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1.
Artículo en Inglés | MEDLINE | ID: mdl-38860338

RESUMEN

The term Proteus effect refers to the changes in attitudes and behavior induced by the characteristics of an embodied virtual agent. Whether the effect can extend to the moral sphere is currently unknown. To deal with this issue, we investigated if embodying virtual agents (i.e., avatars) with different characteristics modulate people's moral standards differentially. Participants were requested to embody an avatar resembling the Christian God in His anthropomorphic appearance or a control human avatar and to perform a text-based version of incidental and instrumental dilemmas in a virtual environment. For each participant, we recorded (1) chosen options (deontological vs. utilitarian), (2) decision times, (3) postdecision feelings, and (4) physiological reactions (skin conductance response and heart rate). We found that embodying God vs. a control avatar did not change the performance in the moral dilemma task, indicating that no strong Proteus effect was at play in our experimental conditions. We interpreted this result by examining the constraints and limitations of our task, reasoning about the necessary conditions for eliciting the Proteus effect, and discussing future developments and advances in the field. Moreover, we presented compelling effects concerning dilemma type, chosen option, personality traits, and religion affiliation, thus supporting and extending literature on decision making in moral dilemmas.

2.
J Cogn ; 7(1): 17, 2024.
Artículo en Inglés | MEDLINE | ID: mdl-38312943

RESUMEN

We investigated the Michelangelo effect, i.e. the facilitatory effect of a virtual art therapy in motor rehabilitation (Iosa et al. 2021), with a novel virtual reality paradigm in which users are engaged in motor exercises with 3D sculptures. In particular, thirty young adults were immersed in a virtual environment where they could sculpt, by using the real hands, some famous sculptures in the history of art, such as the David of Michelangelo, the Venus of Milo and the statue of Laocoon and His Sons, and their control stimuli, i.e. statues in very low resolution or cubes. We recorded the kinematics (length, the time to complete each trial, mean normalized jerk) and questionnaire answers (objective and subjective beauty, User Satisfaction Evaluation Questionnaire and Nasa Task Load Index). In general, we found that the perception of subjective and objective beauty was higher when sculpting the statues than control stimuli, the judgment of usability of the system was high. The perceived fatigue was not higher when sculpting the statues despite the longer time spent in completing the task that with respect to the control stimuli. Moreover, we found that the interaction with the experimental statues affected the fluidity and symmetry of hands movements. Finally, we discuss this evidence regarding the art therapy and neuroaesthetics principles for motor rehabilitation in the Metaverse with VR, including the possible role of virtual embodiment (illusory feeling to have a virtual body) for boosting the efficacy of the clinical applications.

3.
J Clin Med ; 12(24)2023 Dec 12.
Artículo en Inglés | MEDLINE | ID: mdl-38137708

RESUMEN

Disorders of Consciousness (DoCs) after severe acquired brain injury involve substantial impairment of cognition and physical functioning, requiring comprehensive rehabilitation and support. Technological interventions, such as immersive Virtual Reality (VR), have shown promising results in promoting neural activity and enhancing cognitive and motor recovery. VR can induce physical sensations that may activate the Autonomic Nervous System (ANS) and induce ANS-regulated responses. This study aimed to investigate the effects of immersive VR on the ANS in patients with DoCs through the analysis of the electrodermal activity (EDA). EDA was measured with a wearable device during a single immersive VR session consisting of static and dynamic videos depicting naturalistic environments. A pilot case-control study was conducted with 12 healthy participants and 12 individuals with DoCs. Results showed higher EDA values in patients than in healthy participants (p = 0.035), suggesting stronger autonomic activation during immersive VR exposure, while healthy subjects, in turn, showed a decrease in EDA values. Our results revealed a significant interaction between conditions and groups (p = 0.003), with patients showing significantly increased EDA values from the baseline compared to dynamic video observation (p = 0.014) and final rest (p = 0.007). These results suggest that immersive VR can elicit sympathetic arousal in patients with DoCs. This study highlights the potential of immersive VR as a tool to strengthen autonomic responses in patients with impaired consciousness.

4.
Front Psychol ; 14: 1268337, 2023.
Artículo en Inglés | MEDLINE | ID: mdl-37928597

RESUMEN

Introduction: Prospective memory (PM) impairments have been extensively documented in individuals with Parkinson's disease associated with mild cognitive impairment (PD-MCI) and in those with healthy aging. Considering how PM failure decreases individuals' quality of life and functional independence in the activities of daily living, training to enhance this ability could be a prior target of intervention. Objective: Here, we aimed to present the study protocol and preliminary results of a novel immersive virtual reality (IVR) and telemedicine-based (TM) cognitive intervention focused on executive abilities (i.e., planning, shifting, and updating) to improve PM functioning in PD-MCI patients and healthy elderly individuals. Methods: Outcome measures, collected before, immediately after and 2 months after the intervention, included: (1) pre-post training changes in objective cognitive functioning, evaluated with tests assessing executive functions and PM; (2) pre-post training changes in subjective perception of memory functioning, psychiatric symptoms, autonomy in daily living and quality of life, evaluated using the appropriate scales; (3) usability, feasibility and users' compliance with the proposed IVR and telemedicine program. The efficacy of this intervention compared to an active control condition is currently being evaluated in a randomized, double-blind controlled trial, which will be conducted on 30 eligible PD-MCI patients and 30 older adults. Results: Preliminary results concerning between-group comparisons of demographic and neuropsychological screening data show a good balance among the intervention groups considered in this study. The results also suggest good levels of usability, feasibility and acceptability, thus supporting the notion that our intervention can be used to promote cognitive functioning, even in people with cognitive decline. Conclusion: Considering the relatively low costs and easy accessibility to this program, it could prove valuable in primary prevention initiatives and early cognitive rehabilitation for dementia risk reduction.

5.
J Clin Med ; 12(7)2023 Mar 29.
Artículo en Inglés | MEDLINE | ID: mdl-37048673

RESUMEN

In neurorehabilitation, some studies reported the effective use of art therapy for reducing psychological disorders and for enhancing physical functions and cognitive abilities. Neuroaesthetical studies showed that seeing an art masterpiece can spontaneously elicit a widespread brain arousal, also involving motor networks. To combine contemplative and performative benefits of art therapy protocols, we have developed an immersive virtual reality system, giving subjects the illusion that they are able to paint a copy of famous artistic paintings. We previously observed that during this virtual task, subjects perceived less fatigue and performed more accurate movements than when they were asked to color the virtual canvas. We named this upshot the Michelangelo effect. The aim of this study was to test the rehabilitative efficacy of our system. Ten patients with stroke in the subacute phase were enrolled and trained for one month with virtual art therapy (VAT) and physiotherapy. Their data were compared with those of ten patients matched for pathology, age and clinical parameters, trained only with conventional therapy for the same amount of time. The VAT group showed a significantly higher improvements in the Barthel Index score, a measure of independency in activities of daily living (66 ± 33% vs. 31 ± 28%, p = 0.021), and in pinching strength (66 ± 39% vs. 18 ± 33%, p = 0.008), with respect to the group treated with conventional rehabilitation.

6.
Sci Rep ; 12(1): 21585, 2022 12 14.
Artículo en Inglés | MEDLINE | ID: mdl-36517558

RESUMEN

Immersive virtual reality can give people the illusion of owning artificial bodies (i.e., avatars) and controlling their actions. Tellingly, people appear to adhere to the newly embodied entities not just on the basis of physical traits but also behaving accordingly with the hallmarks of the represented characters. In two studies we pushed the limits of this process by testing if one's own sense of power could be affected by embodying the anthropomorphic representation of the Christian God, that is considered an omnipotent entity. A human Muscled and a Normotype avatar were used as controls. Results showed that participants embodying the God-avatar: (i) reacted to a threatening event compromising their physical safety by exhibiting a lower skin conductance response and heart rate deceleration compared to the Normotype-control avatar (Study 1); (ii) estimated they had more physical abilities compared to both the Normotype-control and the Muscled-control avatars (Study 2). Taken together, our findings suggest that embodying an omnipotent agent may exert an influence on people's perception of their own limits and capabilities, nourishing feelings of physical invulnerability and strength. Our study indicates that effectively embodying virtual role models may boost achievements and have translational implications in the field of empowerment.


Asunto(s)
Ilusiones , Realidad Virtual , Humanos , Movimiento/fisiología , Interfaz Usuario-Computador , Emociones
7.
Psych J ; 11(5): 748-754, 2022 Oct.
Artículo en Inglés | MEDLINE | ID: mdl-36168965

RESUMEN

It has recently been discovered that during a virtual reality task of painting, if the subjects have the illusion of recreating an artistic masterpiece, they improve their performances and perceive less fatigue compared to simply coloring a virtual canvas. This phenomenon has been called the Michelangelo effect. However, it was unclear if this effect was related to the aesthetic experience of beauty or if it was specific to artistic stimuli. To clarify this point, 26 healthy subjects performed the virtual task of erasing a blank sheet on the canvas, revealing an image that could be a painting or a photo, classified as beautiful or not. Beautiful paintings were famous artistic portraits, non-beautiful paintings were rough reproductions of them. Photos of popular people were matched with paintings according to their similarity for somatic traits, posture, and clothes. Beautiful and non-beautiful photos were classified according to whether the pictured person was famous or not for their beauty. For each stimulus the objective beauty, subjective beauty, and effort to complete the task perceived by the subject were self-assessed on a numerical rating scale, recorded and analyzed. Furthermore, the hand kinematic trajectory was instrumentally recorded and its spatiotemporal parameters were computed. Less fatigue was perceived for the paintings than for the photos (p = .020), but not for beautiful versus non-beautiful stimuli (p = .325). Only in the artistic stimuli, subjective beauty was found to be negatively correlated with perceived fatigue (p = .030) and performed errors (p = .005). The kinematic parameters were found to be affected by the interactions between the gender of the participant and that of the person in the photo. These results supported the idea that the Michelangelo effect was stronger when subjects interacted with artefacts, modulated by the perceived beauty of the artistic stimulus.


Asunto(s)
Ilusiones , Pinturas , Fenómenos Biomecánicos , Estética , Fatiga , Humanos
8.
J Clin Med ; 11(15)2022 Aug 04.
Artículo en Inglés | MEDLINE | ID: mdl-35956157

RESUMEN

The development of rehabilitative technologies able to increase the intensity and the amount of time for daily treatment as well as the patients' motivation and interest is a high-priority area of scientific research [...].

9.
Cereb Cortex ; 33(1): 222-234, 2022 12 15.
Artículo en Inglés | MEDLINE | ID: mdl-35203090

RESUMEN

Interpersonal motor interactions require the simultaneous monitoring of one's own and one's partner's actions. To characterize how the action monitoring system tracks self and other behavior during synchronous interactions, we combined electroencephalography recordings and immersive virtual reality in two tasks where participants were asked to synchronize their actions with those of a virtual partner (VP). The two tasks differed in the features to be monitored: the Goal task required participants to predict and monitor the VP's reaching goal; the Spatial task required participants to predict and monitor the VP's reaching trajectory. In both tasks, the VP performed unexpected movement changes to which the participant needed to adapt. By extracting the neural activity locked to the detection of unexpected changes in the VP's action (other-monitoring) or to the participants' action-replanning (self-monitoring), we show that the monitoring system is more attuned to others' than to one's own actions. Additionally, distinctive neural responses to VP's unexpected goals and trajectory corrections were found: goal changes were reflected both in early fronto-central and later posterior neural responses while trajectory deviations were reflected only in later posterior responses. Altogether, our results indicate that the monitoring system adopts an inherent social mode to handle interpersonal motor interactions.


Asunto(s)
Relaciones Interpersonales , Movimiento , Humanos , Movimiento/fisiología , Electroencefalografía , Desempeño Psicomotor
10.
J Cogn Neurosci ; 34(5): 897-915, 2022 03 31.
Artículo en Inglés | MEDLINE | ID: mdl-35171250

RESUMEN

Synchronous interpersonal motor interactions require moment-to-moment prediction and proactive monitoring of the partner's actions. Neurophysiologically, this is highlighted by an enhancement of midfrontal theta (4-7 Hz) oscillations. In this study, we explored the causal role of midfrontal theta for interpersonal motor interactions using transcranial alternating current stimulation (tACS). We implemented a realistic human-avatar interaction task in immersive virtual reality where participants controlled a virtual arm and hand to press a button synchronously with a virtual partner. Participants completed the task while receiving EEG-informed theta (Experiment 1) or beta (control frequency, Experiment 2) tACS over the frontal midline, as well as sham stimulation as a control. Results showed that midfrontal theta tACS significantly improved behavioral performance (i.e., reduced interpersonal asynchrony) and participants' motor strategies (i.e., increased movement times and reduced RTs), whereas beta tACS had no effect on these measures. These results suggest that theta tACS over frontal areas facilitates action monitoring and motor abilities supporting interpersonal interactions.


Asunto(s)
Estimulación Transcraneal de Corriente Directa , Humanos , Relaciones Interpersonales , Movimiento , Ritmo Teta/fisiología , Estimulación Transcraneal de Corriente Directa/métodos
11.
Q J Exp Psychol (Hove) ; 75(3): 461-474, 2022 Mar.
Artículo en Inglés | MEDLINE | ID: mdl-34169751

RESUMEN

Immersive virtual reality enables people to undergo the experience of owning an artificial body and vicariously feeling tactile stimuli delivered to it. However, it is currently unknown how such experiences are modified by the sexual congruency between the human and the artificial agent. In two studies, heterosexual men (Experiment 1) and women (Experiment 2) embodied same-sex and opposite-sex avatars and were asked to evaluate the experience (e.g., pleasantness, erogeneity) of being touched on social or intimate areas of their virtual body by a male or female avatar. Electrocardiogram and galvanic skin response were also recorded. Moreover, participants' implicit and explicit gender biases were examined via a gender-potency implicit association test and the Ambivalent Sexism Inventory. When embodying a same-sex avatar, men and women rated caresses on intimate areas from an avatar of the opposite sex as more pleasant and erogenous. Conversely, body swap-that is, wearing an opposite-sex avatar-enhanced participants' perceptions of pleasantness and erogeneity for caresses on intimate areas from a same-sex toucher. This effect was stronger in men than in women. Furthermore, physiological correlates of enhanced processing of arousing stimuli predicted behavioural outcomes during the body swap illusion. Wearing an opposite-sex avatar affects one's own body representations and may have important implications on people's attitudes and implicit reactivity to touch-mediated interactions. Men seem more susceptible to this type of body swap illusion. Our paradigm may induce profound changes of cross-sex perspective-taking and provide novel tools for promoting empathy and comprehension of sex-related diversity.


Asunto(s)
Ilusiones , Percepción del Tacto , Realidad Virtual , Femenino , Identidad de Género , Humanos , Masculino , Tacto
12.
J Neurosci ; 42(4): 692-701, 2022 01 26.
Artículo en Inglés | MEDLINE | ID: mdl-34862188

RESUMEN

When we look at our body parts, we are immediately aware that they belong to us and we rarely doubt about the integrity, continuity, and sense of ownership of our body. Despite this certainty, immersive virtual reality (IVR) may lead to a strong feeling of embodiment over an artificial body part seen from a first-person perspective (1PP). Although such feeling of ownership (FO) has been described in different situations, it is not yet understood how this phenomenon is generated at neural level. To track the real-time brain dynamics associated with FO, we delivered transcranial magnetic stimuli over the hand region in the primary motor cortex (M1) and simultaneously recorded electroencephalography (EEG) in 19 healthy volunteers (11 male/8 female) watching IVR renderings of anatomically plausible (full-limb) versus implausible (hand disconnected from the forearm) virtual limbs. Our data show that embodying a virtual hand is temporally associated with a rapid drop of cortical activity of the onlookers' hand region in the M1 contralateral to the observed hand. Spatiotemporal analysis shows that embodying the avatar's hand is also associated with fast changes of activity within an interconnected fronto-parietal circuit ipsilateral to the brain stimulation. Specifically, an immediate reduction of connectivity with the premotor area is paralleled by an enhancement in the connectivity with the posterior parietal cortex (PPC) which is related to the strength of ownership illusion ratings and thus likely reflects conscious feelings of embodiment. Our results suggest that changes of bodily representations are underpinned by a dynamic cross talk within a highly-plastic, fronto-parietal network.SIGNIFICANCE STATEMENT Observing an avatar's body part from a first-person perspective (1PP) induces an illusory embodiment over it. What remains unknown are the cortical dynamics underpinning the embodiment of artificial agents. To shed light on the physiological mechanisms of embodiment we used a novel approach that combines noninvasive stimulation of the cortical motor-hand area and whole-scalp electroencephalographic (EEG) recordings in people observing an embodied artificial limb. We found that just before the illusion started, there is a decrease of activity of the motor-hand area accompanied by an increase of connectivity with the parietal region ipsilateral to the stimulation that reflects the ratings of the embodiment illusion. Our results suggest that changes of bodily representations are underpinned by a dynamic cross talk within a fronto-parietal circuit.


Asunto(s)
Emociones/fisiología , Lóbulo Frontal/fisiología , Mano/fisiología , Lóbulo Parietal/fisiología , Estimulación Luminosa/métodos , Percepción Visual/fisiología , Adulto , Electroencefalografía/métodos , Femenino , Humanos , Masculino , Estimulación Magnética Transcraneal/métodos , Realidad Virtual
13.
Sci Rep ; 11(1): 2221, 2021 01 26.
Artículo en Inglés | MEDLINE | ID: mdl-33500486

RESUMEN

Embodying an artificial agent through immersive virtual reality (IVR) may lead to feeling vicariously somatosensory stimuli on one's body which are in fact never delivered. To explore whether vicarious touch in IVR reflects the basic individual and social features of real-life interpersonal interactions we tested heterosexual men/women and gay men/lesbian women reacting subjectively and physiologically to the observation of a gender-matched virtual body being touched on intimate taboo zones (like genitalia) by male and female avatars. All participants rated as most erogenous caresses on their embodied avatar taboo zones. Crucially, heterosexual men/women and gay men/lesbian women rated as most erogenous taboo touches delivered by their opposite and same gender avatar, respectively. Skin conductance was maximal when taboo touches were delivered by female avatars. Our study shows that IVR may trigger realistic experiences and ultimately allow the direct exploration of sensitive societal and individual issues that can otherwise be explored only through imagination.


Asunto(s)
Frecuencia Cardíaca/fisiología , Femenino , Respuesta Galvánica de la Piel/fisiología , Heterosexualidad/fisiología , Humanos , Masculino , Conducta Sexual/fisiología , Minorías Sexuales y de Género , Encuestas y Cuestionarios
14.
Psychol Res ; 85(3): 926-938, 2021 Apr.
Artículo en Inglés | MEDLINE | ID: mdl-32524205

RESUMEN

Frequency-specific tendon vibration (TV) elicits illusory kinesthetic sensations around the vibrated body parts. Studies indicate that vision plays a fundamental role in modulating such illusions. In our current study, we used immersive virtual reality (IVR) to investigate the role of body-related visual feedback in modulating illusory sensation of movement in the left arm. Thirty healthy participants were asked to evaluate the onset of motor illusion and four illusion-related features (vividness, duration, extension and aftereffect), in the presence and absence of real and virtual visual feedback. Additionally, subjective reports of the embodiment illusion (the sense of embodying a virtual surrogate) were collected in virtual conditions. Results showed a progressive decrease in the perception of the motor illusion along a continuum ranging from the absence of visual feedback (maximal illusory perception) to the observation of one's own real arm (minimal illusory perception). Interestingly, the appearance of the virtual limbs affected the movement illusion differently. Specifically, TV evoked a stronger kinesthetic illusion when observing the virtual hand detached from the limb than during the observation of the virtual full limb and virtual object. This suggests that a closer visual resemblance between the virtual and real limb results in a greater effect on proprioceptive processing. However, no significant correlation was found between the illusion of arm movement and the illusion of embodiment, indicating that the two phenomena may not be directly related. These findings provide new insight into the role of body-related visual feedback in modulating motor illusions.


Asunto(s)
Retroalimentación Sensorial/fisiología , Ilusiones/fisiología , Movimiento/fisiología , Propiocepción/fisiología , Tendones/fisiología , Vibración , Realidad Virtual , Percepción Visual/fisiología , Adulto , Brazo/fisiología , Mano/fisiología , Humanos , Masculino
15.
Sci Rep ; 10(1): 5412, 2020 03 25.
Artículo en Inglés | MEDLINE | ID: mdl-32214171

RESUMEN

Body ownership (the feeling that one's body belongs to oneself) is commonly studied with Rubber hand illusion (RHI) paradigm that allows inducing a temporary illusory feeling of ownership of a life-sized rubber hand. However, it remains unclear whether illusory ownership of the fake hand relies on the same mechanisms as ownership of one's own real hand. Here, we directly compared ownership of the own hand (OH) and fake hand (FH) in the same set of conditions within immersive virtual reality. We obtained behavioral (proprioceptive drift) and subjective (questionnaire) measures of ownership and disownership for virtual OH, FH and object (Obj) that were located congruently or incongruently with the participant's real hand and were stimulated synchronously or asynchronously with the real hand. Both OH and FH (but not Obj) were embodied after synchronous stimulation in both locations. Crucially, subjective ownership of the OH was stronger than of the FH in congruent location after synchronous stimulation. It was also present after asynchronous stimulation, being stronger when the virtual OH was subjectively more similar to the real hand. The results suggest that the detailed appearance of the body might act as an additional component in the construction of body ownership.


Asunto(s)
Mano/fisiología , Ilusiones/fisiología , Percepción Visual/fisiología , Adulto , Imagen Corporal , Femenino , Humanos , Masculino , Propiocepción/fisiología , Percepción del Tacto/fisiología , Adulto Joven
16.
Cortex ; 127: 131-149, 2020 06.
Artículo en Inglés | MEDLINE | ID: mdl-32197149

RESUMEN

Discrepancies between sensory predictions and action outcome are at the base of error coding. However, these phenomena have mainly been studied focussing on individual performance. Here, we explored EEG responses to motor prediction errors during a human-avatar interaction and show that Theta/Alpha activity of the frontal error-monitoring system works in phase with activity of the occipito-temporal node of the action observation network. Our motor interaction paradigm required healthy individuals to synchronize their reach-to-grasp movements with those of a virtual partner in conditions that did (Interactive) or did not require (Cued) movement prediction and adaptation to the partner's actions. Crucially, in 30% of the trials the virtual partner suddenly and unpredictably changed its movement trajectory thereby violating the human participant's expectation. These changes elicited error-related neuromarkers (ERN/Pe - Theta/Alpha modulations) over fronto-central electrodes during the Interactive condition. Source localization and connectivity analyses showed that the frontal Theta/Alpha activity induced by violations of the expected interactive movements was in phase with occipito-temporal Theta/Alpha activity. These results expand current knowledge about the neural correlates of on-line interpersonal motor interactions linking the frontal error-monitoring system to visual, body motion-related, responses.


Asunto(s)
Movimiento , Ritmo Teta , Electroencefalografía , Fuerza de la Mano , Humanos , Relaciones Interpersonales , Desempeño Psicomotor
17.
Hum Mov Sci ; 70: 102569, 2020 Apr.
Artículo en Inglés | MEDLINE | ID: mdl-31950897

RESUMEN

Over the last decades, virtual reality (VR) emerged as a potential tool for developing new rehabilitation treatments in neurological patients. However, despite the increasing number of studies, a clear comprehension about the impact of immersive VR-treatment on balance and posture is still scarce. In the present study, we aimed to investigate the effects of VR cues on balance performances of subjects affected by stroke, age-matched healthy subjects, and young healthy subjects. Fifteen patients with sub-acute stroke, fifteen healthy elderly subjects and fifteen healthy young adults took part in this study. All groups were immersed in a CAVE system on a stabilometric platform. The experiment consisted in fourteen trials: (i) ten VR trials, which differed in term of speed and movement direction; (ii) two-stabilometric static sessions, with opened and closed eyes (one at the start and one at the end of the experimental session). Results showed that VR trials increased the sway path length (representative of the body sway amplitudes), in young subjects. Elderly and patients showed less changes in postural sway during virtual reality stimulation than young group. These findings may suggest that a physiological postural performance is not simply evaluable assessing stability, but also assessing the ability of adapting body oscillations to the external stimuli.


Asunto(s)
Equilibrio Postural , Rehabilitación de Accidente Cerebrovascular/métodos , Realidad Virtual , Adulto , Anciano , Anciano de 80 o más Años , Fenómenos Biomecánicos , Simulación por Computador , Femenino , Voluntarios Sanos , Humanos , Masculino , Persona de Mediana Edad , Movimiento , Desempeño Psicomotor , Adulto Joven
18.
Front Psychol ; 11: 611956, 2020.
Artículo en Inglés | MEDLINE | ID: mdl-33488478

RESUMEN

The vision of an art masterpiece is associated with brain arousal by neural processes occurring quite spontaneously in the viewer. This aesthetic experience may even elicit a response in the motor areas of the observers. In the neurorehabilitation of patients with stroke, art observation has been used for reducing psychological disorders, and creative art therapy for enhancing physical functions and cognitive abilities. Here, we developed a virtual reality task which allows patients, by moving their hand on a virtual canvas, to have the illusion of painting some art masterpieces, such as The Creation of Adam of Michelangelo or The birth of Venus of Botticelli. Twenty healthy subjects (experiment 1) and four patients with stroke (experiment 2) performed this task and a control one in which they simply colored the virtual canvas. Results from User Satisfaction Evaluation Questionnaire and the NASA Task Load Index highlighted an appropriate level of usability. Moreover, despite the motor task was the same for art and control stimuli, the art condition was performed by healthy subjects with shorter trajectories (p = 0.001) and with a lower perception of physical demand (p = 0.049). In experiment 2, only the patients treated with artistic stimuli showed a reduction in the erroneous movements performed orthogonally to the canvas (p < 0.05). This finding reminds the so-called Mozart effect that improves the performance of subjects when they listen to classic music. Thus, we called this improvement in the performance when interacting with an artistic stimulus as Michelangelo effect.

19.
Eur J Neurosci ; 51(3): 937-951, 2020 02.
Artículo en Inglés | MEDLINE | ID: mdl-31630450

RESUMEN

Our research focused on the role of vision and proprioception in modulating a defensive reflex (hand blink reflex, HBR) whose magnitude is enhanced when the threatened hand is inside the peripersonal space of the face. We capitalized on virtual reality, which allows dissociating vision and proprioception by presenting a virtual limb in congruent/incongruent positions with respect to the participants' limb. In experiment 1, participants placed their own stimulated hand in far/near positions with respect to their face (postural manipulation task), while observing a virtual empty scenario. Vision was not informative, but the HBR was significantly enhanced in near compared with far position, suggesting that proprioception is sufficient for the HBR modulation to occur. In experiment 2, participants did not perform the postural manipulation but they (passively) observed the avatar's virtual limb performing it. Proprioceptive signals were not informative, but the HBR was significantly enhanced when the observed virtual limb was near to the face, suggesting that visual information plays a role in modulating the HBR. In experiment 3, both participants and avatar performed the postural manipulation, either congruently (both of them far/near) or incongruently (one of them far, the other near). The HBR modulation was present only in congruent conditions. In incongruent conditions, the conflict between vision and proprioception confounded the system, abolishing the difference between far and near positions. Taken together, these findings promote the view that observing a virtual limb modulates the HBR, providing also new evidence on the role of vision and proprioception in modulating this subcortical reflex.


Asunto(s)
Parpadeo , Realidad Virtual , Mano , Humanos , Espacio Personal , Propiocepción
20.
J Neurophysiol ; 123(1): 420-427, 2020 01 01.
Artículo en Inglés | MEDLINE | ID: mdl-31800367

RESUMEN

Recent theories posit that physiological signals contribute to corporeal awareness, the basic feeling that one has a body (body ownership) that acts according to one's will (body agency) and occupies a specific position (body location). Combining physiological recordings with immersive virtual reality, we found that an ecological mapping of real respiratory patterns onto a virtual body illusorily changes corporeal awareness. This new way of inducing a respiratory bodily illusion, called "embreathment," revealed that breathing is almost as important as visual appearance for inducing body ownership and more important than any other cue for body agency. These effects were moderated by individual levels of interoception, as assessed through a standard heartbeat-counting task and a new "pneumoception" task. By showing that respiratory, visual, and spatial signals exert a specific and weighted influence on the fundamental feeling that one is an embodied agent, we pave the way for a comprehensive hierarchical model of corporeal awareness.NEW & NOTEWORTHY Our body is the only object we sense from the inside; however, it is unclear how much inner physiology contributes to the global sensation of having a body and controlling it. We combine respiration recordings with immersive virtual reality and find that making a virtual body breathe like the real body gives an illusory sense of ownership and agency over the avatar, elucidating the role of a key physiological process like breathing in corporeal awareness.


Asunto(s)
Concienciación/fisiología , Ilusiones/fisiología , Interocepción/fisiología , Respiración , Adulto , Humanos , Masculino , Realidad Virtual , Adulto Joven
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