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1.
IEEE Trans Vis Comput Graph ; 29(11): 4328-4338, 2023 11.
Artigo em Inglês | MEDLINE | ID: mdl-37782593

RESUMO

Virtual reality (VR) provides users with the ability to substitute their physical appearance by embodying virtual characters (avatars) using head-mounted displays and motion-capture technologies. Previous research demonstrated that the sense of embodiment toward an avatar can impact user behavior and cognition. In this paper, we present an experiment designed to investigate whether embodying a well-known creative genius could enhance participants' creative performance. Following a preliminary online survey ( N = 157) to select a famous character suited to the purpose of this study, we developed a VR application allowing participants to embody Leonardo da Vinci or a self-avatar. Self-avatars were approximately matched with participants in terms of skin tone and morphology. 40 participants took part in three tasks seamlessly integrated in a virtual workshop. The first task was based on a Guilford's Alternate Uses test (GAU) to assess participants' divergent abilities in terms of fluency and originality. The second task was based on a Remote Associates Test (RAT) to evaluate convergent abilities. Lastly, the third task consisted in designing potential alternative uses of an object displayed in the virtual environment using a 3D sketching tool. Participants embodying Leonardo da Vinci demonstrated significantly higher divergent thinking abilities, with a substantial difference in fluency between the groups. Conversely, participants embodying a self-avatar performed significantly better in the convergent thinking task. Taken together, these results promote the use of our virtual embodiment approach, especially in applications where divergent creativity plays an important role, such as design and innovation.


Assuntos
Gráficos por Computador , Realidade Virtual , Humanos , Cognição , Criatividade
2.
IEEE Trans Vis Comput Graph ; 29(11): 4426-4437, 2023 Nov.
Artigo em Inglês | MEDLINE | ID: mdl-37782594

RESUMO

In virtual reality, the avatar - the user's digital representation - is an important element which can drastically influence the immersive experience. In this paper, we especially focus on the use of "dissimilar" avatars i.e., avatars diverging from the real appearance of the user, whether they preserve an anthropomorphic aspect or not. Previous studies reported that dissimilar avatars can positively impact the user experience, in terms for example of interaction, perception or behaviour. However, given the sparsity and multi-disciplinary character of research related to dissimilar avatars, it tends to lack common understanding and methodology, hampering the establishment of novel knowledge on this topic. In this paper, we propose to address these limitations by discussing: (i) a methodology for dissimilar avatars characterization, (ii) their impacts on the user experience, (iii) their different fields of application, and finally, (iv) future research direction on this topic. Taken together, we believe that this paper can support future research related to dissimilar avatars, and help designers of VR applications to leverage dissimilar avatars appropriately.

3.
J Neural Eng ; 20(5)2023 11 03.
Artigo em Inglês | MEDLINE | ID: mdl-37879343

RESUMO

Electroencephalography (EEG) and functional magnetic resonance imaging (fMRI) are two commonly used non-invasive techniques for measuring brain activity in neuroscience and brain-computer interfaces (BCI).Objective. In this review, we focus on the use of EEG and fMRI in neurofeedback (NF) and discuss the challenges of combining the two modalities to improve understanding of brain activity and achieve more effective clinical outcomes. Advanced technologies have been developed to simultaneously record EEG and fMRI signals to provide a better understanding of the relationship between the two modalities. However, the complexity of brain processes and the heterogeneous nature of EEG and fMRI present challenges in extracting useful information from the combined data.Approach. We will survey existing EEG-fMRI combinations and recent studies that exploit EEG-fMRI in NF, highlighting the experimental and technical challenges.Main results. We made a classification of the different combination of EEG-fMRI for NF, we provide a review of multimodal analysis methods for EEG-fMRI features. We also survey the current state of research on EEG-fMRI in the different existing NF paradigms. Finally, we also identify some of the remaining challenges in this field.Significance. By exploring EEG-fMRI combinations in NF, we are advancing our knowledge of brain function and its applications in clinical settings. As such, this review serves as a valuable resource for researchers, clinicians, and engineers working in the field of neural engineering and rehabilitation, highlighting the promising future of EEG-fMRI-based NF.


Assuntos
Interfaces Cérebro-Computador , Neurorretroalimentação , Neurorretroalimentação/métodos , Imageamento por Ressonância Magnética/métodos , Eletroencefalografia/métodos , Encéfalo
4.
Artigo em Inglês | MEDLINE | ID: mdl-37862281

RESUMO

Cognitive impairment arises from various brain injuries or diseases, such as traumatic brain injury, stroke, schizophrenia, or cancer-related cognitive impairment. Cognitive impairment can be an obstacle for patients to the return-to-work. Research suggests various interventions using technology for cognitive and vocational rehabilitation. The present work offers an overview of sixteen vocational or ecological VR-based clinical studies among patients with cognitive impairment. The objective is to analyze these studies from a VR perspective focusing on the VR apparatus and tasks, adaptivity, transferability, and immersion of the interventions. Our results highlight how a higher level of immersion could bring the participants to a deeper level of engagement and transferability, rarely assessed in current literature, and a lack of adaptivity in studies involving patients with cognitive impairments. From these considerations, we discuss the challenges of creating a standardized yet adaptive protocol and the perspectives of using immersive technologies to allow precise monitoring, personalized rehabilitation and increased commitment.


Assuntos
Lesões Encefálicas Traumáticas , Lesões Encefálicas , Disfunção Cognitiva , Realidade Virtual , Humanos , Lesões Encefálicas Traumáticas/reabilitação , Reabilitação Vocacional/métodos
5.
Artigo em Inglês | MEDLINE | ID: mdl-37647196

RESUMO

Pseudo-haptic techniques are used to modify haptic perception by appropriately changing visual feedback to body movements. Based on the knowledge that tendon vibration can affect our somatosensory perception, this paper proposes a method for leveraging tendon vibration to enhance pseudo-haptics during free arm motion. Three experiments were performed to examine the impact of tendon vibration on the range and resolution of pseudo-haptics. The first experiment investigated the effect of tendon vibration on the detection threshold of the discrepancy between visual and physical motion. The results indicated that vibrations applied to the inner tendons of the wrist and elbow increased the threshold, suggesting that tendon vibration can augment the applicable visual motion gain by approximately 13% without users detecting the visual/physical discrepancy. Furthermore, the results demonstrate that tendon vibration acts as noise on haptic motion cues. The second experiment assessed the impact of tendon vibration on the resolution of pseudo-haptics by determining the just noticeable difference in pseudo-weight perception. The results suggested that the tendon vibration does not largely compromise the resolution of pseudo-haptics. The third experiment evaluated the equivalence between the weight perception triggered by tendon vibration and that by visual motion gain, that is, the point of subjective equality. The results revealed that vibration amplifies the weight perception and its effect was equivalent to that obtained using a gain of 0.64 without vibration, implying that the tendon vibration also functions as an additional haptic cue. Our results provide design guidelines and future work for enhancing pseudo-haptics with tendon vibration.

6.
Artigo em Inglês | MEDLINE | ID: mdl-37440385

RESUMO

During mid-air interactions, common approaches (such as the god-object method) typically rely on visually constraining the user's avatar to avoid visual interpenetrations with the virtual environment in the absence of kinesthetic feedback. This paper explores two methods which influence how the position mismatch (positional offset) between users' real and virtual hands is recovered when releasing the contact with virtual objects. The first method (sticky) constrains the user's virtual hand until the mismatch is recovered, while the second method (unsticky) employs an adaptive offset recovery method. In the first study, we explored the effect of positional offset and of motion alteration on users' behavioral adjustments and users' perception. In a second study, we evaluated variations in the sense of embodiment and the preference between the two control laws. Overall, both methods presented similar results in terms of performance and accuracy, yet, positional offsets strongly impacted motion profiles and users' performance. Both methods also resulted in comparable levels of embodiment. Finally, participants usually expressed strong preferences toward one of the two methods, but these choices were individual-specific and did not appear to be correlated solely with characteristics external to the individuals. Taken together, these results highlight the relevance of exploring the customization of motion control algorithms for avatars.

7.
IEEE Trans Haptics ; 16(2): 171-181, 2023.
Artigo em Inglês | MEDLINE | ID: mdl-37220040

RESUMO

While virtual reality applications flourish, there is a growing need for technological solutions to induce compelling self-motion, as an alternative to cumbersome motion platforms. Haptic devices target the sense of touch, yet more and more researchers managed to address the sense of motion by means of specific and localized haptic stimulations. This innovative approach constitutes a specific paradigm that can be called "haptic motion". This article aims to introduce, formalize, survey and discuss this relatively new research field. First, we summarize some core concepts of self-motion perception, and propose a definition of the haptic motion approach based on three criteria. Then, we present a summary of existing related literature, from which we formulate and discuss three research problems that we estimate key for the development of the field: the rationale to design a proper haptic stimulus, the methods to evaluate and characterize self-motion sensations, and the usage of multimodal motion cues.


Assuntos
Percepção do Tato , Humanos , Retroalimentação , Interface Háptica , Tecnologia Háptica , Interface Usuário-Computador , Tato
8.
Artigo em Inglês | MEDLINE | ID: mdl-37028356

RESUMO

Pseudo-Haptic techniques, or visuo-haptic illusions, leverage user's visual dominance over haptics to alter the users' perception. As they create a discrepancy between virtual and physical interactions, these illusions are limited to a perceptual threshold. Many haptic properties have been studied using pseudo-haptic techniques, such as weight, shape or size. In this paper, we focus on estimating the perceptual thresholds for pseudo-stiffness in a virtual reality grasping task. We conducted a user study (n = 15) where we estimated if compliance can be induced on a non-compressible tangible object and to what extent. Our results show that (1) compliance can be induced in a rigid tangible object and that (2) pseudo-haptics can simulate beyond 24 N/cm stiffness ( k ≥ 24 N / cm, between a gummy bear and a raisin, up to rigid objects). Pseudo-stiffness efficiency is (3) enhanced by the objects' scales, but mostly (4) correlated to the user input force. Taken altogether, our results offer novel opportunities to simplify the design of future haptic interfaces, and extend the haptic properties of passive props in VR.

9.
IEEE Trans Vis Comput Graph ; 29(5): 2796-2805, 2023 05.
Artigo em Inglês | MEDLINE | ID: mdl-37015135

RESUMO

In this paper, we investigate the use of a motorized bike to support the walk of a self-avatar in virtual reality (VR). While existing walking-in-place (WIP) techniques render compelling walking experiences, they can be judged repetitive and strenuous. Our approach consists in assisting a WIP technique so that the user does not have to actively move in order to reduce effort and fatigue. We chose to assist a technique called walking-by-cycling, which consists in mapping the cycling motion of a bike onto the walking of the user's self-avatar, by using a motorized bike. We expected that our approach could provide participants with a compelling walking experience while reducing the effort required to navigate. We conducted a within-subjects study where we compared "assisted walking-by-cycling" to a traditional active walking-by-cycling implementation, and to a standard condition where the user is static. In the study, we measured embodiment, including ownership and agency, walking sensation, perceived effort and fatigue. Results showed that assisted walking-by-cycling induced more ownership, agency, and walking sensation than the static simulation. Additionally, assisted walking-by-cycling induced levels of ownership and walking sensation similar to that of active walking-by-cycling, but it induced less perceived effort. Taken together, this work promotes the use of assisted walking-by-cycling in situations where users cannot or do not want to exert much effort while walking in embodied VR such as for injured or disabled users, for prolonged uses, medical rehabilitation, or virtual visits.


Assuntos
Ciclismo , Realidade Virtual , Humanos , Gráficos por Computador , Caminhada , Fadiga
10.
Artigo em Inglês | MEDLINE | ID: mdl-37022896

RESUMO

Haptic exoskeleton gloves are a widespread solution for providing force-feedback in Virtual Reality (VR), especially for 3D object manipulations. However, they are still lacking an important feature regarding in-hand haptic sensations: the palmar contact. In this paper, we present PalmEx, a novel approach which incorporates palmar force-feedback into exoskeleton gloves to improve the overall grasping sensations and manual haptic interactions in VR. PalmEx's concept is demonstrated through a self-contained hardware system augmenting a hand exoskeleton with an encountered palmar contact interface - physically encountering the users' palm. We build upon current taxonomies to elicit PalmEx's capabilities for both the exploration and manipulation of virtual objects. We first conduct a technical evaluation optimising the delay between the virtual interactions and their physical counterparts. We then empirically evaluate PalmEx's proposed design space in a user study (n=12) to assess the potential of a palmar contact for augmenting an exoskeleton. Results show that PalmEx offers the best rendering capabilities to perform believable grasps in VR. PalmEx highlights the importance of the palmar stimulation, and provides a low-cost solution to augment existing high-end consumer hand exoskeletons.

11.
IEEE Trans Vis Comput Graph ; 29(4): 2146-2165, 2023 04.
Artigo em Inglês | MEDLINE | ID: mdl-35007194

RESUMO

Technological developments provide solutions to alleviate the tremendous impact on the health and autonomy due to the impact of dementia on navigation abilities. We systematically reviewed the literature on devices tested to provide assistance to people with dementia during indoor, outdoor and virtual navigation (PROSPERO ID number: 215585). Medline and Scopus databases were searched from inception. Our aim was to summarize the results from the literature to guide future developments. Twenty-three articles were included in our study. Three types of information were extracted from these studies. First, the types of navigation advice the devices provided were assessed through: (i) the sensorial modality of presentation, e.g., visual and tactile stimuli, (ii) the navigation content, e.g., landmarks, and (iii) the timing of presentation, e.g., systematically at intersections. Second, we analyzed the technology that the devices were based on, e.g., smartphone. Third, the experimental methodology used to assess the devices and the navigation outcome was evaluated. We report and discuss the results from the literature based on these three main characteristics. Finally, based on these considerations, recommendations are drawn, challenges are identified and potential solutions are suggested. Augmented reality-based devices, intelligent tutoring systems and social support should particularly further be explored.


Assuntos
Realidade Aumentada , Demência , Humanos , Gráficos por Computador , Bases de Dados Factuais , Smartphone , Demência/diagnóstico , Demência/terapia
12.
IEEE Trans Vis Comput Graph ; 29(8): 3507-3518, 2023 Aug.
Artigo em Inglês | MEDLINE | ID: mdl-35349443

RESUMO

A seated user watching his avatar walking in Virtual Reality (VR) may have an impression of walking. In this paper, we show that such an impression can be extended to other postures and other locomotion exercises. We present two user studies in which participants wore a VR headset and observed a first-person avatar performing virtual exercises. In the first experiment, the avatar walked and the participants (n=36) tested the simulation in 3 different postures (standing, sitting and Fowler's posture). In the second experiment, other participants (n=18) were sitting and observed the avatar walking, jogging or stepping over virtual obstacles. We evaluated the impression of locomotion by measuring the impression of walking (respectively jogging or stepping) and embodiment in both experiments. The results show that participants had the impression of locomotion in either sitting, standing and Fowler's posture. However, Fowler's posture significantly decreased both the level of embodiment and the impression of locomotion. The sitting posture seems to decrease the sense of agency compared to standing posture. Results also show that the majority of the participants experienced an impression of locomotion during the virtual walking, jogging, and stepping exercises. The embodiment was not influenced by the type of virtual exercise. Overall, our results suggest that an impression of locomotion can be elicited in different users' postures and during different virtual locomotion exercises. They provide valuable insight for numerous VR applications in which the user observes a self-avatar moving, such as video games, gait rehabilitation, training, etc.


Assuntos
Gráficos por Computador , Realidade Virtual , Humanos , Locomoção , Caminhada , Postura
13.
IEEE Trans Vis Comput Graph ; 29(12): 5579-5585, 2023 12.
Artigo em Inglês | MEDLINE | ID: mdl-36197855

RESUMO

We investigate how underfoot vibrotactile feedback can be used to increase the impression of walking and embodiment of static users represented by a first- or third-person avatar. We designed a multi-sensory setup involving avatar displayed on an HMD, and a set of vibrotactile effects displayed at every footstep. In a first study (N = 44), we compared the impression of walking in 3 vibrotactile conditions : 1) with a "constant" vibrotactile rendering reproducing simple contact information, 2) with a more sophisticated "phase-based" vibrotactile rendering the successive contacts of a walking cycle and 3) without vibrotactile feedback. The results show that overall both constant and phase-based rendering significantly improve the impression of walking in first and third-person perspective. Interestingly, the more realistic phase-based rendering seems to increase significantly the impression of walking in the third-person condition, but not in the first-person condition. In a second study (N=28), we evaluated the embodiment towards first- and third-person avatar while receiving no vibrotactile feedback or by receiving vibrotactile feedback. The results show that vibrotactile feedback improves embodiment in both perspectives of the avatar. Taken together, our results support the use of vibrotactile feedback when users observe first- and third-person avatar. They also suggest that constant and phase-based rendering could be used with first-person avatar and support the use of phase-based rendering with third-person avatar. They provide valuable insight for stimulations in any VR applications in which the impression of walking is prominent such as for virtual visits, walking rehabilitation, video games, etc.


Assuntos
Gráficos por Computador , Vibração , Humanos , Caminhada
14.
IEEE Trans Vis Comput Graph ; 28(11): 3596-3606, 2022 11.
Artigo em Inglês | MEDLINE | ID: mdl-36048993

RESUMO

In this paper we explore the multi-sensory display of self-avatars' physiological state in Virtual Reality (VR), as a means to enhance the connection between the users and their avatar. Our approach consists in designing and combining a coherent set of visual, auditory and haptic cues to represent the avatar's cardiac and respiratory activity. These sensory cues are modulated depending on the avatar's simulated physical exertion. We notably introduce a novel haptic technique to represent respiratory activity using a compression belt simulating abdominal movements that occur during a breathing cycle. A series of experiments was conducted to evaluate the influence of our multi-sensory rendering techniques on various aspects of the VR user experience, including the sense of virtual embodiment and the sensation of effort during a walking simulation. A first study ($\mathrm{N}=30$) that focused on displaying cardiac activity showed that combining sensory modalities significantly enhances the sensation of effort. A second study ($\mathrm{N}=20$) that focused on respiratory activity showed that combining sensory modalities significantly enhances the sensation of effort as well as two sub-components of the sense of embodiment. Interestingly, the user's actual breathing tended to synchronize with the simulated breathing, especially with the multi-sensory and haptic displays. A third study ($\mathrm{N}=18$) that focused on the combination of cardiac and respiratory activity showed that combining both rendering techniques significantly enhances the sensation of effort. Taken together, our results promote the use of our novel breathing display technique and multi-sensory rendering of physiological parameters in VR applications where effort sensations are prominent, such as for rehabilitation, sport training, or exergames.


Assuntos
Interface Usuário-Computador , Realidade Virtual , Gráficos por Computador , Sinais (Psicologia) , Sensação
15.
Front Hum Neurosci ; 16: 917909, 2022.
Artigo em Inglês | MEDLINE | ID: mdl-35911589

RESUMO

Stroke is a severe health issue, and motor recovery after stroke remains an important challenge in the rehabilitation field. Neurofeedback (NFB), as part of a brain-computer interface, is a technique for modulating brain activity using on-line feedback that has proved to be useful in motor rehabilitation for the chronic stroke population in addition to traditional therapies. Nevertheless, its use and applications in the field still leave unresolved questions. The brain pathophysiological mechanisms after stroke remain partly unknown, and the possibilities for intervention on these mechanisms to promote cerebral plasticity are limited in clinical practice. In NFB motor rehabilitation, the aim is to adapt the therapy to the patient's clinical context using brain imaging, considering the time after stroke, the localization of brain lesions, and their clinical impact, while taking into account currently used biomarkers and technical limitations. These modern techniques also allow a better understanding of the physiopathology and neuroplasticity of the brain after stroke. We conducted a narrative literature review of studies using NFB for post-stroke motor rehabilitation. The main goal was to decompose all the elements that can be modified in NFB therapies, which can lead to their adaptation according to the patient's context and according to the current technological limits. Adaptation and individualization of care could derive from this analysis to better meet the patients' needs. We focused on and highlighted the various clinical and technological components considering the most recent experiments. The second goal was to propose general recommendations and enhance the limits and perspectives to improve our general knowledge in the field and allow clinical applications. We highlighted the multidisciplinary approach of this work by combining engineering abilities and medical experience. Engineering development is essential for the available technological tools and aims to increase neuroscience knowledge in the NFB topic. This technological development was born out of the real clinical need to provide complementary therapeutic solutions to a public health problem, considering the actual clinical context of the post-stroke patient and the practical limits resulting from it.

16.
IEEE Trans Vis Comput Graph ; 28(5): 2047-2057, 2022 05.
Artigo em Inglês | MEDLINE | ID: mdl-35167468

RESUMO

In virtual reality, several manipulation techniques distort users' motions, for example to reach remote objects or increase precision. These techniques can become problematic when used with avatars, as they create a mismatch between the real performed action and the corresponding displayed action, which can negatively impact the sense of embodiment. In this paper, we propose to use a dual representation during anisomorphic interaction. A co-located representation serves as a spatial reference and reproduces the exact users' motion, while an interactive representation is used for distorted interaction. We conducted two experiments, investigating the use of dual representations with amplified motion (with the Go-Go technique) and decreased motion (with the PRISM technique). Two visual appearances for the interactive representation and the co-located one were explored. This exploratory study investigating dual representations in this context showed that people globally preferred having a single representation, but opinions diverged for the Go-Go technique. Also, we could not find significant differences in terms of performance. While interacting seemed more important than showing exact movements for agency during out-of-reach manipulation, people felt more in control of the realistic arm during close manipulation.


Assuntos
Imagem Corporal , Realidade Virtual , Gráficos por Computador , Mãos , Humanos , Movimento
17.
IEEE Trans Vis Comput Graph ; 28(12): 5154-5171, 2022 12.
Artigo em Inglês | MEDLINE | ID: mdl-34495833

RESUMO

In Virtual Reality (VR), users can be immersed in emotionally intense and cognitively engaging experiences. Yet, despite strong interest from scholars and a large amount of work associating VR and Affective and Cognitive States (ACS), there is a clear lack of structured and systematic form in which this research can be classified. We define "Affective and Cognitive VR" to relate to works which (1) induce ACS, (2) recognize ACS, or (3) exploit ACS by adapting virtual environments based on ACS measures. This survey clarifies the different models of ACS, presents the methods for measuring them with their respective advantages and drawbacks in VR, and showcases Affective and Cognitive VR studies done in an Immersive Virtual Environment (IVE) in a non-clinical context. Our article covers the main research lines in Affective and Cognitive VR. We provide a comprehensive list of references with the analysis of 63 research articles and summarize future works directions.


Assuntos
Gráficos por Computador , Realidade Virtual , Cognição
18.
IEEE Trans Vis Comput Graph ; 28(12): 5071-5090, 2022 12.
Artigo em Inglês | MEDLINE | ID: mdl-34310309

RESUMO

Virtual self-avatars have been increasingly used in Augmented Reality (AR) where one can see virtual content embedded into physical space. However, little is known about the perception of self-avatars in such a context. The possibility that their embodiment could be achieved in a similar way as in Virtual Reality opens the door to numerous applications in education, communication, entertainment, or the medical field. This article aims to review the literature covering the embodiment of virtual self-avatars in AR. Our goal is (i) to guide readers through the different options and challenges linked to the implementation of AR embodiment systems, (ii) to provide a better understanding of AR embodiment perception by classifying the existing knowledge, and (iii) to offer insight on future research topics and trends for AR and avatar research. To do so, we introduce a taxonomy of virtual embodiment experiences by defining a "body avatarization" continuum. The presented knowledge suggests that the sense of embodiment evolves in the same way in AR as in other settings, but this possibility has yet to be fully investigated. We suggest that, whilst it is yet to be well understood, the embodiment of avatars has a promising future in AR and conclude by discussing possible directions for research.


Assuntos
Realidade Aumentada , Realidade Virtual , Interface Usuário-Computador , Gráficos por Computador , Inquéritos e Questionários
19.
Artigo em Inglês | MEDLINE | ID: mdl-37015485

RESUMO

Walking-in-place (WIP) is a locomotion technique that enables users to "walk infinitely" through vast virtual environments using walking-like gestures within a limited physical space. This paper investigates alternative interaction schemes for WIP, addressing successively the control, input, and output of WIP. First, we introduce a novel height-based control to increase advanced speed. Second, we introduce a novel input system for WIP based on elastic and passive strips. Third, we introduce the use of pseudo-haptic feedback as a novel output for WIP meant to alter walking sensations. The results of a series of user studies show that height and frequency based control of WIP can facilitate higher virtual speed with greater efficacy and ease than in frequency-based WIP. Second, using an upward elastic input system can result in a stable virtual speed control, although excessively strong elastic forces may impact the usability and user experience. Finally, using a pseudo-haptic approach can improve the perceived realism of virtual slopes. Taken together, our results suggest that, for future VR applications, there is value in further research into the use of alternative interaction schemes for walking-in-place.

20.
J Neuroeng Rehabil ; 18(1): 156, 2021 Oct 30.
Artigo em Inglês | MEDLINE | ID: mdl-34717672

RESUMO

BACKGROUND: Illusion of movement induced by tendon vibration is commonly used in rehabilitation and seems valuable for motor rehabilitation after stroke, by playing a role in cerebral plasticity. The aim was to study if congruent visual cues using Virtual Reality (VR) could enhance the illusion of movement induced by tendon vibration of the wrist among participants with stroke. METHODS: We included 20 chronic stroke participants. They experienced tendon vibration of their wrist (100 Hz, 30 times) inducing illusion of movement. Three VR visual conditions were added to the vibration: a congruent moving virtual hand (Moving condition); a static virtual hand (Static condition); or no virtual hand at all (Hidden condition). The participants evaluated for each visual condition the intensity of the illusory movement using a Likert scale, the sensation of wrist's movement using a degree scale and they answered a questionnaire about their preferred condition. RESULTS: The Moving condition was significantly superior to the Hidden condition and to the Static condition in terms of illusion of movement (p < 0.001) and the wrist's extension (p < 0.001). There was no significant difference between the Hidden and the Static condition for these 2 criteria. The Moving condition was considered the best one to increase the illusion of movement (in 70% of the participants). Two participants did not feel any illusion of movement. CONCLUSIONS: This study showed the interest of using congruent cues in VR in order to enhance the consistency of the illusion of movement induced by tendon vibration among participants after stroke, regardless of their clinical severity. By stimulating the brain motor areas, this visuo-proprioceptive feedback could be an interesting tool in motor rehabilitation. Record number in Clinical Trials: NCT04130711, registered on October 17th 2019 ( https://clinicaltrials.gov/ct2/show/NCT04130711?id=NCT04130711&draw=2&rank=1 ).


Assuntos
Ilusões , Acidente Vascular Cerebral , Retroalimentação Sensorial , Humanos , Movimento , Propriocepção , Acidente Vascular Cerebral/complicações , Tendões , Vibração
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