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1.
Front Neurosci ; 18: 1373377, 2024.
Article in English | MEDLINE | ID: mdl-38784094

ABSTRACT

This short review examines recent advancements in neurotechnologies within the context of managing unilateral spatial neglect (USN), a common condition following stroke. Despite the success of brain-computer interfaces (BCIs) in restoring motor function, there is a notable absence of effective BCI devices for treating cerebral visual impairments, a prevalent consequence of brain lesions that significantly hinders rehabilitation. This review analyzes current non-invasive BCIs and technological solutions dedicated to cognitive rehabilitation, with a focus on visuo-attentional disorders. We emphasize the need for further research into the use of BCIs for managing cognitive impairments and propose a new potential solution for USN rehabilitation, by combining the clinical subtleties of this syndrome with the technological advancements made in the field of neurotechnologies.

2.
J Neural Eng ; 21(2)2024 Mar 27.
Article in English | MEDLINE | ID: mdl-38386506

ABSTRACT

Objective.A key challenge of virtual reality (VR) applications is to maintain a reliable human-avatar mapping. Users may lose the sense of controlling (sense of agency), owning (sense of body ownership), or being located (sense of self-location) inside the virtual body when they perceive erroneous interaction, i.e. a break-in-embodiment (BiE). However, the way to detect such an inadequate event is currently limited to questionnaires or spontaneous reports from users. The ability to implicitly detect BiE in real-time enables us to adjust human-avatar mapping without interruption.Approach.We propose and empirically demonstrate a novel brain computer interface (BCI) approach that monitors the occurrence of BiE based on the users' brain oscillatory activity in real-time to adjust the human-avatar mapping in VR. We collected EEG activity of 37 participants while they performed reaching movements with their avatar with different magnitude of distortion.Main results.Our BCI approach seamlessly predicts occurrence of BiE in varying magnitude of erroneous interaction. The mapping has been customized by BCI-reinforcement learning (RL) closed-loop system to prevent BiE from occurring. Furthermore, a non-personalized BCI decoder generalizes to new users, enabling 'Plug-and-Play' ErrP-based non-invasive BCI. The proposed VR system allows customization of human-avatar mapping without personalized BCI decoders or spontaneous reports.Significance.We anticipate that our newly developed VR-BCI can be useful to maintain an engaging avatar-based interaction and a compelling immersive experience while detecting when users notice a problem and seamlessly correcting it.


Subject(s)
Avatar , Virtual Reality , Humans , User-Computer Interface , Movement , Electroencephalography
3.
PLoS One ; 18(5): e0282967, 2023.
Article in English | MEDLINE | ID: mdl-37167243

ABSTRACT

The brain mechanism of embodiment in a virtual body has grown a scientific interest recently, with a particular focus on providing optimal virtual reality (VR) experiences. Disruptions from an embodied state to a less- or non-embodied state, denominated Breaks in Embodiment (BiE), are however rarely studied despite their importance for designing interactions in VR. Here we use electroencephalography (EEG) to monitor the brain's reaction to a BiE, and investigate how this reaction depends on previous embodiment conditions. The experimental protocol consisted of two sequential steps; an induction step where participants were either embodied or non-embodied in an avatar, and a monitoring step where, in some cases, participants saw the avatar's hand move while their hand remained still. Our results show the occurrence of error-related potentials linked to observation of the BiE event in the monitoring step. Importantly, this EEG signature shows amplified potentials following the non-embodied condition, which is indicative of an accumulation of errors across steps. These results provide neurophysiological indications on how progressive disruptions impact the expectation of embodiment for a virtual body.


Subject(s)
Electroencephalography , Virtual Reality , Humans , Brain , Hand , Head
4.
PLoS One ; 17(3): e0255554, 2022.
Article in English | MEDLINE | ID: mdl-35235574

ABSTRACT

Providing Virtual Reality(VR) users with a 3D representation of their body complements the experience of immersion and presence in the virtual world with the experience of being physically located and more personally involved. A full-body avatar representation is known to induce a Sense of Embodiment (SoE) for this virtual body, which is associated with improvements in task performance, motivation and motor learning. Recent experimental research on embodiment provides useful guidelines, indicating the extent of discrepancy tolerated by users and, conversely, the limits and disruptive events that lead to a break in embodiment (BiE). Based on previous works on the limit of agency under movement distortion, this paper describes, studies and analyses the impact of a very common yet overlooked embodiment limitation linked to articular limits when performing a reaching movement. We demonstrate that perceiving the articular limit when fully extending the arm provides users with an additional internal proprioceptive feedback which, if not matched in the avatar's movement, leads to the disruptive realization of an incorrect posture mapping. This study complements previous works on self-contact and visuo-haptic conflicts and emphasizes the risk of disrupting the SoE when distorting users' movements or using a poorly-calibrated avatar.


Subject(s)
Virtual Reality
5.
IEEE Trans Vis Comput Graph ; 28(9): 3193-3205, 2022 09.
Article in English | MEDLINE | ID: mdl-33556011

ABSTRACT

In Virtual Reality, having a virtual body opens a wide range of possibilities as the participant's avatar can appear to be quite different from oneself for the sake of the targeted application (e.g., for perspective-taking). In addition, the system can partially manipulate the displayed avatar movement through some distortion to make the overall experience more enjoyable and effective (e.g., training, exercising, rehabilitation). Despite its potential, an excessive distortion may become noticeable and break the feeling of being embodied into the avatar. Past researches have shown that individuals have a relatively high tolerance to movement distortions and a great variability of individual sensitivities to distortions. In this article, we propose a method taking advantage of Reinforcement Learning (RL) to efficiently identify the magnitude of the maximum distortion that does not get noticed by an individual (further noted the detection threshold). We show through a controlled experiment with subjects that the RL method finds a more robust detection threshold compared to the adaptive staircase method, i.e., it is more able to prevent subjects from detecting the distortion when its amplitude is equal or below the threshold. Finally, the associated majority voting system makes the RL method able to handle more noise within the forced choices input than adaptive staircase. This last feature is essential for future use with physiological signals as these latter are even more susceptible to noise. It would then allow to calibrate embodiment individually to increase the effectiveness of the proposed interactions.


Subject(s)
User-Computer Interface , Virtual Reality , Computer Graphics , Humans , Movement/physiology
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