scholarly journals Affective and Physiological Responses During Acute Pain in Virtual Reality: The Effect of First-Person Versus Third-Person Perspective

2021 ◽  
Vol 2 ◽  
Author(s):  
Collin Turbyne ◽  
Pelle de Koning ◽  
Dirk Smit ◽  
Damiaan Denys

Background: Virtual reality (VR) has been previously shown as a means to mitigate acute pain. The critical parameters involved in the clinical efficacy of mitigating acute pain from different perspectives remains unknown. This study attempted to further deconstruct the critical parameters involved in mitigating acute pain by investigating whether affective and physiological responses to painful stimuli differed between a first and a third person perspective in virtual reality.Methods: Two conditions were compared in a repeated-measures within subject study design for 17 healthy participants: First person perspective (i.e., where participants experienced their bodies from an anatomical and egocentric perspective) and third person perspective (i.e., where participants experienced their bodies from an anatomical perspective from across the room). The participants received noxious electrical stimulation at pseudorandom intervals and anatomical locations during both conditions. Physiological stress responses were measured by means of electrocardiography (ECG) and impedance cardiography (ICG). Subjective scores measuring tension, pain, anger, and fear were reported after every block sequence.Results: There were no significant differences in physiological stress responses between conditions. However, the participants reported significantly higher tension during the third person condition.Conclusion: Relative to a third person perspective, there are no distinct physiological benefits to inducing a first person perspective to mitigate physiological stress responses to acute pain in healthy individuals. However, there may be additional clinical benefits for doing so in specific clinical populations that have shown to benefit from relaxation techniques. Further research is needed in order to refine the clinical utility of different perspectives during virtual reality immersions that serve to act as a non-pharmacological analgesic during acute pain.

10.2196/18888 ◽  
2020 ◽  
Vol 8 (3) ◽  
pp. e18888
Author(s):  
Susanne M van der Veen ◽  
Alexander Stamenkovic ◽  
Megan E Applegate ◽  
Samuel T Leitkam ◽  
Christopher R France ◽  
...  

Background Visual representation of oneself is likely to affect movement patterns. Prior work in virtual dodgeball showed greater excursion of the ankles, knees, hips, spine, and shoulder occurs when presented in the first-person perspective compared to the third-person perspective. However, the mode of presentation differed between the two conditions such that a head-mounted display was used to present the avatar in the first-person perspective, but a 3D television (3DTV) display was used to present the avatar in the third-person. Thus, it is unknown whether changes in joint excursions are driven by the visual display (head-mounted display versus 3DTV) or avatar perspective during virtual gameplay. Objective This study aimed to determine the influence of avatar perspective on joint excursion in healthy individuals playing virtual dodgeball using a head-mounted display. Methods Participants (n=29, 15 male, 14 female) performed full-body movements to intercept launched virtual targets presented in a game of virtual dodgeball using a head-mounted display. Two avatar perspectives were compared during each session of gameplay. A first-person perspective was created by placing the center of the displayed content at the bridge of the participant’s nose, while a third-person perspective was created by placing the camera view at the participant’s eye level but set 1 m behind the participant avatar. During gameplay, virtual dodgeballs were launched at a consistent velocity of 30 m/s to one of nine locations determined by a combination of three different intended impact heights and three different directions (left, center, or right) based on subject anthropometrics. Joint kinematics and angular excursions of the ankles, knees, hips, lumbar spine, elbows, and shoulders were assessed. Results The change in joint excursions from initial posture to the interception of the virtual dodgeball were averaged across trials. Separate repeated-measures ANOVAs revealed greater excursions of the ankle (P=.010), knee (P=.001), hip (P=.0014), spine (P=.001), and shoulder (P=.001) joints while playing virtual dodgeball in the first versus third-person perspective. Aligning with the expectations, there was a significant effect of impact height on joint excursions. Conclusions As clinicians develop treatment strategies in virtual reality to shape motion in orthopedic populations, it is important to be aware that changes in avatar perspective can significantly influence motor behavior. These data are important for the development of virtual reality assessment and treatment tools that are becoming increasingly practical for home and clinic-based rehabilitation.


2020 ◽  
Author(s):  
Susanne M van der Veen ◽  
Alexander Stamenkovic ◽  
Megan E Applegate ◽  
Samuel T Leitkam ◽  
Christopher R France ◽  
...  

BACKGROUND Visual representation of oneself is likely to affect movement patterns. Prior work in virtual dodgeball showed greater excursion of the ankles, knees, hips, spine, and shoulder occurs when presented in the first-person perspective compared to the third-person perspective. However, the mode of presentation differed between the two conditions such that a head-mounted display was used to present the avatar in the first-person perspective, but a 3D television (3DTV) display was used to present the avatar in the third-person. Thus, it is unknown whether changes in joint excursions are driven by the visual display (head-mounted display versus 3DTV) or avatar perspective during virtual gameplay. OBJECTIVE This study aimed to determine the influence of avatar perspective on joint excursion in healthy individuals playing virtual dodgeball using a head-mounted display. METHODS Participants (n=29, 15 male, 14 female) performed full-body movements to intercept launched virtual targets presented in a game of virtual dodgeball using a head-mounted display. Two avatar perspectives were compared during each session of gameplay. A first-person perspective was created by placing the center of the displayed content at the bridge of the participant’s nose, while a third-person perspective was created by placing the camera view at the participant’s eye level but set 1 m behind the participant avatar. During gameplay, virtual dodgeballs were launched at a consistent velocity of 30 m/s to one of nine locations determined by a combination of three different intended impact heights and three different directions (left, center, or right) based on subject anthropometrics. Joint kinematics and angular excursions of the ankles, knees, hips, lumbar spine, elbows, and shoulders were assessed. RESULTS The change in joint excursions from initial posture to the interception of the virtual dodgeball were averaged across trials. Separate repeated-measures ANOVAs revealed greater excursions of the ankle (<i>P</i>=.010), knee (<i>P</i>=.001), hip (<i>P</i>=.0014), spine (<i>P</i>=.001), and shoulder (<i>P</i>=.001) joints while playing virtual dodgeball in the first versus third-person perspective. Aligning with the expectations, there was a significant effect of impact height on joint excursions. CONCLUSIONS As clinicians develop treatment strategies in virtual reality to shape motion in orthopedic populations, it is important to be aware that changes in avatar perspective can significantly influence motor behavior. These data are important for the development of virtual reality assessment and treatment tools that are becoming increasingly practical for home and clinic-based rehabilitation.


2021 ◽  
Vol 5 (1) ◽  
pp. 13-20
Author(s):  
I Gde Agung Sri Sidhimantra ◽  
Darlis Herumurti

Advances in technology makes it easier to gain access to the virtual world. This has led to more and more application and games being targeted towards the virtual world. But with the growing popularity of the virtual world, cybersickness has grown in popularity as well. This study aims to evaluate the factors affecting cybersickness in the Virtual Reality (VR) environment. There are few factors causing the effect of cybersickness in VR like duration, field of view, speed, habituation, and susceptibility of said user. Those factors affect differently in first person perspective(1pp) and third person perspective(3pp). To measure the cybersickness, a Virtual Reality Questionnaire (VRSQ) measurement index is utilized. The experiment was conducted with the following settings. The participants consisted of 20 males and 4 females who never used VR before. They performed task using short games. It consisted in total of 4 tasks (2 types of game (action and adventure) x 2 perspective (1pp and 3pp) = 4 tasks). The Latin Square design was used to minimize the effect of order. Then, a questionnaire was conducted after each treatment. Paired Dependent T-Tests was performed to check if there are differences in oculomotor, disorientation and VRSQ total score. There was a significant difference in 1pp and 3pp in both games. It is recommended to use third person perspective to reduce the cybersickness in VR environment.


2020 ◽  
Author(s):  
Manabu Yoshimura ◽  
Hiroshi Kurumadani ◽  
Junya Hirata ◽  
Hiroshi Osaka ◽  
Katsutoshi Senoo ◽  
...  

Abstract Background Regular body-powered prosthesis (bp-prosthesis) training often facilitates acquisition of skills through repeated practice but requires adequate time and motivation. Therefore, if there are auxiliary tools, such as indirect training, skill acquisition may be easy. In this study, we examined the effects of action observation (AO) using virtual reality (VR) as an auxiliary tool. We examined two different modalities during AO, VR and tablet device (Tab), and two perspectives, first- and third-person perspectives. This study aimed to examine whether AO training using VR is effective in acquiring bp-prosthetic control skills in the short term. Methods Forty healthy right-handed participants simulated bp-prosthesis with the non-dominant hand. They were divided into five groups with different interventions and displays for AO: first-person perspective on VR (VR1st), third-person perspective on VR (VR3rd), first-person perspective on Tab (Tab1st), third-person perspective on Tab (Tab3rd), and control group (Con) without AO. Participants of VR1st, VR3rd, Tab1st, and Tab3rd observed the video image of experts operating prosthesis twice, 10 min each time. We evaluated the immersion during the video observation using the Visual Analog Scale. Prosthetic control skills were evaluated using the box and block test (BBT) and bowknot task (BKT). Results In BBT, no significant enhancements of prosthetic control skills between groups were found. In contrast, the BKT change rates of prosthetic control skills in VR1st and VR3rd were significantly higher than those in Con (p < 0.001). Additionally, immersion scores of VR1st and VR3rd were higher than those of Tab3rd (p < 0.05), and there was a significant negative correlation between immersion and BKT change rate (Spearman’s rs = -0.47, p < 0.01). Conclusions In BKT (bilateral manual dexterity), VR video viewing led to significantly better short-term prosthetic control acqusition than Con. Additionally, it was suggested that the higher the immersion, the shorter the BKT task execution time. Our findings suggest that VR-based AO training is effective in acquiring bp-prosthetic control in the short term. Especially, it is effective for bilateral prosthetic control, which is necessary in the daily life of upper limb amputees.


2021 ◽  
Author(s):  
Sahba Besharati ◽  
Paul Jenkinson ◽  
Michael Kopelman ◽  
Mark Solms ◽  
Valentina Moro ◽  
...  

In recent decades, the research traditions of (first-person) embodied cognition and of (third-person) social cognition have approached the study of self-awareness with relative independence. However, neurological disorders of self-awareness offer a unifying perspective to empirically investigate the contribution of embodiment and social cognition to self-awareness. This study focused on a neuropsychological disorder of bodily self-awareness following right-hemisphere damage, namely anosognosia for hemiplegia (AHP). A previous neuropsychological study has shown AHP patients, relative to neurological controls, to have a specific deficit in third-person, allocentric inferences in a story-based, mentalisation task. However, no study has tested directly whether verbal awareness of motor deficits is influenced by either perspective-taking or centrism, and if these deficits in social cognition are correlated with damage to anatomical areas previously linked to mentalising, including the supramarginal and superior temporal gyri and related limbic white matter connections. Accordingly, two novel experiments were conducted with right-hemisphere stroke patients with (n = 17) and without AHP (n = 17) that targeted either their own (egocentric, experiment 1) or another stooge patient’s (experiment 2) motor abilities from a first-or-third person (allocentric in Experiment 2) perspective. In both experiments, neurological controls showed no significant difference between perspectives, suggesting that perspective-taking deficits are not a general consequence of right-hemisphere damage. More specifically, experiment 1 found AHP patients were more aware of their own motor paralysis when asked from a third compared to a first-person perspective, using both group level and individual level analysis. In experiment 2, AHP patients were less accurate than controls in making allocentric, third-person perspective judgements about the stooge patient, but with only a trend towards significance and with no within-group, difference between perspectives. Deficits in egocentric and allocentric third-person perspective taking were associated with lesions in the middle frontal gyrus, superior temporal and supramarginal gyri, with white matter disconnections more predominate in deficits in allocentricity. This study confirms previous clinical and empirical investigations on the selectivity of first-person motor awareness deficits in anosognosia for hemiplegia and experimentally demonstrates for the first time that verbal egocentric 3PP-taking can positively influence 1PP body awareness.


2019 ◽  
Author(s):  
Carl Michael Orquiola Galang ◽  
Sukhvinder S. Obhi ◽  
Michael Jenkins

Previous neurophysiological research suggests that there are event-related potential (ERP) components are associated with empathy for pain: early affective component (N2) and two late cognitive components (P3/LPP). The current study investigated whether and how the visual perspective from which a painful event is observed affects these ERP components. Participants viewed images of hands in pain vs. not in pain from a first-person or third-person perspective. We found that visual perspective influences both the early and late components. In the early component (N2), there was a larger mean amplitude during observation of pain vs no-pain exclusively when images were shown from a first-person perspective. We suggest that this effect may be driven by misattributing the on-screen hand to oneself. For the late component (P3), we found a larger effect of pain on mean amplitudes in response to third-person relative to first-person images. We speculate that the P3 may reflect a later process that enables effective recognition of others’ pain in the absence of misattribution. We discuss our results in relation to self- vs other-related processing by questioning whether these ERP components are truly indexing empathy (an other-directed process) or a simple misattribution of another’s pain as one’s own (a self-directed process).


2014 ◽  
Vol 7 (1) ◽  
pp. 3-29 ◽  
Author(s):  
Jordan Zlatev

Abstract Mimetic schemas, unlike the popular cognitive linguistic notion of image schemas, have been characterized in earlier work as explicitly representational, bodily structures arising from imitation of culture-specific practical actions (Zlatev 2005, 2007a, 2007b). We performed an analysis of the gestures of three Swedish and three Thai children at the age of 18, 22 and 26 months in episodes of natural interaction with caregivers and siblings in order to analyze the hypothesis that iconic gestures emerge as mimetic schemas. In accordance with this hypothesis, we predicted that the children's first iconic gestures would be (a) intermediately specific, (b) culture-typical, (c) falling in a set of recurrent types, (d) predominantly enacted from a first-person perspective (1pp) rather than performed from a third-person perspective (3pp), with (e) 3pp gestures being more dependent on direct imitation than 1pp gestures and (f) more often co-occurring with speech. All specific predictions but the last were confirmed, and differences were found between the children's iconic gestures on the one side and their deictic and emblematic gestures on the other. Thus, the study both confirms earlier conjectures that mimetic schemas “ground” both gesture and speech and implies the need to qualify these proposals, limiting the link between mimetic schemas and gestures to the iconic category.


2020 ◽  
Vol 10 (1) ◽  
pp. 55
Author(s):  
Alexey Tumialis ◽  
Alexey Smirnov ◽  
Kirill Fadeev ◽  
Tatiana Alikovskaia ◽  
Pavel Khoroshikh ◽  
...  

The perspective of perceiving one’s action affects its speed and accuracy. In the present study, we investigated the change in accuracy and kinematics when subjects throw darts from the first-person perspective and the third-person perspective with varying angles of view. To model the third-person perspective, subjects were looking at themselves as well as the scene through the virtual reality head-mounted display (VR HMD). The scene was supplied by a video feed from the camera located to the up and 0, 20 and 40 degrees to the right behind the subjects. The 28 subjects wore a motion capture suit to register their right hand displacement, velocity and acceleration, as well as torso rotation during the dart throws. The results indicated that mean accuracy shifted in opposite direction with the changes of camera location in vertical axis and in congruent direction in horizontal axis. Kinematic data revealed a smaller angle of torso rotation to the left in all third-person perspective conditions before and during the throw. The amplitude, speed and acceleration in third-person condition were lower compared to the first-person view condition, before the peak velocity of the hand in the direction toward the target and after the peak velocity in lowering the hand. Moreover, the hand movement angle was smaller in the third-person perspective conditions with 20 and 40 angle of view, compared with the first-person perspective condition just preceding the time of peak velocity, and the difference between conditions predicted the changes in mean accuracy of the throws. Thus, the results of this study revealed that subject’s localization contributed to the transformation of the motor program.


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