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1.
Sci Rep ; 14(1): 11296, 2024 05 17.
Artigo em Inglês | MEDLINE | ID: mdl-38760391

RESUMO

The body and the self change markedly during adolescence, but how does bodily self-consciousness, the pre-reflexive experience of being a bodily subject, change? We addressed this issue by studying embodiment towards virtual avatars in 70 girls aged 10-17 years. We manipulated the synchrony between participants' and avatars' touch or movement, as well as the avatar visual shape or size relative to each participant's body. A weaker avatar's embodiment in case of mismatch between the body seen in virtual reality and the real body is indicative of a more robust bodily self-consciousness. In both the visuo-tactile and the visuo-motor experiments, asynchrony decreased ownership feeling to the same extent for all participants, while the effect of asynchrony on agency feeling increased with age. In the visuo-tactile experiment, incongruence in visual appearance did not affect agency feeling but impacted ownership, especially in older teenage girls. These findings highlight the higher malleability of bodily self-consciousness at the beginning of adolescence and suggest some independence between body ownership and agency.


Assuntos
Imagem Corporal , Autoimagem , Humanos , Adolescente , Feminino , Criança , Imagem Corporal/psicologia , Estado de Consciência/fisiologia , Realidade Virtual , Percepção do Tato/fisiologia , Tato/fisiologia , Percepção Visual/fisiologia
2.
Gait Posture ; 109: 233-239, 2024 03.
Artigo em Inglês | MEDLINE | ID: mdl-38364510

RESUMO

BACKGROUND: Gait adaptability training programs to prevent falls in healthy older adults can be proposed in virtual reality. The development of training programs requires the characterization of the target population. RESEARCH QUESTION: Before proposing an innovative training program to develop gait adaptability behavior of healthy older adults in fully immersive virtual reality, we had to compare gait adaptability behavior between healthy older adults and young adults in virtual reality. METHODS: Twenty healthy older adults (with no fall history) and twenty young adults performed a goal-directed locomotion task in a totally secure virtual reality set-up. Gait adaptability behavior was investigated via a set of measures taking into account gait speed, pointing accuracy, and the evolution of the relationship between the participant and the environment through both inter-trial and trial-by-trial analyses. Mann-Whitney tests and linear regressions were performed to determine potential age differences. RESULTS: The results reveal some common and specific strategies in gait adaptability behavior between healthy older and young adults. In both populations, successive gait adjustments depend on the state of the agent-environment system. However, older adults walked more slowly than young adults (p < .001) with a greater coupling at the end of the target approach (p = .003). SIGNIFICANCE: In the context of fall prevention in healthy older adults, fully immersive VR appears as a relevant tool to propose relevant gait training programs to improve gait adjustments.


Assuntos
Marcha , Realidade Virtual , Adulto Jovem , Humanos , Idoso , Caminhada , Locomoção , Velocidade de Caminhada
3.
Front Psychol ; 14: 1244646, 2023.
Artigo em Inglês | MEDLINE | ID: mdl-37941758

RESUMO

Introduction: The objective of the present study was to test two Advanced Driving Assistance Systems (ADAS) designed to help older drivers to intercept a moving inter-vehicular space. Method: Older and younger drivers were asked to intercept a moving inter-vehicular space within a train of vehicles in a driving simulator. Three ADAS conditions (No-ADAS, Head Down, Head Up) as well as five distinct speed regulation conditions were tested. Vehicle trajectory, gaze behavior and acceptance were analyzed. Results: Our results reveal that the ADAS tested make it possible to perform the interception task but also to reduce the variability of the behavior produced. They also indicate that the location of the augmented information provided by the ADAS directly impacts the information-gathering strategy implemented. Finally, whereas younger divers reported mixed levels of ADAS acceptance, older drivers reported a good level of acceptance. Discussion: All these results could be particularly useful with a view of designing ADAS for older drivers.

4.
Front Physiol ; 14: 1201253, 2023.
Artigo em Inglês | MEDLINE | ID: mdl-37601641

RESUMO

Motor control, including locomotion, strongly depends on the gravitational field. Recent developments such as lower-body positive pressure treadmills (LBPPT) have enabled studies on Earth about the effects of reduced body weight (BW) on walking and running, up to 60% BW. The present experiment was set up to further investigate adaptations to a more naturalistic simulated hypogravity, mimicking a Martian environment with additional visual information during running sessions on LBPPT. Twenty-nine participants performed three sessions of four successive five-min runs at preferred speed, alternating Earth- or simulated Mars-like gravity (100% vs. 38% BW). They were displayed visual scenes using a virtual reality headset to assess the effects of coherent visual flow while running. Running performance was characterized by normal ground reaction force and pelvic accelerations. The perceived upright and vection (visually-induced self-motion sensation)in dynamic visual environments were also investigated at the end of the different sessions. We found that BW reduction induced biomechanical adaptations independently of the visual context. Active peak force and stance time decreased, while flight time increased. Strong inter-individual differences in braking and push-off times appeared at 38% BW, which were not systematically observed in our previous studies at 80% and 60% BW. Additionally, the importance given to dynamic visual cues in the perceived upright diminished at 38% BW, suggesting an increased reliance on the egocentric body axis as a reference for verticality when the visual context is fully coherent with the previous locomotor activity. Also, while vection was found to decrease in case of a coherent visuomotor coupling at 100% BW (i.e., post-exposure influence), it remained unaffected by the visual context at 38% BW. Overall, our findings suggested that locomotor and perceptual adaptations were not similarly impacted, depending on the -simulated- gravity condition and visual context.

5.
Front Bioeng Biotechnol ; 10: 917486, 2022.
Artigo em Inglês | MEDLINE | ID: mdl-36118569

RESUMO

Falls in the elderly are a major societal issue. Virtual reality appears as a relevant tool to propose gait training programs to prevent the occurrence of falls. The use of a head-mounted display allows overground walking during fully immersive virtual training sessions. Our long-term ambition is to develop gait training programs with a head-mounted display to propose enjoyable and personalized training content for the elderly. Before proposing these programs, several methodological precautions must be taken. The first concerns the supposed similarity of the adaptive behavior produced in the real world and in virtual reality. The second concerns the acceptance of the virtual reality device before and after use. Twenty older adults performed a locomotor pointing task in three conditions including a real-world condition, a virtual-world condition consisting in a replica of the real-world condition, and a virtual condition in which the locomotor pointing task was performed in a different context. From feet positions in relation to the position of a target, gait adaptability behavior was investigated. In line with previous studies, step adjustments (needed and produced) were investigated through a combination of inter-trial and trial-by-trial analyses. The results highlighted that participants adopted the same gait adaptability behavior whatever the type of environment (real vs. virtual). Gait analyses suggested the use of a generic control mechanism based on information-movement coupling. We also demonstrated that older adults accepted the virtual reality device before and after use. With these methodological locks removed, it is now possible to design training programs in virtual reality to prevent falls in the elderly.

6.
Exp Brain Res ; 238(4): 1073-1083, 2020 Apr.
Artigo em Inglês | MEDLINE | ID: mdl-32211928

RESUMO

Optic flow has been found to be a significant cue for static observers' perception of distance travelled. In previous research conducted in a large-scale immersive display (CAVE), adding viewpoint oscillations to a radial optic flow simulating forward self-motion was found to modulate this perception. In the present two experiments, we investigated (1) whether the improved distance travelled perceptions observed with an oscillating viewpoint in a CAVE were also obtained when the subjects were wearing a head mounted display (HMD, an Oculus Rift) and (2) whether the absence of viewpoint oscillations during treadmill walking was liable to affect the subjects' perception of self-motion. In Experiment 1, static observers performed a distance travelled estimation task while facing either a purely linear visual simulation of self-motion (in depth) or the same flow in addition to viewpoint oscillations based on the subjects' own head oscillations previously recorded during treadmill walking. Results show that the benefits of viewpoint oscillations observed in a CAVE persisted when the participants were wearing an HMD. In Experiment 2, participants had to carry out the same task while walking on a treadmill under two different visual conditions simulating self-motion in depth: the one with and the other without the visual consequences of their head translations. Results showed that viewpoint oscillations did not improve the accuracy of subjects' distance travelled estimations. A comparison between the two experiments showed that adding internal dynamic information about actual self-motion to visual information did not allow participants better estimates.


Assuntos
Percepção de Distância/fisiologia , Percepção de Movimento/fisiologia , Fluxo Óptico/fisiologia , Propriocepção/fisiologia , Caminhada/fisiologia , Adulto , Feminino , Humanos , Masculino , Realidade Virtual , Adulto Jovem
7.
J Vis ; 16(15): 4, 2016 12 01.
Artigo em Inglês | MEDLINE | ID: mdl-27919100

RESUMO

When static observers are presented with a visual simulation of forward self-motion, they generally misestimate distance travelled relative to a previously seen distant target: It has been suggested that this finding can be accounted for by a "leaky path integration" model. In the present study, using a similar experimental procedure, this result was confirmed. It was also established that combining the translational optical flow with simulated head oscillations (similar to those during natural walking) improved the subjects' perception of the distance travelled in comparison with a purely translational flow. This improvement may be attributable to the fact that an optic flow pattern resembling that associated with walking enhances the path integration process. In a subsequent experiment, we investigated whether it was the biological or the rhythmical characteristics of the simulation that enhanced the subjects' estimates of the distance travelled. The results obtained confirm that adding rhythmic components to the optic flow pattern improved the accuracy of subjects' perception of the distance travelled. However, no significant differences between biological and rhythmical oscillations were detected. These results relate to recent studies on the effects of smooth and jittering optic flows on vection onset and strength. One possible conclusion is that oscillations may increase the global retinal motion and thus improve the vection and path integration processes. Another possibility is that the nonmonotonous pattern of retinal motion induced by oscillatory inputs may maintain optimum sensitivity to the optic flow over time and thus improve the accuracy of subjects' perception of the distance travelled.


Assuntos
Percepção de Distância/fisiologia , Ilusões/fisiologia , Percepção de Movimento/fisiologia , Fluxo Óptico/fisiologia , Adulto , Feminino , Humanos , Masculino , Estimulação Luminosa/métodos , Caminhada
8.
Atten Percept Psychophys ; 71(3): 515-22, 2009 Apr.
Artigo em Inglês | MEDLINE | ID: mdl-19304642

RESUMO

Although many studies have looked at the perceptual-cognitive strategies used to make anticipatory judgments in sport, few have examined the informational invariants that our visual system may be attuned to. Using immersive interactive virtual reality to simulate the aerodynamics of the trajectory of a ball with and without sidespin, the present study examined the ability of expert and novice soccer players to make judgments about the ball's future arrival position. An analysis of their judgment responses showed how participants were strongly influenced by the ball's trajectory. The changes in trajectory caused by sidespin led to erroneous predictions about the ball's future arrival position. An analysis of potential informational variables that could explain these results points to the use of a first-order compound variable combining optical expansion and optical displacement.


Assuntos
Percepção de Profundidade , Julgamento , Percepção de Movimento , Orientação , Reconhecimento Visual de Modelos , Prática Psicológica , Futebol/psicologia , Interface Usuário-Computador , Aceleração , Adulto , Desempenho Atlético , Discriminação Psicológica , Humanos , Masculino , Distorção da Percepção , Psicofísica , Rotação , Adulto Jovem
9.
Hum Factors ; 51(6): 858-71, 2009 Dec.
Artigo em Inglês | MEDLINE | ID: mdl-20415160

RESUMO

OBJECTIVE: This study (a) compares the effectiveness of different types of feedback for novices who learn to land a virtual aircraft in a fixed-base flight simulator and (b) analyzes the informational variables that learners come to use after practice. BACKGROUND: An extensive body of research exists concerning the informational variables that allow successful landing. In contrast, few studies have examined how the attention of pilots can be directed toward these sources of information. METHOD: In this study, 15 participants were asked to land a virtual Cessna 172 on 245 trials while trying to follow the glide-slope area as accurately as possible. Three groups of participants practiced under different feedback conditions: with self-controlled concurrent feedback (the self-controlled group), with imposed concurrent feedback (the yoked group), or without concurrent feedback (the control group). RESULTS: The self-controlled group outperformed the yoked group, which in turn outperformed the control group. Removing or manipulating specific sources of information during transfer tests had different effects for different individuals. However, removing the cockpit from the visual scene had a detrimental effect on the performance of the majority of the participants. CONCLUSION: Self-controlled concurrent feedback helps learners to more quickly attune to the informational variables that allow them to control the aircraft during the approach phase. APPLICATIONS: Knowledge concerning feedback schedules can be used for the design of optimal practice methods for student pilots, and knowledge about the informational variables used by expert performers has implications for the design of cockpits and runways that facilitate the detection of these variables.


Assuntos
Aviação/educação , Controle Interno-Externo , Conhecimento Psicológico de Resultados , Desempenho Psicomotor , Adulto , Análise de Variância , Humanos , Retenção Psicológica , Transferência de Experiência , Interface Usuário-Computador
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