10 research outputs found

    Sensorimotor Research Utilising Immersive Virtual Reality: A Pilot Study with Children and Adults with Autism Spectrum Disorders

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    When learning and interacting with the world, people with Autism Spectrum Disorders (ASD) show compromised use of vision and enhanced reliance on body-based information. As this atypical profile is associated with motor and social difficulties, interventions could aim to reduce the potentially isolating reliance on the body and foster the use of visual information. To this end, head-mounted displays (HMDs) have unique features that enable the design of Immersive Virtual Realities (IVR) for manipulating and training sensorimotor processing. The present study assesses feasibility and offers some early insights from a new paradigm for exploring how children and adults with ASD interact with Reality and IVR when vision and proprioception are manipulated. Seven participants (five adults, two children) performed a self-turn task in two environments (Reality and IVR) for each of three sensory conditions (Only Proprioception, Only Vision, Vision + Proprioception) in a purpose-designed testing room and an HMD-simulated environment. The pilot indicates good feasibility of the paradigm. Preliminary data visualisation suggests the importance of considering inter-individual variability. The participants in this study who performed worse with Only Vision and better with Only Proprioception seemed to benefit from the use of IVR. Those who performed better with Only Vision and worse with Only Proprioception seemed to benefit from Reality. Therefore, we invite researchers and clinicians to consider that IVR may facilitate or impair individuals depending on their profiles

    Proprioceptive accuracy in Immersive Virtual Reality: A developmental perspective

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    Proprioceptive development relies on a variety of sensory inputs, among which vision is hugely dominant. Focusing on the developmental trajectory underpinning the integration of vision and proprioception, the present research explores how this integration is involved in interactions with Immersive Virtual Reality (IVR) by examining how proprioceptive accuracy is affected by Age, Perception, and Environment. Individuals from 4 to 43 years old completed a self-turning task which asked them to manually return to a previous location with different sensory modalities available in both IVR and reality. Results were interpreted from an exploratory perspective using Bayesian model comparison analysis, which allows the phenomena to be described using probabilistic statements rather than simplified reject/not-reject decisions. The most plausible model showed that 4\u20138-year-old children can generally be expected to make more proprioceptive errors than older children and adults. Across age groups, proprioceptive accuracy is higher when vision is available, and is disrupted in the visual environment provided by the IVR headset. We can conclude that proprioceptive accuracy mostly develops during the first eight years of life and that it relies largely on vision. Moreover, our findings indicate that this proprioceptive accuracy can be disrupted by the use of an IVR headset

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    Spontaneous eye movements reflect the representational geometries of conceptual spaces

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    Functional neuroimaging studies indicate that the human brain can represent concepts and their relational structure in memory using coding schemes typical of spatial navigation. However, whether we can read out the internal representational geometries of conceptual spaces solely from human behaviour remains unclear. Here we report that the relational structure between concepts in memory is reflected in spontaneous eye movements during verbal fluency tasks: when we asked participants to randomly generate numbers, their eye movements correlated with distances along the left-to-right 1-dimensional geometry of the number space (mental number line), while they correlated with distance along the ring-like 2-dimensional geometry of the colour space (colour wheel) when they randomly generated colour names. Moreover, when they randomly produced animal names, eye movements correlated with low-dimensional similarity in word frequencies. These results suggest that the representational geometries used to internally organise conceptual spaces can be read out from gaze behaviour

    Sensorimotor Research Utilising Immersive Virtual Reality: A Pilot Study with Children and Adults with Autism Spectrum Disorders

    Get PDF
    When learning and interacting with the world, people with Autism Spectrum Disorders (ASD) show compromised use of vision and enhanced reliance on body-based information. As this atypical profile is associated with motor and social difficulties, interventions could aim to reduce the potentially isolating reliance on the body and foster the use of visual information. To this end, head-mounted displays (HMDs) have unique features that enable the design of Immersive Virtual Realities (IVR) for manipulating and training sensorimotor processing. The present study assesses feasibility and offers some early insights from a new paradigm for exploring how children and adults with ASD interact with Reality and IVR when vision and proprioception are manipulated. Seven participants (five adults, two children) performed a self-turn task in two environments (Reality and IVR) for each of three sensory conditions (Only Proprioception, Only Vision, Vision + Proprioception) in a purpose-designed testing room and an HMD-simulated environment. The pilot indicates good feasibility of the paradigm. Preliminary data visualisation suggests the importance of considering inter-individual variability. The participants in this study who performed worse with Only Vision and better with Only Proprioception seemed to benefit from the use of IVR. Those who performed better with Only Vision and worse with Only Proprioception seemed to benefit from Reality. Therefore, we invite researchers and clinicians to consider that IVR may facilitate or impair individuals depending on their profiles

    Perception and Motion in Real and Virtual Environments: A Narrative Review of Autism Spectrum Disorders

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    Atypical sensorimotor developmental trajectories greatly contribute to the profound heterogeneity that characterizes Autism Spectrum Disorders (ASD). Individuals with ASD manifest deviations in sensorimotor processing with early markers in the use of sensory information coming from both the external world and the body, as well as motor difficulties. The cascading effect of these impairments on the later development of higher-order abilities (e.g., executive functions and social communication) underlines the need for interventions that focus on the remediation of sensorimotor integration skills. One of the promising technologies for such stimulation is Immersive Virtual Reality (IVR). In particular, head-mounted displays (HMDs) have unique features that fully immerse the user in virtual realities which disintegrate and otherwise manipulate multimodal information. The contribution of each individual sensory input and of multisensory integration to perception and motion can be evaluated and addressed according to a user’s clinical needs. HMDs can therefore be used to create virtual environments aimed at improving people’s sensorimotor functioning, with strong potential for individualization for users. Here we provide a narrative review of the sensorimotor atypicalities evidenced by children and adults with ASD, alongside some specific relevant features of IVR technology. We discuss how individuals with ASD may interact differently with IVR versus real environments on the basis of their specific atypical sensorimotor profiles and describe the unique potential of HMD-delivered immersive virtual environments to this end

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    The role of vision and proprioception in self-motion encoding: An immersive virtual reality study

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    Past research on the advantages of multisensory input for remembering spatial information has mainly focused on memory for objects or surrounding environments. Less is known about the role of cue combination in memory for own body location in space. In a previous study, we investigated participants\u2019 accuracy in reproducing a rotation angle in a self-rotation task. Here, we focus on the memory aspect of the task. Participants had to rotate themselves back to a specified starting position in three different sensory conditions: a blind condition, a condition with disrupted proprioception, and a condition where both vision and proprioception were reliably available. To investigate the difference between encoding and storage phases of remembering proprioceptive information, rotation amplitude and recall delay were manipulated. The task was completed in a real testing room and in immersive virtual reality (IVR) simulations of the same environment. We found that proprioceptive accuracy is lower when vision is not available and that performance is generally less accurate in IVR. In reality conditions, the degree of rotation affected accuracy only in the blind condition, whereas in IVR, it caused more errors in both the blind condition and to a lesser degree when proprioception was disrupted. These results indicate an improvement in encoding own body location when vision and proprioception are optimally integrated. No reliable effect of delay was found

    Proprioceptive accuracy in Immersive Virtual Reality: A developmental perspective

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    Data and supplemental material of the article "Proprioceptive accuracy in Immersive Virtual Reality: A developmental perspective" (https://doi.org/10.1371/journal.pone.0222253)
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