1,745 research outputs found

    The effect of visual, spatial and temporal manipulations on embodiment and action

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    The feeling of owning and controlling the body relies on the integration and interpretation of sensory input from multiple sources with respect to existing representations of the bodily self. Illusion paradigms involving multisensory manipulations have demonstrated that while the senses of ownership and agency are strongly related, these two components of bodily experience may be dissociable and differentially affected by alterations to sensory input. Importantly, however, much of the current literature has focused on the application of sensory manipulations to external objects or virtual representations of the self that are visually incongruent with the viewerโ€™s own body and which are not part of the existing body representation. The current experiment used MIRAGE-mediated reality to investigate how manipulating the visual, spatial and temporal properties of the participantโ€™s own hand (as opposed to a fake/virtual limb) affected embodiment and action. Participants viewed two representations of their right hand inside a MIRAGE multisensory illusions box with opposing visual (normal or grossly distorted), temporal (synchronous or asynchronous) and spatial (precise real location or false location) manipulations applied to each hand. Subjective experiences of ownership and agency towards each hand were measured alongside an objective measure of perceived hand location using a pointing task. The subjective sense of agency was always anchored to the synchronous hand, regardless of physical appearance and location. Subjective ownership also moved with the synchronous hand, except when both the location and appearance of the synchronous limb were incongruent with that of the real limb. Objective pointing measures displayed a similar pattern, however movement synchrony was not sufficient to drive a complete shift in perceived hand location, indicating a greater reliance on the spatial location of the real hand. The results suggest that while the congruence of self-generated movement is a sufficient driver for the sense of agency, the sense of ownership is additionally sensitive to cues about the visual appearance and spatial location of oneโ€™s own body

    Embodiment Sensitivity to Movement Distortion and Perspective Taking in Virtual Reality

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    Despite recent technological improvements of immersive technologies, Virtual Reality suffers from severe intrinsic limitations, in particular the immateriality of the visible 3D environment. Typically, any simulation and manipulation in a cluttered environment would ideally require providing feedback of collisions to every body parts (arms, legs, trunk, etc.) and not only to the hands as has been originally explored with haptic feedback. This thesis addresses these limitations by relying on a cross modal perception and cognitive approach instead of haptic or force feedback. We base our design on scientific knowledge of bodily self-consciousness and embodiment. It is known that the instantaneous experience of embodiment emerges from the coherent multisensory integration of bodily signals taking place in the brain, and that altering this mechanism can temporarily change how one perceives properties of their own body. This mechanism is at stake during a VR simulation, and this thesis explores the new venues of interaction design based on these fundamental scientific findings about the embodied self. In particular, we explore the use of third person perspective (3PP) instead of permanently offering the traditional first person perspective (1PP), and we manipulate the user-avatar motor mapping to achieve a broader range of interactions while maintaining embodiment. We are guided by two principles, to explore the extent to which we can enhance VR interaction through the manipulation of bodily aspects, and to identify the extent to which a given manipulation affects the embodiment of a virtual body. Our results provide new evidence supporting strong embodiment of a virtual body even when viewed from 3PP, and in particular that voluntarily alternating point of view between 1PP and 3PP is not detrimental to the experience of ownership over the virtual body. Moreover, detailed analysis of movement quality show highly similar reaching behavior in both perspective conditions, and only obvious advantages or disadvantages of each perspective depending on the situation (e.g. occlusion of target by the body in 3PP, limited field of view in 1PP). We also show that subjects are insensitive to visuo-proprioceptive movement distortions when the nature of the distortion was not made explicit, and that subjects are biased toward self-attributing distorted movements that make the task easier

    Bodily resonance: Exploring the effects of virtual embodiment on pain modulation and the fostering of empathy toward pain sufferers

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    Globally, around 20% of people suffer from chronic pain, an illness that cannot be cured and has been linked to numerous physical and mental conditions. According to the BioPsychoSocial model of pain, chronic pain presents patients with biological, psychological, and social challenges and difficulties. Immersive virtual reality (VR) has shown great promise in helping people manage acute and chronic pain, and facilitating empathy of vulnerable populations. Therefore, the first research trajectory of this dissertation targets chronic pain patientsโ€™ biological and psychological sufferings to provide VR analgesia, and the second research trajectory targets healthy people to build empathy and reduce patientsโ€™ social stigma. Researchers have taken the attention distraction approach to study how acute pain patients can manage their condition in VR, while the virtual embodiment approach has mostly been studied with healthy people exposed to pain stimulus. My first research trajectory aimed to understand how embodied characteristics affect usersโ€™ sense of embodiment and pain. Three studies have been carried out with healthy people under heat pain, complex regional pain syndrome patients, and phantom limb pain patients. My findings indicate that for all three studies, when users see a healthy or intact virtual body or body parts, they experience significant reductions in their self-reported pain ratings. Additionally, I found that the appearance of a virtual body has a significant impact on pain, whereas the virtual bodyโ€™s motions do not. Despite the prevalence of chronic pain, public awareness of it is remarkably low, and pain patients commonly experience social stigma. Thus, having an embodied perspective of chronic pain patients is critical to understand their social stigma. Although there is a growing interest in using embodied VR to foster empathy towards gender or racial bias, few studies have focused on people with chronic pain. My second trajectory explored how researchers can foster empathy towards pain patients in embodied VR. To conclude, this dissertation uncovers the role of VR embodiment and dissects embodied characteristics in pain modulation and empathy generation. Finally, I summarized a novel conceptual design framework for embodied VR applications with design recommendations and future research directions

    Virtual Body Ownership Illusions for Mental Health: A Narrative Review.

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    Over the last 20 years, virtual reality (VR) has been widely used to promote mental health in populations presenting different clinical conditions. Mental health does not refer only to the absence of psychiatric disorders but to the absence of a wide range of clinical conditions that influence people\u2019s general and social well-being such as chronic pain, neurological disorders that lead to motor o perceptual impairments, psychological disorders that alter behaviour and social cognition, or physical conditions like eating disorders or present in amputees. It is known that an accurate perception of oneself and of the surrounding environment are both key elements to enjoy mental health and well-being, and that both can be distorted in patients suffering from the clinical conditions mentioned above. In the past few years, multiple studies have shown the effectiveness of VR to modulate such perceptual distortions of oneself and of the surrounding environment through virtual body ownership illusions. This narrative review aims to review clinical studies that have explored the manipulation of embodied virtual bodies in VR for improving mental health, and to discuss the current state of the art and the challenges for future research in the context of clinical care

    Using virtual objects with hand-tracking: the effects of visual congruence and mid-air haptics on sense of agency

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    Virtual reality expands the possibilities of human action. With hand-tracking technology, we can directly interact with these environments without the need for a mediating controller. Much previous research has looked at the user-avatar relationship. Here we explore the avatar-object relationship by manipulating the visual congruence and haptic feedback of the virtual object of interaction. We examine the effect of these variables on the sense of agency (SoA), which refers to the feeling of control over our actions and their effects. This psychological variable is highly relevant to user experience and is attracting increased interest in the field. Our results showed that implicit SoA was not significantly affected by visual congruence and haptics. However, both of these manipulations significantly affected explicit SoA, which was strengthened by the presence of mid-air haptics and was weakened by the presence of visual incongruence. We propose an explanation of these findings that draws on the cue integration theory of SoA. We also discuss the implications of these findings for HCI research and design

    ๊ฐ€์ƒํ˜„์‹ค ๋‚ด ์ •๋ณด ๋ถˆ์ผ์น˜๋ฅผ ํ™œ์šฉํ•œ ์ธ์ง€๊ธฐ๋Šฅ ํ‰๊ฐ€: ํƒ์ƒ‰์  ๊ณ ์ฐฐ

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    ํ•™์œ„๋…ผ๋ฌธ(๋ฐ•์‚ฌ) -- ์„œ์šธ๋Œ€ํ•™๊ต๋Œ€ํ•™์› : ์ธ๋ฌธ๋Œ€ํ•™ ํ˜‘๋™๊ณผ์ • ์ธ์ง€๊ณผํ•™์ „๊ณต, 2022.2. ์ด๊ฒฝ๋ฏผ.๋ณธ ๋ฐ•์‚ฌ๋…ผ๋ฌธ์˜ ๋ชฉ์ ์€ ๊ฐ€์ƒํ˜„์‹ค ๋‚ด์—์„œ ๋ฐœ์ƒํ•˜๋Š” ์ •๋ณด๋ถˆ์ผ์น˜์— ๋Œ€ํ•ด์„œ ์•Œ์•„๋ณด๊ณ , ์ •๋ณด ๋ถˆ์ผ์น˜๋กœ ์ธํ•œ ์ธ์ง€์  ๋ฐ˜์‘์„ ์ธ์ง€๊ธฐ๋Šฅ ํ‰๊ฐ€์— ํ™œ์šฉํ•  ์ˆ˜ ์žˆ๋Š” ๋ฐฉ์•ˆ์„ ๊ณ ์ฐฐํ•˜๊ณ ์ž ํ•จ์ด๋‹ค. ๊ฐ€์ƒํ˜„์‹ค ์ฃผ๋ฐฉ๊ณผ์ œ๋ฅผ ๊ตฌํ˜„ํ•˜์—ฌ ๊ณผ์ œ ์ˆ˜ํ–‰ ์ค‘ ๋‚˜ํƒ€๋‚˜๋Š” ์›€์ง์ž„๊ณผ ์ธ์ง€์ž‘์šฉ์˜ ํŠน์„ฑ์„ ์•Œ์•„๋ณด๊ณ ์ž ํ•˜์˜€๋‹ค. ๋˜ํ•œ VR์—์„œ ๊ณผ์ œ์ˆ˜ํ–‰ ์‹œ ๋‚˜ํƒ€๋‚˜๋Š” ์ธ์ง€ ๋ถ€ํ•˜์˜ ์š”์ธ์„ ํƒ์ƒ‰ํ•˜์˜€๋‹ค. ํŠนํžˆ, ๊ฐ๊ฐ์šด๋™ ์กฐ์ ˆ ์ธก๋ฉด์—์„œ ๊ฐ€์ƒํ˜„์‹ค ๋‚ด ๋ฐœ์ƒํ•˜๋Š” ์ •๋ณด๋ถˆ์ผ์น˜๋กœ ์ธํ•œ ์ธ์ง€ ๊ณผ๋ถ€ํ•˜๋ฅผ ์‚ดํŽด๋ณด์•˜๋‹ค. ์ฒซ์งธ, ๊ฐ€์ƒํ˜„์‹ค๊ณผ ์‹ค์ œํ™˜๊ฒฝ์—์„œ ์ž‘๋™ํ•˜๋Š” ์ธ์ง€๊ณผ์ •์ด ์–ด๋–ป๊ฒŒ ๋‹ค๋ฅธ์ง€ ์•Œ์•„๋ณด๊ธฐ ์œ„ํ•ด ๋‘ ํ™˜๊ฒฝ ๊ฐ„์˜ ๊ณผ์ œ ์ˆ˜ํ–‰ ์ฐจ์ด๋ฅผ ๋น„๊ตํ•˜์˜€๋‹ค. ์ Š์€ ์„ฑ์ธ ๊ทธ๋ฃน์—์„œ๋Š” ์–ด๋ ค์šด ์ฃผ๋ฐฉ๊ณผ์ œ ์ˆ˜ํ–‰ ์‹œ ๊ฐ€์ƒํ˜„์‹ค๊ณผ ์‹ค์ œํ™˜๊ฒฝ ๊ฐ„์˜ ์ˆ˜ํ–‰์‹œ๊ฐ„์— ์œ ์˜ํ•œ ์ฐจ์ด๊ฐ€ ์žˆ์—ˆ์ง€๋งŒ ์‰ฌ์šด ์ฃผ๋ฐฉ ๊ณผ์ œ์—์„œ๋Š” ์ฐจ์ด๊ฐ€ ์—†์—ˆ๋‹ค. ๋ฐ˜๋ฉด ๋…ธ์ธ ์ง‘๋‹จ์—์„œ๋Š” ๊ณผ์ œ์˜ ๋‚œ์ด๋„์™€ ๊ด€๊ณ„์—†์ด ๋‘ ํ™˜๊ฒฝ ๊ฐ„์˜ ์ˆ˜ํ–‰ ์‹œ๊ฐ„์— ์ƒ๋‹นํ•œ ์ฐจ์ด๊ฐ€ ์žˆ์—ˆ๋‹ค. ๋…ธ์ธ์˜ ๊ฒฝ์šฐ ๊ฐ€์ƒํ˜„์‹ค์—์„œ ๊ฐ๊ฐ์šด๋™ ์กฐ์ ˆ์˜ ์–ด๋ ค์›€์„ ๋ณด์˜€๋‹ค. ์ฆ‰ ๋…ธ์ธ์˜ ๊ฒฝ์šฐ ์ Š์€ ์„ฑ์ธ์— ๋น„ํ•ด ๊ฐ€์ƒํ˜„์‹ค ๋‚ด์—์„œ์˜ ๊ฐ๊ฐ์šด๋™ ์กฐ์ ˆ์ด ๋” ์–ด๋ ต๊ธฐ ๋•Œ๋ฌธ์— ์ด๋กœ ์ธํ•œ ์ธ์ง€์  ๋ถ€ํ•˜๊ฐ€ ๊ณผ์ œ ์ˆ˜ํ–‰ ์ž์ฒด์˜ ์ธ์ง€์  ๋ถ€ํ•˜์— ๊ฐ€์ค‘๋˜์–ด ๊ณผ์ œ ๋‚œ์ด๋„๊ฐ€ ์–ด๋ ค์›Œ์ง€๋ฉด ์ธ์ง€์šฉ๋Ÿ‰์˜ ํ•œ๊ณ„๋ฅผ ์ดˆ๊ณผํ•˜๊ฒŒ ๋œ๋‹ค. ๋‘˜์งธ, ๊ฐ€์ƒ ์ฃผ๋ฐฉ๊ณผ์ œ ์ˆ˜ํ–‰ ์‹œ ์ธ์ง€๊ธฐ๋Šฅ์ด ์ €ํ•˜๋จ์— ๋”ฐ๋ผ ๊ฐ‘์ž๊ธฐ ํœ™ ์›€์ง์ด๋Š”(jerky) ํŒจํ„ด์„ ๋ณด์ด๋Š” ๊ฒƒ์œผ๋กœ ๋‚˜ํƒ€๋‚ฌ๋‹ค. ์ด๋Š” ์ธ์ง€๊ธฐ๋Šฅ์ด ์ €ํ•˜๋œ ๋…ธ์ธ์˜ ๊ฒฝ์šฐ ํ™˜๊ฒฝ์— ๋Œ€ํ•œ ์˜ˆ์ธก๋ ฅ์ด ์ €ํ•˜๋˜์–ด ์ตœ์†Œ ์ €ํฌ์šด๋™ ์กฐ์ ˆ(minimal jerk movement control)์— ์–ด๋ ค์›€์ด ์žˆ์Œ์„ ์‹œ์‚ฌํ•œ๋‹ค. ๋˜ํ•œ ์ธ์ง€๊ธฐ๋Šฅ์ด ๋†’์€ ๊ทธ๋ฃน๋ณด๋‹ค ์ธ์ง€๊ธฐ๋Šฅ์ด ๋‚ฎ์€ ๋…ธ์ธ ๊ทธ๋ฃน์˜ ๊ฒฝ์šฐ ๊ณผ์ œ๊ฐ€ ์™„๋ฃŒ๋  ๋•Œ๊นŒ์ง€์˜ ์ผ๋ จ์˜ ์›€์ง์ž„ ๋‹จ๊ณ„๊ฐ€ ๋” ๋งŽ์•˜๋‹ค. ์ธ์ง€๊ธฐ๋Šฅ์ด ์ €ํ•˜๋จ์— ๋”ฐ๋ผ ๋น„ํšจ์œจ์ ์ด๊ณ  ๋ถ„์ฃผํ•œ ์›€์ง์ž„์„ ๋ณด์ธ๋‹ค๊ณ  ํ•  ์ˆ˜ ์žˆ๋‹ค. ๋˜ํ•œ ๋‹ค์ค‘ํšŒ๊ท€๋ถ„์„ ๊ฒฐ๊ณผ, ๋…ธ์ธ์ด ๊ฐ€์ƒํ˜„์‹ค ์ฃผ๋ฐฉ๊ณผ์ œ๋ฅผ ํšจ์œจ์ ์œผ๋กœ ์ˆ˜ํ–‰ํ•จ์— ์žˆ์–ด ์—ฐ๋ น ๋ฐ ํ•™๋ ฅ ๋ณด๋‹ค๋Š” ์ธ์ง€๊ธฐ๋Šฅ์ด ๊ฐ€์žฅ ์˜ํ–ฅ์„ ๋ฏธ์น˜๋Š” ์š”์ธ์œผ๋กœ ๋‚˜ํƒ€๋‚ฌ๋‹ค. ์ฆ‰ ๊ฐ€์ƒํ˜„์‹ค ๊ธฐ๋ฐ˜ ๊ณผ์ œ์ˆ˜ํ–‰์€ ์ˆœ์ˆ˜ ์ธ์ง€๊ธฐ๋Šฅ๋งŒ์„ ํ‰๊ฐ€ํ•˜๋Š” ์ƒˆ๋กœ์šด ๋Œ€์•ˆ์œผ๋กœ ์ œ์‹œํ•  ์ˆ˜ ์žˆ๋‹ค. ๋งˆ์ง€๋ง‰์œผ๋กœ ๊ฐ๊ฐ์šด๋™ ํ”ผ๋“œ๋ฐฑ์˜ ์˜ˆ์ธก๋ถˆ๊ฐ€๋Šฅ์„ฑ(unpredictability)์ด ๊ฐ€์ƒํ˜„์‹ค์—์„œ ์ธ์ง€๋ถ€ํ•˜๋ฅผ ์œ ๋ฐœํ•˜๋Š” ๋ฐฉ์‹์„ ์•Œ์•„๋ณด๊ณ ์ž ํ•˜์˜€๋‹ค. ์„ญ๋™์˜ ์˜ˆ์ธก ๊ฐ€๋Šฅ์„ฑ์— ๋”ฐ๋ฅธ ๋ฐ˜์‘ ์‹œ๊ฐ„๊ณผ ์ด๋™ ์†๋„๋ฅผ ์•”๋ฌต์  5ยฐ์™€ ๋ช…์‹œ์  15ยฐ ์„ญ๋™ ์กฐ๊ฑด์—์„œ ๊ฐ๊ฐ ์ธก์ •ํ•˜์˜€๋‹ค. ๊ทธ ๊ฒฐ๊ณผ ์•”๋ฌต์  ์šด๋™ ์ œ์–ด ์‹œ ์„ญ๋™์˜ ๋ณ€ํ™”๋ฅผ ์˜ˆ์ธกํ•  ์ˆ˜ ์—†์„ ๋•Œ ์›€์ง์ž„์˜ ์ •ํ™•๋„๋ฅผ ๋†’์ด๊ธฐ ์œ„ํ•ด ์›€์ง์ž„์ด ๋Š๋ ค์ง€๋Š” ์ „๋žต(accuracy and speed trade-off)์„ ์‚ฌ์šฉํ•˜๋Š” ๊ฒƒ์œผ๋กœ ๋‚˜ํƒ€๋‚ฌ๋‹ค. ์ฆ‰, ๊ฐ๊ฐ์šด๋™์กฐ์ ˆ ๊ณผ์ • ์ƒ์—์„œ ์ •๋ณด ๋ถˆ์ผ์น˜๋กœ ์ธํ•œ ์˜ˆ์ธก ๋ถˆ๊ฐ€๋Šฅ์„ฑ์— ๋Œ€ํ•ด ์šฐ๋ฆฌ์˜ ๋‡Œ๋Š” ๋‹ค๋ฅธ ์ธ์ง€์ „๋žต์„ ์ทจํ•œ๋‹ค๊ณ  ์„ค๋ช…ํ•  ์ˆ˜ ์žˆ๋‹ค. ๊ฒฐ๋ก ์ ์œผ๋กœ ๊ฐ€์ƒํ˜„์‹ค์€ ๊ธฐ์ˆ ์  ์ถฉ์‹ค๋„(fidelity) ๋ฌธ์ œ๋กœ ์ธํ•ด ๊ฐ๊ฐ ํ”ผ๋“œ๋ฐฑ์ด ์˜ˆ์ธก ๋ถˆ๊ฐ€๋Šฅํ•˜๊ณ  ๊ฐ€๋ณ€์ ์ด๊ธฐ ๋•Œ๋ฌธ์— ์‹ค์ œ ํ™˜๊ฒฝ๋ณด๋‹ค ๋” ๋งŽ์€ ์ธ์ง€ ๋ถ€ํ•˜๋ฅผ ์œ ๋ฐœํ•œ๋‹ค. ํŠนํžˆ ๊ฐ€์ƒํ˜„์‹ค์—์„œ์˜ ๊ฐ๊ฐ์šด๋™ ์กฐ์ ˆ์€ ์‹ค์ œํ™˜๊ฒฝ์—์„œ ์ธ๊ฐ„์˜ ์šด๋™ ์‹œ์Šคํ…œ์ด ์ ์‘๋œ ๋ฐฉ์‹๊ณผ๋Š” ๋‹ค๋ฅด๋‹ค๊ณ  ๋ณผ ์ˆ˜ ์žˆ๋‹ค. ์ฆ‰ ๊ฐ€์ƒํ˜„์‹ค ๋‚ด์—์„œ๋Š” ๊ฐ๊ฐ์šด๋™ ์‹œ์Šคํ…œ์ด ์˜ˆ์ธกํ•  ์ˆ˜ ์—†๋Š” ํ™˜๊ฒฝ์— ์ ์‘ํ•˜๊ธฐ ์œ„ํ•ด ๋‹ค๋ฅธ ์ธ์ง€ ์ „๋žต์„ ์ทจํ•˜๊ฒŒ ๋œ๋‹ค. ํ™˜๊ฒฝ์— ๋”ฐ๋ฅธ ํšจ์œจ์ ์ธ ์ธ์ง€์ „๋žต์˜ ์ „ํ™˜์€ ์ค‘์•™ ์ง‘ํ–‰๊ธฐ๋Šฅ(central executive)๊ณผ ๊ด€๋ จ ์žˆ์œผ๋ฉฐ, ์ด๋Ÿฌํ•œ ํŠน์ง•์„ ํ™œ์šฉํ•œ ๊ฐ€์ƒํ˜„์‹ค๊ธฐ๋ฐ˜ ๊ณผ์ œ๋Š” ์ƒˆ๋กœ์šด ์ธ์ง€๊ธฐ๋Šฅ ํ‰๊ฐ€์˜ ๋Œ€์•ˆ์œผ๋กœ ์ œ์‹œํ•  ์ˆ˜ ์žˆ๋‹ค.The purpose of this dissertation was to investigate information mismatch in virtual reality (VR) and explore the possibility of using the cognitive reaction arising from information mismatch for cognitive evaluation. The virtual kitchen task was used to observe the subjectsโ€™ behaviors while performing the task, and to investigate the characteristics of movement and cognitive processes appearing during the performance of the virtual task. In addition, an attempt was made to explore the factors of cognitive overload in VR that determine the difference compared to a performance in the real environment. In particular, this study aimed to investigate how information mismatch occurring in VR causes cognitive overload in terms of sensorimotor control. First, it questioned how the cognitive process in VR differs from the real environment and also investigated the factors affecting the performance of tasks in VR. In the young adult group, while there was a significant difference between the execution time in VR and in the real environment in the difficult kitchen task, there was no such difference in the easy kitchen task. Meanwhile, among the elderly, there was a significant difference between the execution time in VR and in the real environment regardless of whether the task was difficult or easy. It was thought that cognitive load was caused due to difficulties in sensorimotor control in VR. It was found that the cognitive capacity is challenged when the task is difficult because the load of task performance itself and the load of sensorimotor control are doubling. Second, it was found that as the cognitive function decreased, an abrupt and jerky movement pattern was exhibited during the virtual kitchen task. The number of sequences in movement until the task was completed was also busier in the elderly group with lower cognitive function in contrast with those with higher cognitive function. In the case of the elderly with deteriorated cognitive function, it is suggested that there is difficulty in minimal jerk movement control because the predictive ability responding to environment is decreased. In addition, according to the results of multiple regression, cognitive function of the elderly is the most influential factor in performing VR tasks, other than age and educational background, which means that purely evaluating cognitive function may be suggested. Third, an attempt was made to verify how the unpredictability of sensorimotor feedback causes cognitive load in VR. The reaction time and speed of movement depending on the predictability of perturbation were measured in implicit 5 degrees and explicit 15 degrees perturbation. When the subject was unable to predict the variation of perturbation only in implicit motor control, reaching became slower and it took more time due to the accuracy and speed trade-off. In other words, unpredictability due to information mismatch leads to the use of different cognitive strategies in brain mechanisms. In conclusion, VR induces more cognitive load than the real environment because the sensory feedback is unpredictable and variable due to technical fidelity problems. The sensorimotor control in VR is challenged by the way the human motor system is adapted. Further, it was found that an unpredictable environment requires different cognitive strategies for the sensorimotor system to adapt to it. The manner in which effective cognitive strategies are taken represents an efficient central executive function. From this perspective, VR-based cognitive evaluation, using such attributes, is thought to be an alternative method for early screening of cognitive decline.Chapter 1. Introduction 7 1.1 Research motivation and introductory overview 7 1.2 Research goal and questions 7 1.2.1 Overall research goal 7 1.2.2 Research questions 8 1.2.3 Research contributions 8 1.3 Thesis structure 8 Chapter 2. Literature Review 10 2.1 Virtual Reality (VR) as ecological method for cognitive evaluation 10 2.2 Sub-types of VR based tasks according to target cognitive function 12 2.2.1. VR task for spatial navigation 13 2.2.2. VR task for memory 14 2.2.3. VR task for executive function 16 2.3 Factors affecting on VR performance 19 2.3.1. General 19 2.3.2. Age effects on VR performance 20 2.3.3. Cognitive challenges in VR 21 2.3.4. Feasibility of VR task for dementia 22 2.4 Cognitive load in VR 23 2.4.1. Immersive versus non-immersive VR 23 2.4.2. Sense of presence and situated cognition 26 2.4.3. Sensorimotor adaptation in VR 28 2.5 Sensorimotor control in VR 29 2.5.1 Predictive brain and internal model for motor control 29 2.5.2 Explicit and implicit process in motor control 31 2.5.3 Accuracy & speed tradeoff in cognitive control 31 2.6 Executive control for information mismatch in information processing 32 Chapter 3. Differences in Cognitive Load Between Real and VR Environment 34 3.1 Introduction 34 3.2 Method 37 3.3 Results 40 3.4 Discussion 45 Chapter 4. The Efficiency of Movement Trajectory and Sequence in VR According to Cognitive Function in the Elderly 50 4.1 Introduction 50 4.2 Method 52 4.3 Results 53 4.4 Discussion 56 Chapter 5. Factors that Affect the Performance of Immersive Virtual Kitchen Tasks in the Elderly 59 5.1 Introduction 59 5.2 Method 62 5.3 Results 64 5.4 Discussion 70 Chapter 6. Effect of Predictability of Sensorimotor Feedback on Cognitive Load in VR 74 6.1 Introduction 74 6.2 Method 77 6.3 Results 79 6.4 Discussion 84 Chapter 7. Conclusion 88 7.1 Summary of findings 88 7.2 Future direction of research 90 References 92๋ฐ•

    Congruency of Information Rather Than Body Ownership Enhances Motor Performance in Highly Embodied Virtual Reality

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    In immersive virtual reality, the own body is often visually represented by an avatar. This may induce a feeling of body ownership over the virtual limbs. Importantly, body ownership and the motor system share neural correlates. Yet, evidence on the functionality of this neuroanatomical coupling is still inconclusive. Findings from previous studies may be confounded by the congruent vs. incongruent multisensory stimulation used to modulate body ownership. This study aimed to investigate the effect of body ownership and congruency of information on motor performance in immersive virtual reality. We aimed to modulate body ownership by providing congruent vs. incongruent visuo-tactile stimulation (i.e., participants felt a brush stroking their real fingers while seeing a virtual brush stroking the same vs. different virtual fingers). To control for congruency effects, unimodal stimulation conditions (i.e., only visual or tactile) with hypothesized low body ownership were included. Fifty healthy participants performed a decision-making (pressing a button as fast as possible) and a motor task (following a defined path). Body ownership was assessed subjectively with established questionnaires and objectively with galvanic skin response (GSR) when exposed to a virtual threat. Our results suggest that congruency of information may decrease reaction times and completion time of motor tasks in immersive virtual reality. Moreover, subjective body ownership is associated with faster reaction times, whereas its benefit on motor task performance needs further investigation. Therefore, it might be beneficial to provide congruent information in immersive virtual environments, especially during the training of motor tasks, e.g., in neurorehabilitation interventions

    Recent developments in biofeedback for neuromotor rehabilitation

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    The original use of biofeedback to train single muscle activity in static positions or movement unrelated to function did not correlate well to motor function improvements in patients with central nervous system injuries. The concept of task-oriented repetitive training suggests that biofeedback therapy should be delivered during functionally related dynamic movement to optimize motor function improvement. Current, advanced technologies facilitate the design of novel biofeedback systems that possess diverse parameters, advanced cue display, and sophisticated control systems for use in task-oriented biofeedback. In light of these advancements, this article: (1) reviews early biofeedback studies and their conclusions; (2) presents recent developments in biofeedback technologies and their applications to task-oriented biofeedback interventions; and (3) discusses considerations regarding the therapeutic system design and the clinical application of task-oriented biofeedback therapy. This review should provide a framework to further broaden the application of task-oriented biofeedback therapy in neuromotor rehabilitation
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