorporated information about the outcome of the movement into both their discrimination and confidence responses. However, information about the outcome selectively sharpened the precision of confidence ratings only when the outcome of their throw matched their intention. We argue that these findings underline the separation between the different levels of information that may contribute to body monitoring, and we provide evidence that intentions might play a central role in metacognitive motor representations.
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Affiliation(s)
- Angeliki Charalampaki
- Bernstein Center for Computational Neuroscience Berlin, Philippstraße 13 Haus 6, 10115 Berlin, Germany; Berlin School of Mind and Brain, Humboldt-Universität zu Berlin, Luisenstraße 56, 10115 Berlin, Germany; Humboldt-Universität zu Berlin, Faculty of Life Sciences, Department of Psychology, Unter den Linden 6, 10099 Berlin, Germany.
| | - Caroline Peters
- Bernstein Center for Computational Neuroscience Berlin, Philippstraße 13 Haus 6, 10115 Berlin, Germany; Berlin School of Mind and Brain, Humboldt-Universität zu Berlin, Luisenstraße 56, 10115 Berlin, Germany; Humboldt-Universität zu Berlin, Faculty of Life Sciences, Department of Psychology, Unter den Linden 6, 10099 Berlin, Germany
| | - Heiko Maurer
- Neuromotor Behavior Laboratory, Justus Liebig University, Giessen, Germany; Institute of Sport Science, Justus Liebig University, Giessen, Germany
| | - Lisa K Maurer
- Neuromotor Behavior Laboratory, Justus Liebig University, Giessen, Germany; Institute of Sport Science, Justus Liebig University, Giessen, Germany; Center for Mind, Brain and Behavior of the Universities Giessen and Marburg, Germany
| | - Hermann Müller
- Neuromotor Behavior Laboratory, Justus Liebig University, Giessen, Germany; Institute of Sport Science, Justus Liebig University, Giessen, Germany; Center for Mind, Brain and Behavior of the Universities Giessen and Marburg, Germany
| | - Julius Verrel
- Institute of Systems Motor Science, Universität zu Lübeck, Germany
| | - Elisa Filevich
- Bernstein Center for Computational Neuroscience Berlin, Philippstraße 13 Haus 6, 10115 Berlin, Germany; Berlin School of Mind and Brain, Humboldt-Universität zu Berlin, Luisenstraße 56, 10115 Berlin, Germany; Humboldt-Universität zu Berlin, Faculty of Life Sciences, Department of Psychology, Unter den Linden 6, 10099 Berlin, Germany
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Ucero-Lozano R, Pérez-Llanes R, López-Pina JA, Cuesta-Barriuso R. Approach to Knee Arthropathy through 180-Degree Immersive VR Movement Visualization in Adult Patients with Severe Hemophilia: A Pilot Study. J Clin Med 2022; 11:jcm11206216. [PMID: 36294536 PMCID: PMC9605271 DOI: 10.3390/jcm11206216] [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: 09/23/2022] [Revised: 10/17/2022] [Accepted: 10/19/2022] [Indexed: 11/07/2022] Open
Abstract
(1) Background: Hemarthrosis is a typical clinical manifestation in patients with hemophilia. Its recurrence causes hemophilic arthropathy, characterized by chronic joint pain. Watching movement recorded from a first-person perspective and immersively can be effective in the management of chronic pain. The objective of this study was to evaluate the effectiveness of an immersive virtual reality intervention in improving the pain intensity, joint condition, muscle strength and range of motion in patients with hemophilic knee arthropathy. (2) Methods: Thirteen patients with hemophilic knee arthropathy were recruited. The patients wore virtual reality glasses and watched a flexion-extension movement of the knee on an immersive 180° video, recorded from a first-person perspective over a 28-day period. The primary variable was the pain intensity (visual analog scale). The secondary variables were the joint status (Hemophilia Joint Health Score), quadriceps and hamstring strength (dynamometry), and range of motion (goniometry). (3) Results: After the intervention period, statistically significant differences were observed in the intensity of the joint pain (Standard error [SE] = 19.31; 95% interval confidence [95%CI] = -1.05; -0.26), joint condition (SE = 18.68; 95%CI = -1.16; -0.52) and quadriceps strength (SE = 35.00; 95%CI = 2.53; 17.47). We found that 38.46% and 23.07% of the patients exhibited an improvement in their quadriceps muscle strength and joint condition above the minimum detectable change for both variables (8.21% and 1.79%, respectively). (4) Conclusions: One hundred and eighty degree immersive VR motion visualization can improve the intensity of joint pain in patients with hemophilic knee arthropathy. An intervention using immersive virtual reality can be an effective complementary approach to improve the joint condition and quadriceps strength in these patients.
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Affiliation(s)
| | - Raúl Pérez-Llanes
- Department of Physiotherapy, Catholic University San Antonio-UCAM, 30107 Murcia, Spain
| | | | - Rubén Cuesta-Barriuso
- Department of Surgery and Medical-Surgical Specialties, University of Oviedo, 33006 Oviedo, Spain
- Correspondence: ; Tel.: +34-985103386
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Effects of pitch and musical sounds on body-representations when moving with sound. Sci Rep 2022; 12:2676. [PMID: 35177677 PMCID: PMC8854572 DOI: 10.1038/s41598-022-06210-x] [Citation(s) in RCA: 3] [Impact Index Per Article: 1.5] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 09/22/2021] [Accepted: 01/25/2022] [Indexed: 01/04/2023] Open
Abstract
The effects of music on bodily movement and feelings, such as when people are dancing or engaged in physical activity, are well-documented—people may move in response to the sound cues, feel powerful, less tired. How sounds and bodily movements relate to create such effects? Here we deconstruct the problem and investigate how different auditory features affect people’s body-representation and feelings even when paired with the same movement. In three experiments, participants executed a simple arm raise synchronised with changing pitch in simple tones (Experiment 1), rich musical sounds (Experiment 2) and within different frequency ranges (Experiment 3), while we recorded indirect and direct measures on their movement, body-representations and feelings. Changes in pitch influenced people’s general emotional state as well as the various bodily dimensions investigated—movement, proprioceptive awareness and feelings about one’s body and movement. Adding harmonic content amplified the differences between ascending and descending sounds, while shifting the absolute frequency range had a general effect on movement amplitude, bodily feelings and emotional state. These results provide new insights in the role of auditory and musical features in dance and exercise, and have implications for the design of sound-based applications supporting movement expression, physical activity, or rehabilitation.
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Kammler-Sucker KI, Loffler A, Kleinbohl D, Flor H. Exploring Virtual Doppelgangers as Movement Models to Enhance Voluntary Imitation. IEEE Trans Neural Syst Rehabil Eng 2021; 29:2173-2182. [PMID: 34653005 DOI: 10.1109/tnsre.2021.3120795] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/09/2022]
Abstract
Virtual Reality (VR) setups offer the possibility to investigate interactions between model and observer characteristics in imitation behavior, such as in the chameleon effect of automatic mimicry. We tested the hypothesis that perceived affiliative characteristics of a virtual model, such as similarity to the observer and likability, will facilitate observers' engagement in voluntary motor imitation. In a within-subjects design, participants were exposed to four virtual characters of different degrees of realism and observer similarity (avatar numbers AN=1-4), ranging from an abstract stickperson to a personalized doppelganger avatar designed from 3d scans of the observer. The characters performed different trunk movements and participants were asked to imitate these. We defined functional ranges of motion (ROM) for spinal extension (bending backward, BB), lateral flexion (bending sideward, BS) and rotation in the horizontal plane (RH) based on shoulder marker trajectories as behavioral indicators of imitation. Participants' ratings on avatar appearance, characteristics and embodiment/ enfacement were recorded in an Autonomous Avatar Questionnaire (AAQ), factorized into three sum scales based on our explorative analysis. Linear mixed effects models revealed that for lateral flexion (BS), a facilitating influence of avatar type on ROM was mediated by perceived identificatory avatar properties such as avatar likability, avatar-observer-similarity and other affiliative characteristics (AAQ1). This suggests that maximization of model-observer similarity with a virtual doppelganger may be useful in observational modeling and this could be used to modify maladaptive motor behaviors in patients with chronic back pain.
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Tambone R, Poggio G, Pyasik M, Burin D, Dal Monte O, Schintu S, Ciorli T, Lucà L, Semino MV, Doricchi F, Pia L. Changing your body changes your eating attitudes: embodiment of a slim virtual avatar induces avoidance of high-calorie food. Heliyon 2021; 7:e07515. [PMID: 34345726 PMCID: PMC8319483 DOI: 10.1016/j.heliyon.2021.e07515] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.7] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/04/2021] [Revised: 05/18/2021] [Accepted: 07/05/2021] [Indexed: 11/18/2022] Open
Abstract
The virtual-reality full-body illusion paradigm has been suggested to not only trigger the illusory ownership of the avatar's body but also the attitudinal and behavioral components stereotypically associated to that kind of virtual body. In the present study, we investigated whether this was true for stereotypes related to body size: body satisfaction and eating control behavior. Healthy participants underwent the full-body illusion paradigm with an avatar having either a larger or a slimmer body than their own, and were assessed for implicit attitudes towards body image and food calorie content at baseline and after each full-body illusion session. Results showed that the illusion emerged regardless of the avatar's body size, whereas the perceived dimension of the own body size changed according to the avatar's body size (i.e., participants felt to be slimmer after embodying their slim avatar and larger after embodying their large avatar). Crucially, we found that implicit attitudes towards food, but not those towards one's own body, were modulated by the size of the virtual body. Compared to baseline, ownership of a slimmer avatar increased the avoidance of high-calorie food, whereas ownership of a larger avatar did not induce changes. Our findings suggest that the illusory feeling of being slimmer drives also the food-related stereotypes associated with that body size, increasing the regulation of eating behaviors.
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Affiliation(s)
- Riccardo Tambone
- SAMBA (SpAtial, Motor and Bodily Awareness) Research Group, Department of Psychology, University of Turin, Turin, Italy
| | - Giulia Poggio
- SAMBA (SpAtial, Motor and Bodily Awareness) Research Group, Department of Psychology, University of Turin, Turin, Italy
| | - Maria Pyasik
- SAMBA (SpAtial, Motor and Bodily Awareness) Research Group, Department of Psychology, University of Turin, Turin, Italy.,NPSY-Lab. VR, Department of Human Sciences, University of Verona, Verona, Italy
| | - Dalila Burin
- Smart-Aging Research Center, Institute of Development, Aging and Cancer (IDAC), Tohoku University, Sendai, Japan
| | - Olga Dal Monte
- Department of Psychology, University of Turin, Turin, Italy.,Department of Psychology, Yale University, New Haven, CT, USA
| | - Selene Schintu
- Department of Psychology, George Washington University, Washington DC, DC, USA
| | - Tommaso Ciorli
- SAMBA (SpAtial, Motor and Bodily Awareness) Research Group, Department of Psychology, University of Turin, Turin, Italy
| | - Laura Lucà
- SAMBA (SpAtial, Motor and Bodily Awareness) Research Group, Department of Psychology, University of Turin, Turin, Italy
| | - Maria Vittoria Semino
- SAMBA (SpAtial, Motor and Bodily Awareness) Research Group, Department of Psychology, University of Turin, Turin, Italy
| | - Fabrizio Doricchi
- Department of Psychology, University of Rome "La Sapienza", Fondazione Santa Lucia IRCCS, Rome, Italy
| | - Lorenzo Pia
- SAMBA (SpAtial, Motor and Bodily Awareness) Research Group, Department of Psychology, University of Turin, Turin, Italy.,NIT (Neuroscience Institute of Turin), Turin, Italy
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Spitzley KA, Karduna AR. Joint Position Accuracy Is Influenced by Visuoproprioceptive Congruency in Virtual Reality. J Mot Behav 2021; 54:92-101. [PMID: 34121630 DOI: 10.1080/00222895.2021.1916425] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/21/2022]
Abstract
Weighted integration of visual and proprioceptive information is important in movement planning and execution. The present study used a virtual reality system to determine how upper limb movement consistency and accuracy are altered when (a) vision of the limb is removed and (b) proprioception and vision of the limb are misaligned. A one degree of freedom upper limb movement task was performed under three visual conditions of the limb; accurate vision, no vision, and offset vision. Movement consistency was unaltered by the change in visual condition. Compared to the accurate vision condition, movement accuracy was unchanged in the no vision condition but decreased with a visual offset. When available, vision was relied upon more heavily than proprioception for task completion.
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Affiliation(s)
- Kate A Spitzley
- Department of Human Physiology, University of Oregon, Eugene, OR, USA
| | - Andrew R Karduna
- Department of Human Physiology, University of Oregon, Eugene, OR, USA
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Owning a virtual body entails owning the value of its actions in a detection-of-deception procedure. Cognition 2021; 212:104693. [PMID: 33773424 DOI: 10.1016/j.cognition.2021.104693] [Citation(s) in RCA: 3] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 12/01/2020] [Revised: 02/18/2021] [Accepted: 03/18/2021] [Indexed: 12/28/2022]
Abstract
The feeling of owning one's body underlies human self-awareness. Body-ownership illusions allow temporarily modulating body ownership, which has observable effects on the behavior and cognitive processes. However, the extent of those effects is unclear. Here, we investigated whether illusory ownership of a virtual body extended to ownership of the value/meaning of its actions. A variation of detection-of-deception procedure (Concealed Information Test) was performed by an embodied virtual avatar (first-person perspective, 1PP), or a non-embodied one (third-person perspective, 3PP), while the skin conductance responses (SCRs) were recorded from passively observing participants. Target stimuli (i.e., concealed information) evoked significantly larger SCRs than the neutral ones only when the avatar was embodied (in 1PP). Such pattern of SCR differences corresponds to that observed when participants perform the task themselves, thus suggesting that the sole experience of owning a virtual body can trigger physiological responses related to the subjective significance of the body's actions.
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Shigetoh H, Nishi Y, Osumi M, Morioka S. Temporal Associations Between Pain-Related Factors and Abnormal Muscle Activities in a Patient with Chronic Low Back Pain: A Cross-Lag Correlation Analysis of a Single Case. J Pain Res 2020; 13:3247-3256. [PMID: 33311998 PMCID: PMC7725073 DOI: 10.2147/jpr.s286280] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 10/11/2020] [Accepted: 11/17/2020] [Indexed: 12/31/2022] Open
Abstract
Purpose The cross-sectional and longitudinal associations between pain-related factors and muscle activity in patients with chronic low back pain (CLBP) are unclear. This study aimed to examine the temporal associations between them in a CLBP patient using a single-case analysis to account for an individual course. Patient and Methods A patient with a history of lower back pain lasting more than 3 months was studied from March 16, 2020 to May 30, 2020. Surface electromyographic signals were recorded from over the bilateral lumbar erector spinae in the patient while performing a standing trunk flexion and re-extension task. The average value for muscle activity during each movement phase was estimated, and the flexion relaxation ratio (FRR) of all channels was subsequently calculated. Pain-related factors and disability were assessed using questionnaires. All assessments were performed nine times, along with 2-3 months of intervention. Once or twice per week, the patient received physical therapy that consisted of soft tissue mobilization, joint mobilization, nerve mobilization, and patient education. A cross-lag correlation analysis of this single case was conducted. Results Pain-related factors showed a trend toward improvements in all variables when compared to those in the first assessment; however, there was no general change (increase) in FRR over time. The cross-lag correlation analysis revealed that improvements in FRR were associated with improvements in body perception disturbance (ρ = -0.78, p < 0.01), and that improvements in muscle activity during the extension phase were associated with improvements in pain (ρ = 0.75), psychological factors (ρ = 0.57), and disability (ρ = 0.67) (p < 0.05). Conclusion Our findings suggest that improvements in body perception were temporally associated with improvements in FRR, and improvements in pain, psychological factors, and disability were temporally associated with a reduction in muscle activity during the trunk extension phase in this patient with CLBP.
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Affiliation(s)
- Hayato Shigetoh
- Department of Neurorehabilitation, Graduate School of Health Sciences, Kio University, Koryo, Nara, Japan.,Miura Internal Medicine Michiko Pediatrics Clinic, Marugame City, Kagawa, Japan
| | - Yuki Nishi
- Department of Neurorehabilitation, Graduate School of Health Sciences, Kio University, Koryo, Nara, Japan
| | - Michihiro Osumi
- Neurorehabilitation Research Center, Kio University, Nara, Japan
| | - Shu Morioka
- Department of Neurorehabilitation, Graduate School of Health Sciences, Kio University, Koryo, Nara, Japan.,Neurorehabilitation Research Center, Kio University, Nara, Japan
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Trujillo MS, Alvarez AF, Nguyen L, Petros J. Embodiment in Virtual Reality for the Treatment of Chronic Low Back Pain: A Case Series. J Pain Res 2020; 13:3131-3137. [PMID: 33269003 PMCID: PMC7701139 DOI: 10.2147/jpr.s275312] [Citation(s) in RCA: 7] [Impact Index Per Article: 1.8] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/13/2020] [Accepted: 11/17/2020] [Indexed: 11/23/2022] Open
Abstract
Purpose We describe two case studies that use embodiment in virtual reality as a treatment for chronic low back pain. The purpose of this case series was to determine the feasibility of a novel virtual reality-based digital therapeutic for the treatment of chronic pain. Patients and Methods Two patients with chronic low back pain received seven sessions, two sessions per week, of a novel digital therapeutic that combines virtual embodiment with graded motor imagery to deliver functional rehabilitation exercises using an off-the-shelf virtual reality system. Pain intensity was measured using a visual analog scale before and after each session to get an indication whether individual sessions of virtual embodiment training decrease pain intensity. Pain catastrophizing scale was assessed before the first session and after the seventh session to determine the extent to which virtual embodiment training can improve psychological symptoms of chronic low back pain. Results In both patients, pain intensity was improved after individual sessions of virtual embodiment training as measured by a paired t-test: (Patient A: t = 2.890, P < 0.05) and (Patient B: t = 5.346, P < 0.005). This indicates that individual sessions of virtual embodiment training decrease pain intensity. In both patients, improvements were observed in three subscales of the pain catastrophizing scale (rumination, magnification, and helplessness). This indicates that virtual embodiment training may have benefits for chronic pain symptoms such as pain intensity, pain-related mobility impairment, and disability. Conclusion This case series provides evidence that embodiment in virtual reality improves symptoms of persistent chronic low back pain. We propose a mechanism by which virtual embodiment may improve chronic pain symptoms by recontextualizing sensory feedback from the body as patients engage in functional rehabilitation exercises while in virtual reality.
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Affiliation(s)
| | | | - Lincoln Nguyen
- Department of Research, Karuna Labs, Inc, San Francisco, CA, USA
| | - James Petros
- Department of Research, Karuna Labs, Inc, San Francisco, CA, USA.,Allied Pain and Spine, Los Gatos, CA, USA
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Visual appearance of the virtual hand affects embodiment in the virtual hand illusion. Sci Rep 2020; 10:5412. [PMID: 32214171 PMCID: PMC7096421 DOI: 10.1038/s41598-020-62394-0] [Citation(s) in RCA: 24] [Impact Index Per Article: 6.0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 10/23/2019] [Accepted: 03/05/2020] [Indexed: 02/05/2023] Open
Abstract
Body ownership (the feeling that one’s body belongs to oneself) is commonly studied with Rubber hand illusion (RHI) paradigm that allows inducing a temporary illusory feeling of ownership of a life-sized rubber hand. However, it remains unclear whether illusory ownership of the fake hand relies on the same mechanisms as ownership of one’s own real hand. Here, we directly compared ownership of the own hand (OH) and fake hand (FH) in the same set of conditions within immersive virtual reality. We obtained behavioral (proprioceptive drift) and subjective (questionnaire) measures of ownership and disownership for virtual OH, FH and object (Obj) that were located congruently or incongruently with the participant’s real hand and were stimulated synchronously or asynchronously with the real hand. Both OH and FH (but not Obj) were embodied after synchronous stimulation in both locations. Crucially, subjective ownership of the OH was stronger than of the FH in congruent location after synchronous stimulation. It was also present after asynchronous stimulation, being stronger when the virtual OH was subjectively more similar to the real hand. The results suggest that the detailed appearance of the body might act as an additional component in the construction of body ownership.
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