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1.
Sci Rep ; 13(1): 2594, 2023 02 14.
Artigo em Inglês | MEDLINE | ID: mdl-36788259

RESUMO

Sensory perturbations are a valuable tool to assess sensory integration mechanisms underlying balance. Implemented as systems-identification approaches, they can be used to quantitatively assess balance deficits and separate underlying causes. However, the experiments require controlled perturbations and sophisticated modeling and optimization techniques. Here we propose and validate a virtual reality implementation of moving visual scene experiments together with model-based interpretations of the results. The approach simplifies the experimental implementation and offers a platform to implement standardized analysis routines. Sway of 14 healthy young subjects wearing a virtual reality head-mounted display was measured. Subjects viewed a virtual room or a screen inside the room, which were both moved during a series of sinusoidal or pseudo-random room or screen tilt sequences recorded on two days. In a between-subject comparison of 10 [Formula: see text] 6 min long pseudo-random sequences, each applied at 5 amplitudes, our results showed no difference to a real-world moving screen experiment from the literature. We used the independent-channel model to interpret our data, which provides a direct estimate of the visual contribution to balance, together with parameters characterizing the dynamics of the feedback system. Reliability estimates of single subject parameters from six repetitions of a 6 [Formula: see text] 20-s pseudo-random sequence showed poor test-retest agreement. Estimated parameters show excellent reliability when averaging across three repetitions within each day and comparing across days (Intra-class correlation; ICC 0.7-0.9 for visual weight, time delay and feedback gain). Sway responses strongly depended on the visual scene, where the high-contrast, abstract screen evoked larger sway as compared to the photo-realistic room. In conclusion, our proposed virtual reality approach allows researchers to reliably assess balance control dynamics including the visual contribution to balance with minimal implementation effort.


Assuntos
Equilíbrio Postural , Realidade Virtual , Humanos , Reprodutibilidade dos Testes , Equilíbrio Postural/fisiologia , Retroalimentação , Voluntários Saudáveis
2.
Front Psychiatry ; 13: 1011620, 2022.
Artigo em Inglês | MEDLINE | ID: mdl-36405894

RESUMO

Immersive virtual reality technology (VR) still waits for its wide dissemination in research and psychotherapy of eating and weight disorders. Given the comparably high efforts in producing a VR setup, we outline that the technology's breakthrough needs tailored exploitation of specific features of VR and user-centered design of setups. In this paper, we introduce VR hardware and review the specific properties of immersive VR versus real-world setups providing examples how they improved existing setups. We then summarize current approaches to make VR a tool for psychotherapy of eating and weight disorders and introduce user-centered design of VR environments as a solution to support their further development. Overall, we argue that exploitation of the specific properties of VR can substantially improve existing approaches for research and therapy of eating and weight disorders. To produce more than pilot setups, iterative development of VR setups within a user-centered design approach is needed.

3.
IEEE Trans Vis Comput Graph ; 28(11): 3810-3820, 2022 11.
Artigo em Inglês | MEDLINE | ID: mdl-36044497

RESUMO

Virtual Reality (VR) provides new possibilities for modern knowledge work. However, the potential advantages of virtual work environments can only be used if it is feasible to work in them for an extended period of time. Until now, there are limited studies of long-term effects when working in VR. This paper addresses the need for understanding such long-term effects. Specifically, we report on a comparative study $i$, in which participants were working in VR for an entire week-for five days, eight hours each day-as well as in a baseline physical desktop environment. This study aims to quantify the effects of exchanging a desktop-based work environment with a VR-based environment. Hence, during this study, we do not present the participants with the best possible VR system but rather a setup delivering a comparable experience to working in the physical desktop environment. The study reveals that, as expected, VR results in significantly worse ratings across most measures. Among other results, we found concerning levels of simulator sickness, below average usability ratings and two participants dropped out on the first day using VR, due to migraine, nausea and anxiety. Nevertheless, there is some indication that participants gradually overcame negative first impressions and initial discomfort. Overall, this study helps lay the groundwork for subsequent research, by clearly highlighting current shortcomings and identifying opportunities for improving the experience of working in VR.


Assuntos
Gráficos por Computador , Realidade Virtual , Humanos , Interface Usuário-Computador
4.
Neurobiol Stress ; 15: 100382, 2021 Nov.
Artigo em Inglês | MEDLINE | ID: mdl-34466630

RESUMO

Laboratory stressors are essential tools to study the human stress response. However, despite considerable progress in the development of stress induction procedures in recent years, the field is still missing standardization and the methods employed frequently require considerable personnel resources. Virtual reality (VR) offers flexible solutions to these problems, but available VR stress-induction tests still contain important sources of variation that challenge data interpretation. One of the major drawbacks is that tasks based on motivated performance do not adapt to individual abilities. Here, we provide open access to, and present, a novel and standardized immersive multimodal virtual environment stress test (IMVEST) in which participants are simultaneously exposed to mental -arithmetic calculations- and environmental challenges, along with intense visual and auditory stimulation. It contains critical elements of stress elicitation - perceived threat to physical self, social-evaluative threat and negative feedback, uncontrollability and unpredictability - and adjusts mathematical challenge to individual's ongoing performance. It is accompanied by a control VR scenario offering a comparable but not stressful situation. We validate and characterize the stress response to IMVEST in one-hundred-and-eighteen participants. Both cortisol and a wide range of autonomic nervous system (ANS) markers - extracted from the electrocardiogram, electrodermal activity and respiration - are significantly affected. We also show that ANS features can be used to train a stress prediction machine learning model that strongly discriminates between stress and control conditions, and indicates which aspects of IMVEST affect specific ANS components.

5.
Nat Commun ; 11(1): 5904, 2020 11 19.
Artigo em Inglês | MEDLINE | ID: mdl-33214564

RESUMO

Individuals differ in their physiological responsiveness to stressful challenges, and stress potentiates the development of many diseases. Heart rate variability (HRV), a measure of cardiac vagal break, is emerging as a strong index of physiological stress vulnerability. Thus, it is important to develop tools that identify predictive markers of individual differences in HRV responsiveness without exposing subjects to high stress. Here, using machine learning approaches, we show the strong predictive power of high-dimensional locomotor responses during novelty exploration to predict HRV responsiveness during stress exposure. Locomotor responses are collected in two ecologically valid virtual reality scenarios inspired by the animal literature and stress is elicited and measured in a third threatening virtual scenario. Our model's predictions generalize to other stressful challenges and outperforms other stress prediction instruments, such as anxiety questionnaires. Our study paves the way for the development of behavioral digital phenotyping tools for early detection of stress-vulnerable individuals.


Assuntos
Frequência Cardíaca/fisiologia , Estresse Fisiológico/fisiologia , Estresse Psicológico , Realidade Virtual , Sistema Nervoso Autônomo/fisiologia , Comportamento , Coração/fisiologia , Humanos , Locomoção , Aprendizado de Máquina , Modelos Neurológicos , Reprodutibilidade dos Testes
6.
PLoS One ; 15(10): e0241479, 2020.
Artigo em Inglês | MEDLINE | ID: mdl-33119679

RESUMO

Virtual reality (VR) technology is commonly used in balance research due to its ability to simulate real world experiences under controlled experimental conditions. However, several studies reported considerable differences in balance behavior in real world environments as compared to virtual environments presented in a head mounted display. Most of these studies were conducted more than a decade ago, at a time when VR was still struggling with major technical limitations (delays, limited field-of-view, etc.). In the meantime, VR technology has progressed considerably, enhancing its capacity to induce the feeling of presence and behavioural realism. In this study, we addressed two questions: Has VR technology now reached a point where balance is similar in real and virtual environments? And does the integration of visual cues for balance depend on the subjective experience of presence? We used a state-of-the-art head mounted VR system and a custom-made balance platform to compare balance when viewing (1) a real-world environment, (2) a photo-realistic virtual copy of the real-world environment, (3) an abstract virtual environment consisting of only spheres and bars ('low presence' VR condition), and, as reference, (4) a condition with eyes closed. Body sway of ten participants was measured in three different support surface conditions: (A) quiet stance, (B) stance on a sway referenced surface, and (C) surface tilting following a pseudo-random sequence. A 2-level repeated measures ANOVA and PostHoc analyses revealed no significant differences in body sway between viewing the real world environment and the photo-realistic virtual copy. In contrast, body sway was increased in the 'low presence' abstract scene and further increased with eyes closed. Results were consistent across platform conditions. Our results support the hypothesis that state of the art VR reached a point of behavioural realism in which balance in photo-realistic VR is similar to balance in a real environment. Presence was lower in the abstract virtual condition as compared to the photo-realistic condition as measured by the IPQ presence questionnaire. Thus, our results indicate that spatial presence may be a moderating factor, but further research is required to confirm this notion. We conceive that virtual reality is a valid tool for balance research, but that the properties of the virtual environment affects results.


Assuntos
Movimento/fisiologia , Equilíbrio Postural , Pesquisa , Realidade Virtual , Adulto , Calibragem , Feminino , Humanos , Masculino
7.
Acta Psychol (Amst) ; 210: 103168, 2020 Oct.
Artigo em Inglês | MEDLINE | ID: mdl-32919093

RESUMO

The goal of new adaptive technologies is to allow humans to interact with technical devices, such as robots, in natural ways akin to human interaction. Essential for achieving this goal, is the understanding of the factors that support natural interaction. Here, we examined whether human motor control is linked to the visual appearance of the interaction partner. Motor control theories consider kinematic-related information but not visual appearance as important for the control of motor movements (Flash & Hogan, 1985; Harris & Wolpert, 1998; Viviani & Terzuolo, 1982). We investigated the sensitivity of motor control to visual appearance during the execution of a social interaction, i.e. a high-five. In a novel mixed reality setup participants executed a high-five with a three-dimensional life-size human- or a robot-looking avatar. Our results demonstrate that movement trajectories and adjustments to perturbations depended on the visual appearance of the avatar despite both avatars carrying out identical movements. Moreover, two well-known motor theories (minimum jerk, two-thirds power law) better predict robot than human interaction trajectories. The dependence of motor control on the human likeness of the interaction partner suggests that different motor control principles might be at work in object and human directed interactions.


Assuntos
Movimento , Interação Social , Fenômenos Biomecânicos , Humanos
8.
PLoS One ; 13(2): e0192152, 2018.
Artigo em Inglês | MEDLINE | ID: mdl-29425218

RESUMO

Previous literature suggests that a disturbed ability to accurately identify own body size may contribute to overweight. Here, we investigated the influence of personal body size, indexed by body mass index (BMI), on body size estimation in a non-clinical population of females varying in BMI. We attempted to disentangle general biases in body size estimates and attitudinal influences by manipulating whether participants believed the body stimuli (personalized avatars with realistic weight variations) represented their own body or that of another person. Our results show that the accuracy of own body size estimation is predicted by personal BMI, such that participants with lower BMI underestimated their body size and participants with higher BMI overestimated their body size. Further, participants with higher BMI were less likely to notice the same percentage of weight gain than participants with lower BMI. Importantly, these results were only apparent when participants were judging a virtual body that was their own identity (Experiment 1), but not when they estimated the size of a body with another identity and the same underlying body shape (Experiment 2a). The different influences of BMI on accuracy of body size estimation and sensitivity to weight change for self and other identity suggests that effects of BMI on visual body size estimation are self-specific and not generalizable to other bodies.


Assuntos
Índice de Massa Corporal , Tamanho Corporal , Autoimagem , Adolescente , Adulto , Feminino , Humanos , Adulto Jovem
9.
Eur Eat Disord Rev ; 25(6): 607-612, 2017 11.
Artigo em Inglês | MEDLINE | ID: mdl-29057601

RESUMO

This study uses novel biometric figure rating scales (FRS) spanning body mass index (BMI) 13.8 to 32.2 kg/m2 and BMI 18 to 42 kg/m2 . The aims of the study were (i) to compare FRS body weight dissatisfaction and perceptual distortion of women with anorexia nervosa (AN) to a community sample; (ii) how FRS parameters are associated with questionnaire body dissatisfaction, eating disorder symptoms and appearance comparison habits; and (iii) whether the weight spectrum of the FRS matters. Women with AN (n = 24) and a community sample of women (n = 104) selected their current and ideal body on the FRS and completed additional questionnaires. Women with AN accurately picked the body that aligned best with their actual weight in both FRS. Controls underestimated their BMI in the FRS 14-32 and were accurate in the FRS 18-42. In both FRS, women with AN desired a body close to their actual BMI and controls desired a thinner body. Our observations suggest that body image disturbance in AN is unlikely to be characterized by a visual perceptual disturbance, but rather by an idealization of underweight in conjunction with high body dissatisfaction. The weight spectrum of FRS can influence the accuracy of BMI estimation. Copyright © 2017 John Wiley & Sons, Ltd and Eating Disorders Association.


Assuntos
Anorexia Nervosa/psicologia , Imagem Corporal/psicologia , Distorção da Percepção , Adulto , Identificação Biométrica , Índice de Massa Corporal , Estudos de Casos e Controles , Feminino , Humanos , Satisfação Pessoal , Projetos Piloto , Inquéritos e Questionários
10.
Psychol Sci ; 27(11): 1486-1497, 2016 11.
Artigo em Inglês | MEDLINE | ID: mdl-27708127

RESUMO

Brief verbal descriptions of people's bodies (e.g., "curvy," "long-legged") can elicit vivid mental images. The ease with which these mental images are created belies the complexity of three-dimensional body shapes. We explored the relationship between body shapes and body descriptions and showed that a small number of words can be used to generate categorically accurate representations of three-dimensional bodies. The dimensions of body-shape variation that emerged in a language-based similarity space were related to major dimensions of variation computed directly from three-dimensional laser scans of 2,094 bodies. This relationship allowed us to generate three-dimensional models of people in the shape space using only their coordinates on analogous dimensions in the language-based description space. Human descriptions of photographed bodies and their corresponding models matched closely. The natural mapping between the spaces illustrates the role of language as a concise code for body shape that captures perceptually salient global and local body features.


Assuntos
Reconhecimento Facial/fisiologia , Percepção de Forma/fisiologia , Corpo Humano , Reconhecimento Visual de Modelos/fisiologia , Percepção Visual/fisiologia , Adolescente , Adulto , Idoso , Feminino , Humanos , Imageamento Tridimensional , Idioma , Masculino , Pessoa de Meia-Idade , Estimulação Luminosa/métodos , Adulto Jovem
11.
PLoS One ; 9(1): e86502, 2014.
Artigo em Inglês | MEDLINE | ID: mdl-24466123

RESUMO

The social context in which an action is embedded provides important information for the interpretation of an action. Is this social context integrated during the visual recognition of an action? We used a behavioural visual adaptation paradigm to address this question and measured participants' perceptual bias of a test action after they were adapted to one of two adaptors (adaptation after-effect). The action adaptation after-effect was measured for the same set of adaptors in two different social contexts. Our results indicate that the size of the adaptation effect varied with social context (social context modulation) although the physical appearance of the adaptors remained unchanged. Three additional experiments provided evidence that the observed social context modulation of the adaptation effect are owed to the adaptation of visual action recognition processes. We found that adaptation is critical for the social context modulation (experiment 2). Moreover, the effect is not mediated by emotional content of the action alone (experiment 3) and visual information about the action seems to be critical for the emergence of action adaptation effects (experiment 4). Taken together these results suggest that processes underlying visual action recognition are sensitive to the social context of an action.


Assuntos
Adaptação Fisiológica , Reconhecimento Visual de Modelos , Meio Social , Adulto , Emoções , Feminino , Humanos , Masculino , Estimulação Luminosa , Psicometria , Adulto Jovem
12.
Exp Brain Res ; 214(2): 273-84, 2011 Oct.
Artigo em Inglês | MEDLINE | ID: mdl-21863262

RESUMO

Social context modulates action kinematics. Less is known about whether social context also affects the use of task relevant visual information. We tested this hypothesis by examining whether the instruction to play table tennis competitively or cooperatively affected the kind of visual cues necessary for successful table tennis performance. In two experiments, participants played table tennis in a dark room with only the ball, net, and table visible. Visual information about both players' actions was manipulated by means of self-glowing markers. We recorded the number of successful passes for each player individually. The results showed that participants' performance increased when their own body was rendered visible in both the cooperative and the competitive condition. However, social context modulated the importance of different sources of visual information about the other player. In the cooperative condition, seeing the other player's racket had the largest effects on performance increase, whereas in the competitive condition, seeing the other player's body resulted in the largest performance increase. These results suggest that social context selectively modulates the use of visual information about others' actions in social interactions.


Assuntos
Comportamento Competitivo/fisiologia , Percepção de Movimento/fisiologia , Estimulação Luminosa/métodos , Desempenho Psicomotor/fisiologia , Comportamento Social , Adulto , Feminino , Humanos , Masculino , Percepção Visual/fisiologia , Adulto Jovem
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