| Literature DB >> 31649608 |
Adrián Borrego1, Jorge Latorre1,2, Mariano Alcañiz1, Roberto Llorens1,2.
Abstract
The ability of virtual reality (VR) to recreate controlled, immersive, and interactive environments that provide intensive and customized exercises has motivated its therapeutic use after stroke. Interaction and bodily presence in VR-based interventions is usually mediated through virtual selves, which synchronously represent body movements or responses to events on external input devices. Embodied self-representations in the virtual world not only provide an anchor for visuomotor tasks, but their morphologies can have behavioral implications. While research has focused on the underlying subjective mechanisms of exposure to VR on healthy individuals, the transference of these findings to individuals with stroke is not evident and remains unexplored, which could affect the experience and, ultimately, the clinical effectiveness of neurorehabilitation interventions. This study determined and compared the sense of embodiment and presence elicited by a virtual environment under different perspectives and levels of immersion in healthy subjects and individuals with stroke. Forty-six healthy subjects and 32 individuals with stroke embodied a gender-matched neutral avatar in a virtual environment that was displayed in a first-person perspective with a head-mounted display and in a third-person perspective with a screen, and the participants were asked to interact in a virtual task for 10 min under each condition in counterbalanced order, and to complete two questionnaires about the sense of embodiment and presence experienced during the interaction. The sense of body-ownership, self-location, and presence were more vividly experienced in a first-person than in a third-person perspective by both healthy subjects (p < 0.001, η p 2 = 0.212; p = 0.005, η p 2 = 0.101; p = 0.001, η p 2 = 0.401, respectively) and individuals with stroke (p = 0.019, η p 2 = 0.070; p = 0.001, η p 2 = 0.135; p = 0.014, η p 2 = 0.077, respectively). In contrast, no agency perspective-related differences were found in any group. All measures were consistently higher for healthy controls than for individuals with stroke, but differences between groups only reached statistical significance in presence under the first-person condition (p < 0.010, η p 2 = 0.084). In spite of these differences, the participants experienced a vivid sense of embodiment and presence in almost all conditions. These results provide first evidence that, although less intensively, embodiment and presence are similarly experienced by individuals who have suffered a stroke and by healthy individuals, which could support the vividness of their experience and, consequently, the effectiveness of VR-based interventions.Entities:
Keywords: agency; body-ownership; embodiment; immersion; presence; self-location; stroke; virtual reality
Year: 2019 PMID: 31649608 PMCID: PMC6795691 DOI: 10.3389/fneur.2019.01061
Source DB: PubMed Journal: Front Neurol ISSN: 1664-2295 Impact factor: 4.003
Characteristics of the participants.
| Sex ( | NS ( | ||
| Male | 25 (54.3%) | 18 (56.2%) | |
| Female | 21 (45.7%) | 14 (43.8%) | |
| Age (years) | 50.8 ± 10.9 | 48.8 ± 11.8 | NS ( |
| Etiology ( | – | ||
| Ischemic stroke | – | 25 (78.1%) | |
| Hemorrhagic stroke | – | 7 (21.9%) | |
| Lesion side ( | – | ||
| Left | – | 22 (68.7%) | |
| Right | – | 10 (31.3%) | |
| Time since injury (months) | – | 9.2 ± 3.0 | – |
| Mini-mental state examination [0–30] | – | 26.4 ± 2.0 | – |
| Mississippi aphasia screening test [0–50] | – | 47.5 ± 1.6 | – |
| Berg balance scale [0–56] | – | 51.0 ± 2.9 | – |
Sex, etiology, and lesion side are expressed as a percentage of the total number of participants. Age, time since injury, and scores in the clinical measures are expressed in terms of mean and standard deviation. NS, non-significant.
Figure 1Interaction with the virtual task and virtual environment in first and third-person condition. The figure shows: (A) a participant interacting with the virtual task in first-person perspective (up), and the virtual environment displayed by the HMD (down), and (B) the same participant interacting with the virtual task in third-person perspective (up), and the virtual environment displayed by the screen (B). In both conditions, the participant is squashing a pink playdough item located on the ground with his left foot.
Figure 2Reports on embodiment sub-constructs in both conditions. The figure shows box and whisker plots of the sense of (A) body-ownership, (B) self-location, and (C) agency experienced by healthy subjects and individuals with stroke in both conditions. *p < 0.05, **p < 0.01.
Figure 3Reports on sense of presence in both conditions. The figure shows a box and whisker plot of the sense of presence experienced by healthy subjects and individuals with stroke in both conditions. *p < 0.05, **p < 0.01.