Creating Embodiment in Virtual Reality: A Pilot Study Evaluating Visio-tactile Stimulation and Feasibility
试验速览
- 阶段
- 不适用
- 状态
- 撤回
- 入组人数
- 30
- 主要终点
- Motor Performance - Velocity
研究概览
简要总结
Investigators will evaluate the feasibility of "puppeting" a virtual hand with the opposite hand in increasing complex movements and the effect of visio-tactile stimuli on embodiment to determine if it is a necessary part of the process.
详细描述
Embodiment refers to a subjective experience where a person views a simulated body and its properties are experienced as if they were the person's own biological body (1). Embodiment is notably seen in the rubber hand illusion (2): a rubber hand is made to substitute for the real hand using visio-tactile stimulation to connect the rubber hand to the participant. In visio-tactile stimulation, the real hand is hidden from view and the rubber hand is positioned where the real hand should be. Both hands are simultaneously stroked while the participant views the rubber hand. Within a short time, the rubber hand "feels" touch and pain, independent of the real hand.
In this study investigators will evaluate the ability to enable embodiment in a virtual reality environment. After providing background information, participants will then complete the "Real Hand Session" of the Study Protocol (See below) using their real hand to move the same side virtual hand (e.g. left real hand movements will move left virtual hand). Participants will complete Usability and Embodiment /Presence surveys After the Actual Protocol, participants in the VTS group will receive visio-tactile stimuli. They will see their virtual hand touched while simultaneously feel their opposite real hand touched in the same pattern. Participants in the NoVTS will spend the same amount of time looking at their virtual hand without the touching (~1 minute).
For the "Puppet Session" participants will complete the same tasks as the "Real Hand Session"(See Below) but movement of the real hand will "puppet" the opposite virtual hand (right real hand movements will move left virtual hand). After completing the session participants will complete Usability and Embodiment /Presence surveys
Study Protocol Sessions.(20 to 30 minutes). All take place in the virtual environment Hand Movement- Press a 36-button sequence 4x Bilateral Task - "Catch" 36 "fireflies" with both hands 4x. Unilateral Task - "Catch 36 "fireflies" with one hand 4x. Avoidance Task - Press a 36-button sequence. A "dangerous" virtual obstacle (e.g., sawblade) will be placed in the path of the virtual hand during some of the trajectories. Investigators will see how far from the most efficient trajectory participants moves to avoid the object
Hypotheses H1: Participants will demonstrate a greater sense of embodiment with visio-tactile stimuli (VTS) than without visio-tactile stimuli (NoVTS) H1a: Participants in the VTS group will report higher levels of embodiment than those in the NoVTS group.
研究设计
- 研究类型
- Interventional
- 分配方式
- Randomized
- 干预模型
- Parallel
- 主要目的
- Treatment
- 盲法
- None
入排标准
- 年龄范围
- 18 Years 至 —(Adult, Older Adult)
- 性别
- All
- 接受健康志愿者
- 是
入选标准
- •• 30 adult participants (18+)
- •Right Handed
排除标准
- •Seizure, loss of awareness, or other symptom linked to an epileptic condition in the last 5 years
- •Unable to use hands to reach and grasp items
- •Implanted medical device such as a pacemaker, defibrillator, or hearing aid.
- •Contagious disorder on the face (such as pink eye) that could be transmitted via the VR head set or has open areas on the face or head that would come in contact with the headset;
- •Unable to understand and respond to English
研究组 & 干预措施
Visio-tactile stimulation (VTS) during Virtual Reality
Participants in this group will receive visio-tactile stimulation prior to engaging with the VR program. They will see their virtual hand touched while simultaneously feel their opposite real hand touched in the same pattern.
干预措施: Visio-Tactile Stimulation (Behavioral)
No Visio-Tactile Stimulation (NoVTS) during Virtual Reality
Participants in this group will not receive visio-tactile stimulation prior to engaging with the VR program. They will be asked to look at their virtual hands for approximately the same amount of time as the VST group receive their stimulation
结局指标
主要结局
Motor Performance - Velocity
时间窗: Through study completion, 1 day
We will track and store participant movements during each task via the VR headset. These movements will be downloaded and processed to calculate velocity
Motor Performance - Precision
时间窗: Through study completion, 1 day
We will track and store participant movements during each task via the VR headset. These movements will be downloaded and processed to calculate Precision
Motor Performance - Time to Target
时间窗: Through study completion, 1 day
We will track and store participant movements during each task via the VR headset. These movements will be downloaded and processed to calculate Time to target
Motor Performance - Speed
时间窗: Through study completion, 1 day
We will track and store participant movements during each task via the VR headset. These movements will be downloaded and processed to calculate speed
Motor Performance - Trajectory
时间窗: Through study completion, 1 day
We will track and store participant movements during each task via the VR headset. These movements will be downloaded and processed to calculate trajectory
Usability - ease of use
时间窗: Through study completion, 1 day
Participants perception of the ease of use of the VR system using the System Usability Scale (10 item scored on 1-5 likert, scores are converted to a 100 scale with a higher score indicating greater ease of use)
Embodiment
时间窗: Through study completion, 1 day
Participants perception of immersion during VR experience: Using Peck's Embodiment Scale (16 items scored on a 7 point likert scale with a final score between 1 and 7 with a higher score indicating greater emobidment) and the IPQ Presence questionnaire (14 items on a 7 point likert scale with a higher score indicating greater embodiment)
Motor Performance - Error rate
时间窗: Through study completion, 1 day
We will track and store participant movements during each task via the VR headset. These movements will be downloaded and processed to calculate error rate
Usability - Task Demands
时间窗: Through study completion, 1 day
Participants perception of the ease of use of the VR system using the NASA Task Index (6-item scored on 10 point VAS. Items are weighted by subject perception of what is important part of task. Higher score indicates greater task demand)
Motor Performance - Path Length
时间窗: Through study completion, 1 day
We will track and store participant movements during each task via the VR headset. These movements will be downloaded and processed to calculate path length
Presence
时间窗: Through study completion, 1 day
Participants perception of immersion during VR experience: IPQ Presence questionnaire (14 items on a 7 point likert scale with a score between 7 and 98 and a higher score indicating greater presence)
Usability - Engagement
时间窗: Through study completion, 1 day
Participants perception of the ease of use of the VR system using the User Engagement Scale (a 12 item 1-5 pt likert scale with scores between 12 and 60 and a higher score indicating greater usability)
次要结局
未报告次要终点
研究者
Nancy Baker
Associate Professor
Tufts University
