Show simple item record

dc.contributor.authorHarvie, Daniel S
dc.contributor.authorSmith, Ross T
dc.contributor.authorHunter, Estin V
dc.contributor.authorDavis, Miles G
dc.contributor.authorSterling, Michele
dc.contributor.authorMoseley, G Lorimer
dc.date.accessioned2017-07-27T23:29:03Z
dc.date.available2017-07-27T23:29:03Z
dc.date.issued2017
dc.identifier.issn2167-8359
dc.identifier.doi10.7717/peerj.3023
dc.identifier.urihttp://hdl.handle.net/10072/342705
dc.description.abstractBackground. 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 50o 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 50o 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 360o immersive virtual reality with and without threedimensional 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.
dc.description.peerreviewedYes
dc.languageEnglish
dc.language.isoeng
dc.publisherPeerJ
dc.relation.ispartofpagefrome3023-1
dc.relation.ispartofpagetoe3023-16
dc.relation.ispartofissue5
dc.relation.ispartofjournalPeerJ
dc.relation.ispartofvolume2017
dc.subject.fieldofresearchBiological sciences
dc.subject.fieldofresearchBiomedical and clinical sciences
dc.subject.fieldofresearchcode31
dc.subject.fieldofresearchcode32
dc.titleUsing visuo-kinetic virtual reality to induce illusory spinal movement: the MoOVi Illusion
dc.typeJournal article
dc.type.descriptionC1 - Articles
dc.type.codeC - Journal Articles
dcterms.licensehttp://creativecommons.org/licenses/by/4.0/
dc.description.versionVersion of Record (VoR)
gro.facultyGriffith Health, School of Allied Health Sciences
gro.rights.copyright© 2017 Harvie et al. This is an Open Access article distributed under the terms of the Creative Commons Attribution 4.0 International (http://creativecommons.org/licenses/by/4.0/) which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited.
gro.hasfulltextFull Text
gro.griffith.authorSterling, Michele
gro.griffith.authorHunter, Estin V.
gro.griffith.authorHarvie, Daniel S.


Files in this item

This item appears in the following Collection(s)

  • Journal articles
    Contains articles published by Griffith authors in scholarly journals.

Show simple item record