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Using visuo-kinetic virtual reality to induce illusory spinal movement: the MoOVi Illusion

BACKGROUND: Illusions that alter perception of the body provide novel opportunities to target brain-based contributions to problems such as persistent pain. One example of this, mirror therapy, uses vision to augment perceived movement of a painful limb to treat pain. Since mirrors can’t be used to...

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Autores principales: Harvie, Daniel S., Smith, Ross T., Hunter, Estin V., Davis, Miles G., Sterling, Michele, Moseley, G. Lorimer
Formato: Online Artículo Texto
Lenguaje:English
Publicado: PeerJ Inc. 2017
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC5324774/
https://www.ncbi.nlm.nih.gov/pubmed/28243537
http://dx.doi.org/10.7717/peerj.3023
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author Harvie, Daniel S.
Smith, Ross T.
Hunter, Estin V.
Davis, Miles G.
Sterling, Michele
Moseley, G. Lorimer
author_facet Harvie, Daniel S.
Smith, Ross T.
Hunter, Estin V.
Davis, Miles G.
Sterling, Michele
Moseley, G. Lorimer
author_sort Harvie, Daniel S.
collection PubMed
description BACKGROUND: Illusions that alter perception of the body provide novel opportunities to target brain-based contributions to problems such as persistent pain. One example of this, mirror therapy, uses vision to augment perceived movement of a painful limb to treat pain. Since mirrors can’t be used to induce augmented neck or other spinal movement, we aimed to test whether such an illusion could be achieved using virtual reality, in advance of testing its potential therapeutic benefit. We hypothesised that perceived head rotation would depend on visually suggested movement. METHOD: In a within-subjects repeated measures experiment, 24 healthy volunteers performed neck movements to 50(o) of rotation, while a virtual reality system delivered corresponding visual feedback that was offset by a factor of 50%–200%—the Motor Offset Visual Illusion (MoOVi)—thus simulating more or less movement than that actually occurring. At 50(o) of real-world head rotation, participants pointed in the direction that they perceived they were facing. The discrepancy between actual and perceived direction was measured and compared between conditions. The impact of including multisensory (auditory and visual) feedback, the presence of a virtual body reference, and the use of 360(o) immersive virtual reality with and without three-dimensional properties, was also investigated. RESULTS: Perception of head movement was dependent on visual-kinaesthetic feedback (p = 0.001, partial eta squared = 0.17). That is, altered visual feedback caused a kinaesthetic drift in the direction of the visually suggested movement. The magnitude of the drift was not moderated by secondary variables such as the addition of illusory auditory feedback, the presence of a virtual body reference, or three-dimensionality of the scene. DISCUSSION: Virtual reality can be used to augment perceived movement and body position, such that one can perform a small movement, yet perceive a large one. The MoOVi technique tested here has clear potential for assessment and therapy of people with spinal pain.
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spelling pubmed-53247742017-02-27 Using visuo-kinetic virtual reality to induce illusory spinal movement: the MoOVi Illusion Harvie, Daniel S. Smith, Ross T. Hunter, Estin V. Davis, Miles G. Sterling, Michele Moseley, G. Lorimer PeerJ Neuroscience BACKGROUND: Illusions that alter perception of the body provide novel opportunities to target brain-based contributions to problems such as persistent pain. One example of this, mirror therapy, uses vision to augment perceived movement of a painful limb to treat pain. Since mirrors can’t be used to induce augmented neck or other spinal movement, we aimed to test whether such an illusion could be achieved using virtual reality, in advance of testing its potential therapeutic benefit. We hypothesised that perceived head rotation would depend on visually suggested movement. METHOD: In a within-subjects repeated measures experiment, 24 healthy volunteers performed neck movements to 50(o) of rotation, while a virtual reality system delivered corresponding visual feedback that was offset by a factor of 50%–200%—the Motor Offset Visual Illusion (MoOVi)—thus simulating more or less movement than that actually occurring. At 50(o) of real-world head rotation, participants pointed in the direction that they perceived they were facing. The discrepancy between actual and perceived direction was measured and compared between conditions. The impact of including multisensory (auditory and visual) feedback, the presence of a virtual body reference, and the use of 360(o) immersive virtual reality with and without three-dimensional properties, was also investigated. RESULTS: Perception of head movement was dependent on visual-kinaesthetic feedback (p = 0.001, partial eta squared = 0.17). That is, altered visual feedback caused a kinaesthetic drift in the direction of the visually suggested movement. The magnitude of the drift was not moderated by secondary variables such as the addition of illusory auditory feedback, the presence of a virtual body reference, or three-dimensionality of the scene. DISCUSSION: Virtual reality can be used to augment perceived movement and body position, such that one can perform a small movement, yet perceive a large one. The MoOVi technique tested here has clear potential for assessment and therapy of people with spinal pain. PeerJ Inc. 2017-02-22 /pmc/articles/PMC5324774/ /pubmed/28243537 http://dx.doi.org/10.7717/peerj.3023 Text en ©2017 Harvie et al. http://creativecommons.org/licenses/by/4.0/ This is an open access article distributed under the terms of the Creative Commons Attribution License (http://creativecommons.org/licenses/by/4.0/) , which permits unrestricted use, distribution, reproduction and adaptation in any medium and for any purpose provided that it is properly attributed. For attribution, the original author(s), title, publication source (PeerJ) and either DOI or URL of the article must be cited.
spellingShingle Neuroscience
Harvie, Daniel S.
Smith, Ross T.
Hunter, Estin V.
Davis, Miles G.
Sterling, Michele
Moseley, G. Lorimer
Using visuo-kinetic virtual reality to induce illusory spinal movement: the MoOVi Illusion
title Using visuo-kinetic virtual reality to induce illusory spinal movement: the MoOVi Illusion
title_full Using visuo-kinetic virtual reality to induce illusory spinal movement: the MoOVi Illusion
title_fullStr Using visuo-kinetic virtual reality to induce illusory spinal movement: the MoOVi Illusion
title_full_unstemmed Using visuo-kinetic virtual reality to induce illusory spinal movement: the MoOVi Illusion
title_short Using visuo-kinetic virtual reality to induce illusory spinal movement: the MoOVi Illusion
title_sort using visuo-kinetic virtual reality to induce illusory spinal movement: the moovi illusion
topic Neuroscience
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC5324774/
https://www.ncbi.nlm.nih.gov/pubmed/28243537
http://dx.doi.org/10.7717/peerj.3023
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