Abstract:Virtual reality (VR) simulations provide increased feelings of presence and agency that could allow increased skill improvement during VR training. Direct relationships between active agency in VR and skill improvement have previously not been investigated. This study examined the relationship between (a) presence and agency, and (b) presence and skills improvement, via active and passive VR simulations and through measuring real-world golf-putting skill. Participants (n = 23) completed baseline putting skill … Show more
“…In addition, the HMD and software used to display the VREs in our protocol did not synchronize the optical flow with the walking speed which could significantly affect the users' immersive experience to the VREs. However, studies have shown that passive VR protocols that have included photorealistic VREs had better levels of immersion than active VR protocols [ 18 , 19 ], which demonstrate that this kind of VR protocols are feasible and can potentially be used in other populations such as older adults and populations with neurological disorders. Finally, cybersickness was not assessed in the current protocol, which could be used as an additional outcome measure or exclusion criteria.…”
Section: Discussionmentioning
confidence: 99%
“…However, it has been described that some VR stimulations can produce negative effects in users, such as disorientation or nausea [ 17 ]. These effects are more likely to be produced by more immersive technologies which can interfere with the experience of “feeling present” [ 18 ]. Thus, for the efficient implementation of VR training protocols, there are two seemingly conflicting goals.…”
Section: Introductionmentioning
confidence: 99%
“…Among these lines, Piccione et al showed that ecological validity to VRE was more influenced by photorealistic environments provided by passive virtual immersion paradigms rather than polygon-modelled environments provided by active virtual immersion paradigms. This finding suggests that using recordings of real environments may contribute to a greater feeling of presence and that animated simulations may restrict the immersion experience [ 18 ].…”
Background. The aim of this study was to examine the kinematic gait adjustments performed in response to passive and photorealistic virtual reality environment (VRE) demands during over-ground and treadmill walking conditions and determine whether the surface presentation order affects the gait adjustments in response to different VREs. Methods. Twenty young participants divided into two groups performed two virtual reality (VR) walking protocols which included two different VREs (snowy and crowded conditions). Group A performed the VR over-ground protocol (four natural walking (NW), seven VR snowy, and seven VR crowded trials) followed by the VR treadmill protocol (four NW, one VR snowy, and one VR crowded trials); Group B performed the VR treadmill protocol (four NW, seven VR snowy, and seven VR crowded trials) followed by the VR over-ground protocol (four NW, one VR snowy, and one VR crowded trials). Center of mass (COM) excursion angles and mediolateral (ML) COM excursions were analyzed and used as outcome measures. Results. Group A showed higher COM excursion angles and ML-COM excursion on over-ground VR trials compared to NW trials (
p
<
0.05
), while Group B only showed kinematic changes for the crowded VRE compared to NW trials during the treadmill walking protocol (
p
<
0.05
). Post over-ground exposure, Group A showed greater COM excursion angle and ML-COM excursions on VR trials compared to NW trials during the treadmill walking protocol (
p
<
0.05
). Post treadmill exposure, Group B only showed higher COM excursion angles for the snowy VRE compared to NW trials during the over-ground walking protocol (
p
<
0.01
). Conclusion. Results showed that higher kinematic gait adjustments in response to VRE demands were observed during over-ground walking. Additionally, higher sensorimotor responses to VRE demands were observed when the VR protocol was first performed on the over-ground surface and followed by the treadmill walking condition (Group A) compared to the opposite (Group B).
“…In addition, the HMD and software used to display the VREs in our protocol did not synchronize the optical flow with the walking speed which could significantly affect the users' immersive experience to the VREs. However, studies have shown that passive VR protocols that have included photorealistic VREs had better levels of immersion than active VR protocols [ 18 , 19 ], which demonstrate that this kind of VR protocols are feasible and can potentially be used in other populations such as older adults and populations with neurological disorders. Finally, cybersickness was not assessed in the current protocol, which could be used as an additional outcome measure or exclusion criteria.…”
Section: Discussionmentioning
confidence: 99%
“…However, it has been described that some VR stimulations can produce negative effects in users, such as disorientation or nausea [ 17 ]. These effects are more likely to be produced by more immersive technologies which can interfere with the experience of “feeling present” [ 18 ]. Thus, for the efficient implementation of VR training protocols, there are two seemingly conflicting goals.…”
Section: Introductionmentioning
confidence: 99%
“…Among these lines, Piccione et al showed that ecological validity to VRE was more influenced by photorealistic environments provided by passive virtual immersion paradigms rather than polygon-modelled environments provided by active virtual immersion paradigms. This finding suggests that using recordings of real environments may contribute to a greater feeling of presence and that animated simulations may restrict the immersion experience [ 18 ].…”
Background. The aim of this study was to examine the kinematic gait adjustments performed in response to passive and photorealistic virtual reality environment (VRE) demands during over-ground and treadmill walking conditions and determine whether the surface presentation order affects the gait adjustments in response to different VREs. Methods. Twenty young participants divided into two groups performed two virtual reality (VR) walking protocols which included two different VREs (snowy and crowded conditions). Group A performed the VR over-ground protocol (four natural walking (NW), seven VR snowy, and seven VR crowded trials) followed by the VR treadmill protocol (four NW, one VR snowy, and one VR crowded trials); Group B performed the VR treadmill protocol (four NW, seven VR snowy, and seven VR crowded trials) followed by the VR over-ground protocol (four NW, one VR snowy, and one VR crowded trials). Center of mass (COM) excursion angles and mediolateral (ML) COM excursions were analyzed and used as outcome measures. Results. Group A showed higher COM excursion angles and ML-COM excursion on over-ground VR trials compared to NW trials (
p
<
0.05
), while Group B only showed kinematic changes for the crowded VRE compared to NW trials during the treadmill walking protocol (
p
<
0.05
). Post over-ground exposure, Group A showed greater COM excursion angle and ML-COM excursions on VR trials compared to NW trials during the treadmill walking protocol (
p
<
0.05
). Post treadmill exposure, Group B only showed higher COM excursion angles for the snowy VRE compared to NW trials during the over-ground walking protocol (
p
<
0.01
). Conclusion. Results showed that higher kinematic gait adjustments in response to VRE demands were observed during over-ground walking. Additionally, higher sensorimotor responses to VRE demands were observed when the VR protocol was first performed on the over-ground surface and followed by the treadmill walking condition (Group A) compared to the opposite (Group B).
“…Motivation can be achieved by focusing the different activities that shape the therapy of the patient in a pleasant and attractive way. For example, it is known that when VR simulations are interconnected with motion capture systems, they provide a more engaging and motivating experience, as they get the user more involved in the therapy as the movement shown in the virtual world is a replica of the movement produced in the real world by the subject himself [ 83 , 84 ]. Customization: VR-based therapies can be adapted to each patient by modifying parameters of the stimuli and the environment to provide an appropriate level of difficulty while maintaining attention and avoiding frustration or boredom.…”
Section: Methodological Framework For the Development Of Future Stmentioning
In recent years, virtual reality (VR) has emerged as a new safe and effective tool for neurorehabilitation of different childhood and adulthood conditions. VR-based therapies can induce cortical reorganization and promote the activation of different neuronal connections over a wide range of ages, leading to contrasted improvements in motor and functional skills. The use of VR for the visual rehabilitation in amblyopia has been investigated in the last years, with the potential of using serious games combining perceptual learning and dichoptic stimulation. This combination of technologies allows the clinician to measure, treat, and control changes in interocular suppression, which is one of the factors leading to cortical alterations in amblyopia. Several clinical researches on this issue have been conducted, showing the potential of promoting visual acuity, contrast sensitivity, and stereopsis improvement. Indeed, several systems have been evaluated for amblyopia treatment including the use of different commercially available types of head mounted displays (HMDs). These HMDs are mostly well tolerated by patients during short exposures and do not cause significant long-term side effects, although their use has been occasionally associated with some visual discomfort and other complications in certain types of subjects. More studies are needed to confirm these promising therapies in controlled randomized clinical trials, with special emphasis on the definition of the most adequate planning for obtaining an effective recovery of the visual and binocular function.
“…It is known to incur visual, auditory, and haptic induced perceptions with greater control and possibilities, and can modulate human perception and motor performance. Simulations with VR systems provide an enhanced and immersive experience of a sense of presence and allow for skill improvement during VR training [ 8 ]. These systems helped researchers to study the contributions of movement-versus-outcome-related sensory feedback for the sense of agency [ 9 ].…”
The synergy of perceptual psychology, technology, and neuroscience can be used to comprehend how virtual reality affects cognition of human brain. Numerous studies have used neuroimaging modalities to assess the cognitive state and response of the brain with various external stimulations. The virtual reality-based devices are well known to incur visual, auditory, and haptic induced perceptions. Neurophysiological recordings together with virtual stimulations can assist in correlating humans’ physiological perception with response in the environment designed virtually. The effective combination of these two has been utilized to study human behavior, spatial navigation performance, and spatial presence, to name a few. Moreover, virtual reality-based devices can be evaluated for the neurophysiological correlates of cognition through neurophysiological recordings. Challenges exist in the integration of real-time neuronal signals with virtual reality-based devices, and enhancing the experience together with real-time feedback and control through neuronal signals. This article provides an overview of neurophysiological correlates of cognition as revealed by virtual reality experience, together with a description of perception and virtual reality-based neuromodulation, various applications, and existing challenges in this field of research.
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.