8,843 research outputs found

    Synopsis of an engineering solution for a painful problem Phantom Limb Pain

    Get PDF
    This paper is synopsis of a recently proposed solution for treating patients who suffer from Phantom Limb Pain (PLP). The underpinning approach of this research and development project is based on an extension of “mirror box” therapy which has had some promising results in pain reduction. An outline of an immersive individually tailored environment giving the patient a virtually realised limb presence, as a means to pain reduction is provided. The virtual 3D holographic environment is meant to produce immersive, engaging and creative environments and tasks to encourage and maintain patients’ interest, an important aspect in two of the more challenging populations under consideration (over-60s and war veterans). The system is hoped to reduce PLP by more than 3 points on an 11 point Visual Analog Scale (VAS), when a score less than 3 could be attributed to distraction alone

    Development and Testing of a Portable Virtual Reality-Based Mirror Visual Feedback System with Behavioral Measures Monitoring

    Full text link
    [EN] Virtual Reality (VR) is a technology that has been used to provide the Mirror Visual Feedback (MVF) illusion to patients with promising results. In the present work, the goal is to design, develop and test a portable VR-based MVF system that monitors behavioral information about the performance of a simple motor task. The developed application runs in a stand-alone VR system and allows the researcher to select the real and virtual hands used to perform the motor task. The system was evaluated with a group of twenty healthy volunteers (12 men and 8 women) with ages between 18 and 66 years. Participants had to repetitively perform a motor task in four different experimental conditions: two mirror conditions (performing real movements with the dominant and with the non-dominant hand) and two non-mirror conditions. A significant effect of the experimental condition on embodiment score (p < 0.001), response time (p < 0.001), performance time (p < 0.001), trajectory length (p < 0.004) and trajectory maximum horizontal deviation (p < 0.001) was observed. Furthermore, a significant effect of the experimental moment (initial, middle and final parts of the training) on the performance time was observed (p < 0.001). These results show that the monitored parameters provide relevant information to evaluate the participant's task performance in different experimental conditions.This research was funded by Conselleria de Innovacion, Universidades, Ciencia y Sociedad Digital, Comunitat Valenciana, Spain, grant number AICO/2019/029, and by MCIN/AEI/ 10.13039/501100011033, Spain, grant PID2020-114967GA-I00.Rey, B.; Oliver, A.; MonzĂł Ferrer, JM.; Riquelme, I. (2022). Development and Testing of a Portable Virtual Reality-Based Mirror Visual Feedback System with Behavioral Measures Monitoring. International Journal of Environmental research and Public Health (Online). 19(4):1-20. https://doi.org/10.3390/ijerph1904227612019

    Fitted avatars: automatic skeleton adjustment for self-avatars in virtual reality

    Get PDF
    In the era of the metaverse, self-avatars are gaining popularity, as they can enhance presence and provide embodiment when a user is immersed in Virtual Reality. They are also very important in collaborative Virtual Reality to improve communication through gestures. Whether we are using a complex motion capture solution or a few trackers with inverse kinematics (IK), it is essential to have a good match in size between the avatar and the user, as otherwise mismatches in self-avatar posture could be noticeable for the user. To achieve such a correct match in dimensions, a manual process is often required, with the need for a second person to take measurements of body limbs and introduce them into the system. This process can be time-consuming, and prone to errors. In this paper, we propose an automatic measuring method that simply requires the user to do a small set of exercises while wearing a Head-Mounted Display (HMD), two hand controllers, and three trackers. Our work provides an affordable and quick method to automatically extract user measurements and adjust the virtual humanoid skeleton to the exact dimensions. Our results show that our method can reduce the misalignment produced by the IK system when compared to other solutions that simply apply a uniform scaling to an avatar based on the height of the HMD, and make assumptions about the locations of joints with respect to the trackers.This work was funded by the Spanish Ministry of Science and Innovation (PID2021-122136OB-C21). Jose Luis Ponton was also funded by the Spanish Ministry of Universities (FPU21/01927).Peer ReviewedPostprint (published version

    How to Build an Embodiment Lab: Achieving Body Representation Illusions in Virtual Reality

    Get PDF
    Advances in computer graphics algorithms and virtual reality (VR) systems, together with the reduction in cost of associated equipment, have led scientists to consider VR as a useful tool for conducting experimental studies in fields such as neuroscience and experimental psychology. In particular virtual body ownership, where the feeling of ownership over a virtual body is elicited in the participant, has become a useful tool in the study of body representation, in cognitive neuroscience and psychology, concerned with how the brain represents the body. Although VR has been shown to be a useful tool for exploring body ownership illusions, integrating the various technologies necessary for such a system can be daunting. In this paper we discuss the technical infrastructure necessary to achieve virtual embodiment. We describe a basic VR system and how it may be used for this purpose, and then extend this system with the introduction of real-time motion capture, a simple haptics system and the integration of physiological and brain electrical activity recordings

    A separate reality : An update on place Illusion and plausibility in virtual reality

    Get PDF
    We review the concept of presence in virtual reality, normally thought of as the sense of “being there” in the virtual world. We argued in a 2009 paper that presence consists of two orthogonal illusions that we refer to as Place Illusion (PI, the illusion of being in the place depicted by the VR) and Plausibility (Psi, the illusion that the virtual situations and events are really happening). Both are with the proviso that the participant in the virtual reality knows for sure that these are illusions. Presence (PI and Psi) together with the illusion of ownership over the virtual body that self-represents the participant, are the three key illusions of virtual reality. Copresence, togetherness with others in the virtual world, can be a consequence in the context of interaction between remotely located participants in the same shared virtual environments, or between participants and virtual humans. We then review several different methods of measuring presence: questionnaires, physiological and behavioural measures, breaks in presence, and a psychophysics method based on transitions between different system configurations. Presence is not the only way to assess the responses of people to virtual reality experiences, and we present methods that rely solely on participant preferences, including the use of sentiment analysis that allows participants to express their experience in their own words rather than be required to adopt the terminology and concepts of researchers. We discuss several open questions and controversies that exist in this field, providing an update to the 2009 paper, in particular with respect to models of Plausibility. We argue that Plausibility is the most interesting and complex illusion to understand and is worthy of significant more research. Regarding measurement we conclude that the ideal method would be a combination of a psychophysical method and qualitative methods including sentiment analysis.Postprint (published version

    Comparing technologies for conveying emotions through realistic avatars in virtual reality-based metaverse experiences

    Get PDF
    With the development of metaverse(s), industry and academia are searching for the best ways to represent users' avatars in shared Virtual Environments (VEs), where real-time communication between users is required. The expressiveness of avatars is crucial for transmitting emotions that are key for social presence and user experience, and are conveyed via verbal and non-verbal facial and body signals. In this paper, two real-time modalities for conveying expressions in Virtual Reality (VR) via realistic, full-body avatars are compared by means of a user study. The first modality uses dedicated hardware (i.e., eye and facial trackers) to allow a mapping between the user’s facial expressions/eye movements and the avatar model. The second modality relies on an algorithm that, starting from an audio clip, approximates the facial motion by generating plausible lip and eye movements. The participants were requested to observe, for both the modalities, the avatar of an actor performing six scenes involving as many basic emotions. The evaluation considered mainly social presence and emotion conveyance. Results showed a clear superiority of facial tracking when compared to lip sync in conveying sadness and disgust. The same was less evident for happiness and fear. No differences were observed for anger and surprise

    Revisiting the pit room:the effect of the plausibility illusion in stressful virtual reality experiences

    Get PDF
    Abstract. The feeling of presence is an important factor to consider when developing virtual experiences. Understanding the aspects that contribute to presence can give us better ideas on how to design and implement virtual reality (VR) applications. Previous studies have shown that presence involves a person’s sense of being in a virtual environment (VE), and how genuine the events taking place there feel, often referred to as place illusion (PI) and plausibility illusion (PSI) respectively. According to previous studies, we need both PI and PSI to elicit realistic responses. This thesis is a pilot study that explores the impact of PSI on people’s realistic responses in a stressful VE by introducing an unrealistic event that breaks PSI while still maintaining PI. To achieve this, a pit-room experiment was implemented and the users’ physiological changes, specifically heart rate, were analyzed while performing an interaction task under two conditions: one with the unrealistic event (non-scary) and one without (scary). In both conditions, the participants were tasked to drop bottles down the pit, however, in the non-scary condition, the bottles would float in the air rather than drop to the bottom. A within-subjects study was conducted on 20 participants with 2 sessions each. Participants’ responses were recorded using electrocardiogram (ECG) devices and questionnaires. Although the findings didn’t produce significant differences between the two conditions, the physiological data presented a trend according to which the unrealistic event in the non-scary condition appeared to calm participants slightly. These results give further insights into the effects of PSI in a VE and provide a basis for conducting further confirmatory studies on this topic
    • …
    corecore