| Literature DB >> 35221950 |
Karin A Buetler1, Joaquin Penalver-Andres1,2, Özhan Özen1, Luca Ferriroli1, René M Müri3,4, Dario Cazzoli3,4,5, Laura Marchal-Crespo1,6.
Abstract
To offer engaging neurorehabilitation training to neurologic patients, motor tasks are often visualized in virtual reality (VR). Recently introduced head-mounted displays (HMDs) allow to realistically mimic the body of the user from a first-person perspective (i.e., avatar) in a highly immersive VR environment. In this immersive environment, users may embody avatars with different body characteristics. Importantly, body characteristics impact how people perform actions. Therefore, alternating body perceptions using immersive VR may be a powerful tool to promote motor activity in neurologic patients. However, the ability of the brain to adapt motor commands based on a perceived modified reality has not yet been fully explored. To fill this gap, we "tricked the brain" using immersive VR and investigated if multisensory feedback modulating the physical properties of an embodied avatar influences motor brain networks and control. Ten healthy participants were immersed in a virtual environment using an HMD, where they saw an avatar from first-person perspective. We slowly transformed the surface of the avatar (i.e., the "skin material") from human to stone. We enforced this visual change by repetitively touching the real arm of the participant and the arm of the avatar with a (virtual) hammer, while progressively replacing the sound of the hammer against skin with stone hitting sound via loudspeaker. We applied single-pulse transcranial magnetic simulation (TMS) to evaluate changes in motor cortical excitability associated with the illusion. Further, to investigate if the "stone illusion" affected motor control, participants performed a reaching task with the human and stone avatar. Questionnaires assessed the subjectively reported strength of embodiment and illusion. Our results show that participants experienced the "stone arm illusion." Particularly, they rated their arm as heavier, colder, stiffer, and more insensitive when immersed with the stone than human avatar, without the illusion affecting their experienced feeling of body ownership. Further, the reported illusion strength was associated with enhanced motor cortical excitability and faster movement initiations, indicating that participants may have physically mirrored and compensated for the embodied body characteristics of the stone avatar. Together, immersive VR has the potential to influence motor brain networks by subtly modifying the perception of reality, opening new perspectives for the motor recovery of patients.Entities:
Keywords: body illusion; embodiment; immersive virtual reality (IVR); motor control; motor cortex; motor evoked potentials (MEPs); self-perception
Year: 2022 PMID: 35221950 PMCID: PMC8863605 DOI: 10.3389/fnhum.2021.787487
Source DB: PubMed Journal: Front Hum Neurosci ISSN: 1662-5161 Impact factor: 3.169
FIGURE 1Experimental setup and virtual environment. (A) Participant wearing the head-mounted display (HMD) and receiving transcranial magnetic simulation (TMS) over the primary motor cortex. (B) Electromyographic recordings in the shape of MEPs elicited by the TMS pulses were obtained from the first dorsal interosseous (FDI) muscle of the right hand of the participant placed on an armrest and with the tracker around wrist and upper arm. (C) The first-person perspective point of view of the participant in the VR during the multisensory feedback in the human and (D) stone condition. (E) The first-person perspective of the participant during the questionnaires, and (F) the motor task.
FIGURE 2Experimental procedure. (A) Experimental protocol, and (B) exemplar overview of the virtual environment, including the female version of the avatar with animated human surface (left), mixed surface during the transformation (middle), and stone surface (right).
Stone feeling questionnaire.
| Item | Dimension | “My right arm feels” | ||||||||
| −3 | −2 | −1 | 0 | 1 | 2 | 3 | ||||
| I1 | Coldness | very cold | very hot | |||||||
| I2 | Heaviness | very light | very heavy | |||||||
| I3 | Stiffness | very soft | very stiff | |||||||
| I4 | Insensitivity | very sensitive | very insensitive | |||||||
Adapted from
Embodiment questionnaire.
| Items | |
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| Q1 | It seemed like the virtual arm was my arm |
| Q2 | It seemed like the virtual arm was part of my body |
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| Q3 | It seemed like my arm was in the location where the virtual arm was |
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| Q4 | It seemed like I was in control of the virtual arm |
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| Q5 | It seemed like the experience on my real arm was less vivid than normal |
| Q6 | It seemed like my real arm had disappeared |
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| Q7 | It seemed like I had more than two arms |
| Q8 | It seemed as if my real arm was becoming virtual |
Q1–4, Q6–8 (
Descriptive statistics and results of the pairwise comparisons.
| Variables | Human condition | Stone condition | t/z | |
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| Coldness | 0.0 (1.08) | 0.75 (1.12) | 2.5 (t) | 0.02 |
| Heaviness | 0 (−1 to 0) | 1 (0–1) | 2.10 (z) | 0.036 |
| Stiffness | −0.1 (1.12) | 0.75 (1.37) | 2.99 (t) | 0.016 |
| Insensitivity | 0 (−0.25 to 0) | 0 (0–1) | −2.44 (z) | 0.02 |
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| Body ownership | 4.78 (1.16) | 4.35 (1.42) | −1.56 (t) | 0.22 |
| Agency | 6 (5–6.25) | 5.5 (5–7) | −1.26 (z) | 0.26 |
| Location | 5.9 (0.94) | 5.4 (1.53) | −1.81 (t) | 0.22 |
| Disembodiment | 3.48 (1.78) | 3.85 (1.16) | 1.58 (t) | 0.22 |
| Control | 3.38 (0.72) | 3.2 (0.8) | −0.82 (t) | 0.42 |
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| MEP Amplitude ( | 0.95 (0.81–1.82) | 1.03 (0.83–1.87) | −0.04 (z) | 0.49 |
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| Max speed | 1.14 (0.44) | 1.3 (0.44) | −1.53 (t) | 0.14 |
| Time to max speed ( | 0.12 (0.11–0.14) | 0.14 (0.13–0.14) | −2.28 (z) | 0.048 |
| Max acceleration ( | 12.93 (6.83) | 14.31 (7.11) | −1.18 (t) | 0.16 |
| Path length ( | 0.1 (0.04) | 0.11 (0.04) | −0.76 (t) | 0.23 |
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| Max speed ( | 1.11 (0.98–1.78) | 1.17 (1–1.97) | −2.82 (z) | 0.09 |
| Time to max speed ( | 0.15 (0.14–0.19) | 0.15 (0.14–0.17) | −0.20 (z) | 0.84 |
| Max acceleration ( | 11.25 (8.2–20.34) | 11.55 (8.55–21.38) | −1.01 (z) | 0.62 |
| Path length ( | 0.19 (0.05) | 0.2 (0.07) | −0.46 (t) | 0.84 |
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| Height above sphere ( | 0.05 (0.01) | 0.05 (0.02) | 0.40 (t) | 0.48 |
Mean (standard deviation) or median (25% quantile–75% quantile) range are reported.
*Indicates significance at the 0.05 level.
FIGURE 3Between conditions differences. (A) Rated stone feeling, (B) subjectively experienced embodiment, (C) cortical excitability assessed via motor evoked potential (MEP) amplitudes, and (D) time to the maximum speed in the feedforward kinematics reflecting movement initiation across phases. H1, first human condition; S1, first stone condition; S2, second stone condition; H2, second human condition. Bar plots: Error bars represent standard deviation. Boxplots: Whiskers show the data ranging 1.5 times inter-quartile range above the upper or below lower quartiles, boxed horizontal solid lines show the median and box vertical boundaries show the inter-quartile range. *p < 0.05 for pairwise comparisons between human (mean H1 + H2) and stone (mean S1 + S2) condition.
FIGURE 4Results of the correlation analyses for the human (in lighter blue/circles) and stone (in darker blue/diamonds) condition. (A) Stone illusion strength and MEP amplitude reflecting cortical excitability. (B) Stone illusion strength and feedforward (FF) path length reflecting the average speed in the movement initiation. (C) Stone illusion strength and path length for the movement until the sphere. (D) Average speed in the feedforward kinematics and cortical excitability. Of note, due to few very similar values across human and stone conditions, the number of individually visible plots (i.e., circles and diamonds) may be lower than the number of measurement points (i.e., 20). *p < 0.05.
Significant correlations (p < 0.05) between measures for human (H) and stone (S) condition.
| Variables | Cortical excitability | Stone feeling | ||||
| MEP amplitude ( | Coldness | Heaviness | Stiffness | Insensitivity | ||
| Cortical excitability | MEP amplitude ( | − | S+ | S+ | ||
| Embodiment | Body ownership | − | ||||
| Agency | − | S− | H− | |||
| Feedforward kinematics (movement initiation) | Max. speed ( | |||||
| Time to max. speed ( | ||||||
| Max. acceleration ( | ||||||
| Path length ( | S+ | S+ | S+ | |||
| Movement until sphere | Max. speed ( | |||||
| Time to max. speed ( | ||||||
| Max. acceleration ( | S+ | |||||
| Path length ( | S+ | S+ | ||||
| Overshooting | Height above sphere ( | |||||
The plus and minus signs indicate if the correlation is positive or negative.