scholarly journals Effects of Using Virtual Reality and Virtual Avatar on Hand Motion Reconstruction Accuracy and Brain Activity

IEEE Access ◽  
2017 ◽  
Vol 5 ◽  
pp. 23736-23750 ◽  
Author(s):  
Jacobo Fernandez-Vargas ◽  
Tapio V. J. Tarvainen ◽  
Kahori Kita ◽  
Wenwei Yu
2009 ◽  
Vol 14 (4) ◽  
pp. 283-286 ◽  
Author(s):  
Vera Leibovici ◽  
Florella Magora ◽  
Sarale Cohen ◽  
Arieh Ingber

BACKGROUND: Virtual reality immersion (VRI), an advanced computer-generated technique, decreased subjective reports of pain in experimental and procedural medical therapies. Furthermore, VRI significantly reduced pain-related brain activity as measured by functional magnetic resonance imaging. Resemblance between anatomical and neuroendocrine pathways of pain and pruritus may prove VRI to be a suitable adjunct for basic and clinical studies of the complex aspects of pruritus.OBJECTIVES: To compare effects of VRI with audiovisual distraction (AVD) techniques for attenuation of pruritus in patients with atopic dermatitis and psoriasis vulgaris.METHODS: Twenty-four patients suffering from chronic pruritus – 16 due to atopic dermatitis and eight due to psoriasis vulgaris – were randomly assigned to play an interactive computer game using a special visor or a computer screen. Pruritus intensity was self-rated before, during and 10 min after exposure using a visual analogue scale ranging from 0 to 10. The interviewer rated observed scratching on a three-point scale during each distraction program.RESULTS: Student’sttests were significant for reduction of pruritus intensity before and during VRI and AVD (P=0.0002 and P=0.01, respectively) and were significant only between ratings before and after VRI (P=0.017). Scratching was mostly absent or mild during both programs.CONCLUSIONS: VRI and AVD techniques demonstrated the ability to diminish itching sensations temporarily. Further studies on the immediate and late effects of interactive computer distraction techniques to interrupt itching episodes will open potential paths for future pruritus research.


Author(s):  
Marco Recenti ◽  
Carlo Ricciardi ◽  
Romain Aubonnet ◽  
Ilaria Picone ◽  
Deborah Jacob ◽  
...  

Motion sickness (MS) and postural control (PC) conditions are common complaints among those who passively travel. Many theories explaining a probable cause for MS have been proposed but the most prominent is the sensory conflict theory, stating that a mismatch between vestibular and visual signals causes MS. Few measurements have been made to understand and quantify the interplay between muscle activation, brain activity, and heart behavior during this condition. We introduce here a novel multimetric system called BioVRSea based on virtual reality (VR), a mechanical platform and several biomedical sensors to study the physiology associated with MS and seasickness. This study reports the results from 28 individuals: the subjects stand on the platform wearing VR goggles, a 64-channel EEG dry-electrode cap, two EMG sensors on the gastrocnemius muscles, and a sensor on the chest that captures the heart rate (HR). The virtual environment shows a boat surrounded by waves whose frequency and amplitude are synchronized with the platform movement. Three measurement protocols are performed by each subject, after each of which they answer the Motion Sickness Susceptibility Questionnaire. Nineteen parameters are extracted from the biomedical sensors (5 from EEG, 12 from EMG and, 2 from HR) and 13 from the questionnaire. Eight binary indexes are computed to quantify the symptoms combining all of them in the Motion Sickness Index (IMS). These parameters create the MS database composed of 83 measurements. All indexes undergo univariate statistical analysis, with EMG parameters being most significant, in contrast to EEG parameters. Machine learning (ML) gives good results in the classification of the binary indexes, finding random forest to be the best algorithm (accuracy of 74.7 for IMS). The feature importance analysis showed that muscle parameters are the most relevant, and for EEG analysis, beta wave results were the most important. The present work serves as the first step in identifying the key physiological factors that differentiate those who suffer from MS from those who do not using the novel BioVRSea system. Coupled with ML, BioVRSea is of value in the evaluation of PC disruptions, which are among the most disturbing and costly health conditions affecting humans.


Author(s):  
Eric Sikorski ◽  
Amanda Palla

This session will demonstrate a Virtual Reality Part Task Trainer (vrPTT) that was developed under a Department of Defense funded research and development program. The vrPTT consists of Virtual Reality (VR) head mounted display (HMD) goggles and bare-hand motion sensor technology integrated via a high speed gaming computer that hosts an automated, intelligent tutor. Upon donning the VR goggles, the user is immersed into a cockpit of an AC-130 aircraft. The AC-130 system instruments are operationally accurate with selection and feedback indications true to aircraft operational parameters. The demonstration will allow participants to manipulate buttons and switches on a simulated checklist completion task within the immersive vrPTT environment. The Session attendees will gain an understanding of VR’s potential for DoD aircrew training from a human factors psychology and instructional systems design perspective by interacting with a developed capability.


2001 ◽  
Vol 10 (4) ◽  
pp. 384-400 ◽  
Author(s):  
Luigi Pugnetti ◽  
Michael Meehan ◽  
Laura Mendozzi

The recording and measurement of central and peripheral nervous system responses can provide important information during the development and the application of virtual reality (VR). Although studies on electroencephalographic, evoked potentials, and peripheral psychophysiological changes in connection with VR exposure are still preliminary, they show that reliable data can be obtained even in immersive VR conditions. There is no firm evidence that neurophysiological equipment—sensors and cables—may increase subjects' discomfort and affect their ability to interact with the virtual environments, but additional study is needed to clarify this issue. Suggestions as to how to limit potential interferences are summarized here. Two main lines of research are emerging: one seeking psychophysiological correlates of reaction and adaptation to stimuli and task variables in an attempt to understand more about human-VR interaction, and the other looking for ways to use psychophysiological responses to automatically control aspects of the virtual environments or other external devices. The main results emerging from the first group of studies indicate that psychophysiological measures of brain activity—notably EEG and event-related responses—may be used to distingush between automatic and controlled modes of processing. Additionally, peripheral measures, notably skin-resistance levels, are proposed as objective correlates of presence and of the outcome of specific VR-based desensitization therapies. There is no clear-cut evidence that brain waves may index unwanted effects on the central nervous system of VR exposure, but this issue deserves further study. The results of the second line of research seem to indicate that VR-induced psychophysiological responses can be used to develop assistive devices for people with disabilities or to control hands-free interaction within any virtual environment (for example, in highly demanding conditions). A related and promising field of application is that of neurofeedback, wherein VR may play an important role in increasing the motivational/ attentional span of clients, and, ultimately, the effectiveness of treatment protocols. Given these premises, it is suggested that research on psychophysiological correlates of VR should be incremented along the lines already delineated and possibly include also groups of subjects at risk for adverse affects.


CNS Spectrums ◽  
2006 ◽  
Vol 11 (1) ◽  
pp. 45-51 ◽  
Author(s):  
Hunter G. Hoffman ◽  
Todd L. Richards ◽  
Aric R. Bills ◽  
Trevor Van Oostrom ◽  
Jeff Magula ◽  
...  

ABSTRACTExcessive pain during medical procedures, such as burn wound dressing changes, is a widespread medical problem and is especially challenging for children. This article describes the rationale behind virtual reality (VR) pain distraction, a new non-pharmacologic adjunctive analgesia, and gives a brief summary of empirical studies exploring whether VR reduces clinical procedural pain. Results indicate that patients using VR during painful medical procedures report large reductions in subjective pain. A neuroimaging study measuring the neural correlates of VR analgesia is described in detail. This functional magnetic resonance imaging pain study in healthy volunteers shows that the large drops in subjective pain ratings during VR are accompanied by large drops in pain-related brain activity. Together the clinical and laboratory studies provide converging evidence that VR distraction is a promising new non-pharmacologic pain control technique.


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