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De Vestel C, De Hertogh W, Van Rompaey V, Vereeck L. Comparison of Clinical Balance and Visual Dependence Tests in Patients With Chronic Dizziness With and Without Persistent Postural-Perceptual Dizziness: A Cross-Sectional Study. Front Neurol 2022; 13:880714. [PMID: 35685740 PMCID: PMC9170888 DOI: 10.3389/fneur.2022.880714] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 02/21/2022] [Accepted: 04/19/2022] [Indexed: 11/13/2022] Open
Abstract
BackgroundThe diagnosis of persistent postural-perceptual dizziness (PPPD) is primarily based on medical history taking. Research on the value of clinical balance and visual dependence tests in identifying PPPD is scarce.Objectives(1) to contrast clinical balance and visual dependence tests between PPPD patients, dizzy non-PPPD patients, and healthy persons; and (2) to evaluate whether these clinical tests can help to identify PPPD in patients with chronic dizziness.MethodsConsecutive patients with chronic dizziness (38 PPPD and 21 non-PPPD) and 69 healthy persons underwent Static Balance tests, the Timed Up and Go test, the Tandem Gait test, and the Functional Gait Assessment (FGA). Visual dependence tests included the Visual Vertigo Analog Scale (VVAS), the Rod-and-Disc test (RDT), and postural sway while facing rotating dots. Groups were compared using ANOVA with post-hoc Tukey, or independent samples t-tests. The value of the clinical tests for PPPD identification was evaluated through logistic regression and Partial Least Squares Discriminant (PLS-DA) analyses.ResultsPPPD patients had significantly higher VVAS scores than dizzy non-PPPD patients (p = 0.006). Facing rotating dots, PPPD and dizzy non-PPPD patients had increased postural sway compared to healthy persons (PPPD vs. healthy: center of pressure (COP) velocity p < 0.001, and COP area p < 0.001; but non-PPPD vs. healthy: COP velocity p = 0.116 and COP area p = 0.207). PPPD patients had no significantly increased postural sway compared to dizzy non-PPPD patients. PPPD and dizzy non-PPPD patients also scored significantly worse on balance tests compared to healthy persons (PPPD vs. healthy: for all balance tests p < 0.001; non-PPPD vs. healthy: FGA p < 0.001, for all other tests p < 0.05). Differences were insignificant in balance scores between PPPD and dizzy non-PPPD patients, or in RDT scores between the three study groups. In patients with chronic dizziness, a higher VVAS score was most associated with PPPD [odds ratio 1.04; 95% CI (1.01; 1.07); p = 0.010]. The cross-validated (CV) PLS-DA model with all clinical tests included, had fair discriminative ability (CVerror = 47%).ConclusionPPPD patients were more visually dependent, but did not have worse postural balance compared to dizzy non-PPPD patients. Elevated VVAS scores characterized PPPD most in patients with chronic dizziness.
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Affiliation(s)
- Charlotte De Vestel
- Department of Rehabilitation Sciences and Physiotherapy/Movant, Faculty of Medicine and Health Sciences, University of Antwerp, Antwerp, Belgium
- Multidisciplinary Motor Centre Antwerp (M2OCEAN), Antwerp University Hospital, Antwerp, Belgium
- *Correspondence: Charlotte De Vestel
| | - Willem De Hertogh
- Department of Rehabilitation Sciences and Physiotherapy/Movant, Faculty of Medicine and Health Sciences, University of Antwerp, Antwerp, Belgium
- Multidisciplinary Motor Centre Antwerp (M2OCEAN), Antwerp University Hospital, Antwerp, Belgium
| | - Vincent Van Rompaey
- Department of Otorhinolaryngology and Head & Neck Surgery, Antwerp University Hospital, Antwerp, Belgium
- Department of Translational Neurosciences, Faculty of Medicine and Health Sciences, University of Antwerp, Antwerp, Belgium
| | - Luc Vereeck
- Department of Rehabilitation Sciences and Physiotherapy/Movant, Faculty of Medicine and Health Sciences, University of Antwerp, Antwerp, Belgium
- Multidisciplinary Motor Centre Antwerp (M2OCEAN), Antwerp University Hospital, Antwerp, Belgium
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Melo M, Goncalves G, Monteiro P, Coelho H, Vasconcelos-Raposo J, Bessa M. Do Multisensory Stimuli Benefit the Virtual Reality Experience? A Systematic Review. IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS 2022; 28:1428-1442. [PMID: 32746276 DOI: 10.1109/tvcg.2020.3010088] [Citation(s) in RCA: 2] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 06/11/2023]
Abstract
The majority of virtual reality (VR) applications rely on audiovisual stimuli and do not exploit the addition of other sensory cues that could increase the potential of VR. This systematic review surveys the existing literature on multisensory VR and the impact of haptic, olfactory, and taste cues over audiovisual VR. The goal is to identify the extent to which multisensory stimuli affect the VR experience, which stimuli are used in multisensory VR, the type of VR setups used, and the application fields covered. An analysis of the 105 studies that met the eligibility criteria revealed that 84.8 percent of the studies show a positive impact of multisensory VR experiences. Haptics is the most commonly used stimulus in multisensory VR systems (86.6 percent). Non-immersive and immersive VR setups are preferred over semi-immersive setups. Regarding the application fields, a considerable part was adopted by health professionals and science and engineering professionals. We further conclude that smell and taste are still underexplored, and they can bring significant value to VR applications. More research is recommended on how to synthesize and deliver these stimuli, which still require complex and costly apparatus be integrated into the VR experience in a controlled and straightforward manner.
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Cooper N, Millela F, Cant I, White MD, Meyer G. Transfer of training-Virtual reality training with augmented multisensory cues improves user experience during training and task performance in the real world. PLoS One 2021; 16:e0248225. [PMID: 33760859 PMCID: PMC7990292 DOI: 10.1371/journal.pone.0248225] [Citation(s) in RCA: 6] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 09/22/2020] [Accepted: 02/22/2021] [Indexed: 01/22/2023] Open
Abstract
Virtual reality (VR) can create safe, cost-effective, and engaging learning environments. It is commonly assumed that improvements in simulation fidelity lead to better learning outcomes. Some aspects of real environments, for example vestibular or haptic cues, are difficult to recreate in VR, but VR offers a wealth of opportunities to provide additional sensory cues in arbitrary modalities that provide task relevant information. The aim of this study was to investigate whether these cues improve user experience and learning outcomes, and, specifically, whether learning using augmented sensory cues translates into performance improvements in real environments. Participants were randomly allocated into three matched groups: Group 1 (control) was asked to perform a real tyre change only. The remaining two groups were trained in VR before performance was evaluated on the same, real tyre change task. Group 2 was trained using a conventional VR system, while Group 3 was trained in VR with augmented, task relevant, multisensory cues. Objective performance, time to completion and error number, subjective ratings of presence, perceived workload, and discomfort were recorded. The results show that both VR training paradigms improved performance for the real task. Providing additional, task-relevant cues during VR training resulted in higher objective performance during the real task. We propose a novel method to quantify the relative performance gains between training paradigms that estimates the relative gain in terms of training time. Systematic differences in subjective ratings that show comparable workload ratings, higher presence ratings and lower discomfort ratings, mirroring objective performance measures, were also observed. These findings further support the use of augmented multisensory cues in VR environments as an efficient method to enhance performance, user experience and, critically, the transfer of training from virtual to real environment scenarios.
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Affiliation(s)
- Natalia Cooper
- Construction Research Centre, National Research Council Canada, Ottawa, Ontario, Canada
| | | | - Iain Cant
- Virtual Engineering Centre, University of Liverpool, Liverpool, Merseyside, United Kingdom
| | - Mark D. White
- Department of Engineering, University of Liverpool, Liverpool, Merseyside, United Kingdom
| | - Georg Meyer
- Department of Psychology, University of Liverpool, Liverpool, Merseyside, United Kingdom
- * E-mail:
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Kucharik M, Kosutzka Z, Pucik J, Hajduk M, Saling M. Processing moving visual scenes during upright stance in elderly patients with mild cognitive impairment. PeerJ 2020; 8:e10363. [PMID: 33240666 PMCID: PMC7680028 DOI: 10.7717/peerj.10363] [Citation(s) in RCA: 3] [Impact Index Per Article: 0.8] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 02/12/2020] [Accepted: 10/24/2020] [Indexed: 11/20/2022] Open
Abstract
Background The ability to maintain balance in an upright stance gradually worsens with age and is even more difficult for patients with cognitive disorders. Cognitive impairment plays a probable role in the worsening of stability. The purpose of this study was to expose subjects with mild cognitive impairment (MCI) and healthy, age-matched controls to moving visual scenes in order to examine their postural adaptation abilities. Methods We observed postural responses to moving visual stimulation while subjects stood on a force platform. The visual disturbance was created by interposing a moving picture in four directions (forward, backward, right, and left). The pre-stimulus (a static scene for 10 s), stimulus (a dynamic visual scene for 20 seconds) and post-stimulus (a static scene for 20 seconds) periods were evaluated. We separately analyzed the total path (TP) of the center of pressure (COP) and the root mean square (RMS) of the COP displacement in all four directions. Results We found differences in the TP of the COP during the post-stimulus period for all stimulus directions except in motion towards the subject (left p = 0.006, right p = 0.004, and away from the subject p = 0.009). Significant RMS differences between groups were also observed during the post-stimulus period in all directions except when directed towards the subject (left p = 0.002, right p = 0.007, and away from the subject p = 0.014). Conclusion Exposing subjects to a moving visual scene induced greater destabilization in MCI subjects compared to healthy elderly controls. Surprisingly, the moving visual scene also induced significant aftereffects in the MCI group. Our findings indicate that the MCI group had diminished adaptation to the dynamic visual scene and recovery. These results suggest that even mild cognitive deficits can impair sensory information integration and alter the sensory re-weighing process.
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Affiliation(s)
- Martin Kucharik
- Centre of Experimental Medicine, Slovak Academy of Sciences, Bratislava, Slovakia
| | - Zuzana Kosutzka
- Second Department of Neurology, Faculty of Medicine, Comenius University, Bratislava, Slovakia
| | - Jozef Pucik
- Institute of Electronics and Photonics, Faculty of Electrical Engineering and Information Technology, Slovak University of Technology in Bratislava, Bratislava, Slovak Republic
| | - Michal Hajduk
- Department of Psychology, Faculty of Arts, Comenius University, Bratislava, Slovakia.,Department of Psychiatry, Faculty of Medicine, Comenius University, Bratislava, Slovakia.,Center for Psychiatric Disorders Research-Science Park, Comenius University, Bratislava, Slovakia
| | - Marian Saling
- Centre of Experimental Medicine, Slovak Academy of Sciences, Bratislava, Slovakia.,Second Department of Neurology, Faculty of Medicine, Comenius University, Bratislava, Slovakia
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Picard-Deland C, Pastor M, Solomonova E, Paquette T, Nielsen T. Flying dreams stimulated by an immersive virtual reality task. Conscious Cogn 2020; 83:102958. [DOI: 10.1016/j.concog.2020.102958] [Citation(s) in RCA: 6] [Impact Index Per Article: 1.5] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 01/13/2020] [Revised: 04/27/2020] [Accepted: 05/18/2020] [Indexed: 12/01/2022]
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Bronstein AM. A conceptual model of the visual control of posture. PROGRESS IN BRAIN RESEARCH 2019; 248:285-302. [PMID: 31239139 DOI: 10.1016/bs.pbr.2019.04.023] [Citation(s) in RCA: 12] [Impact Index Per Article: 2.4] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 01/11/2023]
Abstract
In order to isolate the visual contribution to the control of postural balance, experiments in which subjects are exposed to large-field visual motion (optokinetic) stimuli are reviewed. In these situations, at motion onset, the visual stimulus signals subject self-motion but inertial (vestibulo-proprioceptive) cues do not. Visually evoked postural responses (VEPR) thus induced can be quickly suppressed by cognitive status or simple repetition of the stimulus, if the inertial self-motion cues available to the subject are reliable. In the conceptual model presented here, the process of assessing the reliability, and degree of matching, of visual and inertial signals is carried out by a General comparator; in turn able to access the Gain control mechanism of the visuo-postural system. Complexity and congruency in the visual stimulus itself are assessed by a Visual comparator, e.g., the presence of motion parallax in the visual stimulus can reverse the sway response direction. VEPR can also be re-oriented according to the position of the eyes in the head and the head on the trunk. This indicates that ocular and cervical proprioceptors must also access the gain control mechanism so that visual stimuli can recruit and silence different postural muscles appropriately. The overall gain of the visuo-postural system is also influenced by less easily defined idiosyncratic factors, such as visual dependence and psychological traits; interestingly both these factors have been found to be associated with poor long term outcome in vestibular disorders. The experimental results and model presented illustrate that the visuo-postural system is a wonderful example of interaction between physics (e.g., stimuli geometry, body dynamics), neuroscience and the border zone between neurology and psycho-somatic medicine.
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Affiliation(s)
- Adolfo M Bronstein
- Neuro-Otology Unit, Division of Brain Sciences, Imperial College London, Charing Cross Hospital, London, United Kingdom.
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Cooper N, Cant I, White MD, Meyer GF. Perceptual assessment of environmental stability modulates postural sway. PLoS One 2018; 13:e0206218. [PMID: 30412590 PMCID: PMC6226165 DOI: 10.1371/journal.pone.0206218] [Citation(s) in RCA: 6] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/06/2018] [Accepted: 10/09/2018] [Indexed: 11/19/2022] Open
Abstract
We actively maintain postural equilibrium in everyday life, and, although we are unaware of the underlying processing, there is increasing evidence for cortical involvement in this postural control. Converging evidence shows that we make appropriate use of 'postural anchors', for example static objects in the environment, to stabilise our posture. Visually evoked postural responses (VEPR) that are caused when we counteract the illusory perception of self-motion in space (vection) are modulated in the presence of postural anchors and therefore provide a convenient behavioural measure. The aim of this study is to evaluate the factors influencing visual appraisal of the suitability of postural anchors. We are specifically interested in the effect of perceived 'reality' in VR the expected 'stability' of visual anchors. To explore the effect of 'reality' we introduced an accommodation-vergence conflict. We show that VEPR are appropriately modulated only when virtual visual 'anchors' are rendered such that vergence and accommodation cues are consistent. In a second experiment we directly test whether cognitive assessment of the likely stability of real perceptual anchors (we contrast a 'teapot on a stand' and a 'helium balloon') affects VEPR. We show that the perceived positional stability of environmental anchors modulate postural responses. Our results confirm previous findings showing that postural sway is modulated by the configuration of the environment and further show that an assessment of the stability and reality of the environment plays an important role in this process. On this basis we propose design guidelines for VR systems, in particular we argue that accommodation-vergence conflicts should be minimised and that high quality motion tracking and rendering are essential for high fidelity VR.
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Affiliation(s)
- Natalia Cooper
- Construction Research Centre, National Research Council Canada, Ottawa, ON, Canada
| | - Iain Cant
- Virtual Engineering Centre, Hartree Centre Sci-Tech Daresbury, Keckwick Lane, Daresbury, Warrington, United Kingdom
| | - Mark D. White
- School of Engineering, Brownlow Hill, University of Liverpool, Liverpool, United Kingdom
| | - Georg F. Meyer
- Psychological Sciences, University of Liverpool, United Kingdom
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Cooper N, Milella F, Pinto C, Cant I, White M, Meyer G. The effects of substitute multisensory feedback on task performance and the sense of presence in a virtual reality environment. PLoS One 2018; 13:e0191846. [PMID: 29390023 PMCID: PMC5794113 DOI: 10.1371/journal.pone.0191846] [Citation(s) in RCA: 34] [Impact Index Per Article: 5.7] [Reference Citation Analysis] [Abstract] [MESH Headings] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 09/21/2016] [Accepted: 01/12/2018] [Indexed: 01/22/2023] Open
Abstract
Objective and subjective measures of performance in virtual reality environments increase as more sensory cues are delivered and as simulation fidelity increases. Some cues (colour or sound) are easier to present than others (object weight, vestibular cues) so that substitute cues can be used to enhance informational content in a simulation at the expense of simulation fidelity. This study evaluates how substituting cues in one modality by alternative cues in another modality affects subjective and objective performance measures in a highly immersive virtual reality environment. Participants performed a wheel change in a virtual reality (VR) environment. Auditory, haptic and visual cues, signalling critical events in the simulation, were manipulated in a factorial design. Subjective ratings were recorded via questionnaires. The time taken to complete the task was used as an objective performance measure. The results show that participants performed best and felt an increased sense of immersion and involvement, collectively referred to as ‘presence’, when substitute multimodal sensory feedback was provided. Significant main effects of audio and tactile cues on task performance and on participants' subjective ratings were found. A significant negative relationship was found between the objective (overall completion times) and subjective (ratings of presence) performance measures. We conclude that increasing informational content, even if it disrupts fidelity, enhances performance and user’s overall experience. On this basis we advocate the use of substitute cues in VR environments as an efficient method to enhance performance and user experience.
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Affiliation(s)
- Natalia Cooper
- Construction Research Centre, National Research Council, Ottawa, Canada
- * E-mail:
| | | | - Carlo Pinto
- Virtual Engineering Centre, Daresbury, United Kingdom
| | - Iain Cant
- Virtual Engineering Centre, Daresbury, United Kingdom
| | - Mark White
- Department of Psychology, University of Liverpool, Liverpool, United Kingdom
| | - Georg Meyer
- Department of Psychology, University of Liverpool, Liverpool, United Kingdom
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Bailey HD, Mullaney AB, Gibney KD, Kwakye LD. Audiovisual Integration Varies With Target and Environment Richness in Immersive Virtual Reality. Multisens Res 2018; 31:689-713. [PMID: 31264608 DOI: 10.1163/22134808-20181301] [Citation(s) in RCA: 3] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 09/21/2017] [Accepted: 02/26/2018] [Indexed: 11/19/2022]
Abstract
We are continually bombarded by information arriving to each of our senses; however, the brain seems to effortlessly integrate this separate information into a unified percept. Although multisensory integration has been researched extensively using simple computer tasks and stimuli, much less is known about how multisensory integration functions in real-world contexts. Additionally, several recent studies have demonstrated that multisensory integration varies tremendously across naturalistic stimuli. Virtual reality can be used to study multisensory integration in realistic settings because it combines realism with precise control over the environment and stimulus presentation. In the current study, we investigated whether multisensory integration as measured by the redundant signals effects (RSE) is observable in naturalistic environments using virtual reality and whether it differs as a function of target and/or environment cue-richness. Participants detected auditory, visual, and audiovisual targets which varied in cue-richness within three distinct virtual worlds that also varied in cue-richness. We demonstrated integrative effects in each environment-by-target pairing and further showed a modest effect on multisensory integration as a function of target cue-richness but only in the cue-rich environment. Our study is the first to definitively show that minimal and more naturalistic tasks elicit comparable redundant signals effects. Our results also suggest that multisensory integration may function differently depending on the features of the environment. The results of this study have important implications in the design of virtual multisensory environments that are currently being used for training, educational, and entertainment purposes.
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Affiliation(s)
| | | | - Kyla D Gibney
- Department of Neuroscience, Oberlin College, Oberlin, OH, USA
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The effect of viewing a virtual environment through a head-mounted display on balance. Gait Posture 2016; 48:261-266. [PMID: 27344394 DOI: 10.1016/j.gaitpost.2016.06.010] [Citation(s) in RCA: 38] [Impact Index Per Article: 4.8] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 12/12/2015] [Revised: 05/03/2016] [Accepted: 06/09/2016] [Indexed: 02/02/2023]
Abstract
INTRODUCTION In the next few years, several head-mounted displays (HMD) will be publicly released making virtual reality more accessible. HMD are expected to be widely popular at home for gaming but also in clinical settings, notably for training and rehabilitation. HMD can be used in both seated and standing positions; however, presently, the impact of HMD on balance remains largely unknown. It is therefore crucial to examine the impact of viewing a virtual environment through a HMD on standing balance. OBJECTIVES To compare static and dynamic balance in a virtual environment perceived through a HMD and the physical environment. The visual representation of the virtual environment was based on filmed image of the physical environment and was therefore highly similar. DESIGN This is an observational study in healthy adults. RESULTS No significant difference was observed between the two environments for static balance. However, dynamic balance was more perturbed in the virtual environment when compared to that of the physical environment. CONCLUSIONS HMD should be used with caution because of its detrimental impact on dynamic balance. Sensorimotor conflict possibly explains the impact of HMD on balance.
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Interaction effects of visual stimulus speed and contrast on postural sway. Exp Brain Res 2015; 234:113-24. [PMID: 26378007 PMCID: PMC4713711 DOI: 10.1007/s00221-015-4438-y] [Citation(s) in RCA: 4] [Impact Index Per Article: 0.4] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/02/2015] [Accepted: 08/31/2015] [Indexed: 12/02/2022]
Abstract
Manipulating the characteristics of visual stimuli that simulate self-motion through the environment can affect the resulting postural sway magnitude. In the present study, we address the question whether varying the contrast and speed of a linear translating dot pattern influences medial–lateral postural sway. In a first experiment, we investigated whether the postural sway magnitude increases with increasing dot speed, as was previously demonstrated for expanding and contracting stimuli. In a second experiment, we also manipulated the contrast of the stimuli. For reasons that high-contrast stimuli can be considered ‘perceptually’ stronger, we expect that higher-contrast stimuli induce more sway than lower-contrast stimuli. The results of the first experiment show that dot speed indeed influences postural sway, although in an unexpected way. For higher speeds, the sway is in the direction of the stimulus motion, yet for lower speeds the sway is in a direction opposite to the stimulus motion. The results of the second experiment show that dot contrast does affect postural sway, but that this depends on the speed of the moving dots. Interestingly, the direction of postural sway induced by a relatively low dot speed (4°/s) depends on dot contrast. Taken together, our results suggest that interactions between the visual, vestibular and proprioceptive system appear to be influenced by an internal representation of the visual stimulus, rather than being influenced by the external visual stimulus characteristics only.
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Nakamura S. The effects of local rotation on roll vection induced by globally rotating visual inducer. Front Psychol 2015; 6:694. [PMID: 26074848 PMCID: PMC4445046 DOI: 10.3389/fpsyg.2015.00694] [Citation(s) in RCA: 3] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 02/06/2015] [Accepted: 05/11/2015] [Indexed: 11/13/2022] Open
Abstract
A visual stimulus rotating globally along an observer's line of sight can induce the illusory perception of self-rotation in the opposite direction (roll vection). Psychophysical experiments were conducted to examine the effects of local rotations of visual elements of the stimulus that were manipulated independently of the global rotation. The results indicated that the addition of local rotations inconsistent with the global rotation (assumed to be the primary inducer of roll vection), generally decreased the strength of perceived self-rotation. The uniformity of orientation of the elements composing the global visual pattern and the visual polarities assigned to each visual element, i.e., intrinsic directionality concerning up and down, were observed to function as modulators of the effects of the local rotation. These results suggested that local motion signals arising from independent rotations assigned to each element of a visual object cannot be ignored in the perceptual mechanism underlying roll vection.
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Affiliation(s)
- Shinji Nakamura
- Division of Clinical Psychology, Faculty of Child Development, Nihon Fukushi University Okuda Mihama-cho, Japan
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Imaizumi S, Honma M, Hibino H, Koyama S. Illusory visual motion stimulus elicits postural sway in migraine patients. Front Psychol 2015; 6:542. [PMID: 25972832 PMCID: PMC4411888 DOI: 10.3389/fpsyg.2015.00542] [Citation(s) in RCA: 12] [Impact Index Per Article: 1.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 02/02/2015] [Accepted: 04/15/2015] [Indexed: 11/13/2022] Open
Abstract
Although the perception of visual motion modulates postural control, it is unknown whether illusory visual motion elicits postural sway. The present study examined the effect of illusory motion on postural sway in patients with migraine, who tend to be sensitive to it. We measured postural sway for both migraine patients and controls while they viewed static visual stimuli with and without illusory motion. The participants' postural sway was measured when they closed their eyes either immediately after (Experiment 1), or 30 s after (Experiment 2), viewing the stimuli. The patients swayed more than the controls when they closed their eyes immediately after viewing the illusory motion (Experiment 1), and they swayed less than the controls when they closed their eyes 30 s after viewing it (Experiment 2). These results suggest that static visual stimuli with illusory motion can induce postural sway that may last for at least 30 s in patients with migraine.
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Affiliation(s)
- Shu Imaizumi
- Graduate School of Engineering, Chiba University Chiba, Japan ; Japan Society for the Promotion of Science Tokyo, Japan
| | | | - Haruo Hibino
- Graduate School of Engineering, Chiba University Chiba, Japan
| | - Shinichi Koyama
- Graduate School of Engineering, Chiba University Chiba, Japan ; School of Medicine, Showa University Tokyo, Japan ; School of Mechanical and Aerospace Engineering, Nanyang Technological University, Singapore Singapore
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Seya Y, Tsuji T, Shinoda H. Effect of depth order on linear vection with optical flows. Iperception 2014; 5:630-40. [PMID: 25926971 PMCID: PMC4411986 DOI: 10.1068/i0671] [Citation(s) in RCA: 5] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/17/2014] [Revised: 11/07/2014] [Indexed: 11/16/2022] Open
Abstract
In the present study, the effects of depth order on forward and backward vection were examined using optical flows simulating motion in depth (i.e., approaching or receding). In an experiment, space extending 10 or 20 m in depth was simulated, and the space was divided into foreground and background spaces. In each space, a random-dot pattern was presented and the binocular disparity, size, and velocity of each dot were continuously manipulated in a way consistent with the depth being simulated. Participants reported whether they perceived vection. Latency, total duration (i.e., the amount of time that participants reported perceiving vection during a 60-s presentation), and strong-vection duration (i.e., the amount of time that participants reported perceiving strong vection) were measured. The results indicated that, even though the dots making up the optical flow were much smaller and slower moving in the background space than in the foreground space, vection was strongly dependent on flow motion in the background space. This supports the idea that the perceptual system uses background stimulus motion as a reliable cue for self-motion perception.
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Affiliation(s)
- Yasuhiro Seya
- Department of Human and Computer Intelligence, Ritsumeikan University, Kusatsu, Shiga, Japan; e-mail:
| | - Takayuki Tsuji
- Graduate School of Information Science and Engineering, Ritsumeikan University, Kusatsu, Shiga, Japan; e-mail:
| | - Hiroyuki Shinoda
- Department of Human and Computer Intelligence, Ritsumeikan University, Kusatsu, Shiga, Japan; e-mail:
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