| Literature DB >> 24782724 |
Abstract
Technological advances that involve human sensorimotor processes can have both intended and unintended effects on the central nervous system (CNS). This mini review focuses on the use of virtual environments (VE) to augment brain functions by enhancing perception, eliciting automatic motor behavior, and inducing sensorimotor adaptation. VE technology is becoming increasingly prevalent in medical rehabilitation, training simulators, gaming, and entertainment. Although these VE applications have often been shown to optimize outcomes, whether it be to speed recovery, reduce training time, or enhance immersion and enjoyment, there are inherent drawbacks to environments that can potentially change sensorimotor calibration. Across numerous VE studies over the years, we have investigated the effects of combining visual and physical motion on perception, motor control, and adaptation. Recent results from our research involving exposure to dynamic passive motion within a visually-depicted VE reveal that short-term exposure to augmented sensorimotor discordance can result in systematic aftereffects that last beyond the exposure period. Whether these adaptations are advantageous or not, remains to be seen. Benefits as well as risks of using VE-driven sensorimotor stimulation to enhance brain processes will be discussed.Entities:
Keywords: brain augmentation; motor adaptation; posture control; prism adaptation cross-modal processing; sensorimotor integration; vection; virtual reality environment
Year: 2014 PMID: 24782724 PMCID: PMC3986528 DOI: 10.3389/fnsys.2014.00056
Source DB: PubMed Journal: Front Syst Neurosci ISSN: 1662-5137
Perceptual and/or motor behavior in immersive VE.
| Wright and Glasauer ( | Static or Roll tilting VE scene | Roll tilt of whole body while sitting | Subjective vertical (joystick/glass orientation) | Motor response depends on type of object wielded even if similar size and weight | |
| Wright et al. ( | Up-down translation of VE scene depicting various amplitudes of motion | Up-down whole body translation either matching or mismatching visual amplitude | Subjective estimate of self-motion amplitude | Visual-vestibular weighting not always linear summation | |
| Wright et al. ( | Left-right translation of VE scene | Roll tilt of whole body while sitting | Subjective vertical (joystick orientation) | Joystick Translations | |
| Wright and Schneider ( | Left-right or up-down translation of VE scene | None | Subjective vertical (joystick orientation) | Joystick Translations | |
| Wright ( | Left-right translation of VE scene | Up-down whole body translation of various amplitudes | Subjective estimate of self-motion amplitude | Left-right self-motion perception increased as physical up-down motion increased | |
| Wright et al. ( | Left-right translation of VE scene | Fore-aft whole body translation while sitting | Stabilize head (yaw, pitch, roll angular velocity) | Yaw head movement | |
| Wright ( | Fore-aft translation of VE scene in 3-walled, earth-fixed cave | Left-right whole-body translation while standing | Maintain balance (center of pressure) | Postural response to visual+physical stimulus. Postural aftereffects during post-adaptation visual stimulation |