Abstract

Previous studies have shown that the size of the leftward bias after exposure to rightward prism-deviation (the prismatic after-effect) depends on the degree of rightward prism-deviation as well as the type of visual feedback receives during exposure to prism-deviation.In this study, we tested if it was possible to obtain a leftward bias in pointing precision using two different methods of creating diverted visual input by simulating a rightward prism diversion of visual input in immersive virtual reality. We compared the results to the leftward bias in pointing precision obtained after exposure to standard prism goggles deviating visual input 10 degrees to the right. Twenty healthy participants were subjected to one session of standard prism adaptation therapy under three different conditions of deviated visual input: 1) created by imitating a 10 degree leftward rotation of the head (VRR), 2) created by imitating a 2D leftward horizontal displacement of 10 degrees (VRS) and 3) a control condition using real right-deviating prisms (PCP). The study showed that the simulated prisms in the VRR and VRS conditions produced deviations in pointing precision of a similar size. However, exposure to the VRS and VRR conditions both produced larger prismatic after-effects than the exposure to real prism goggles. This research is important for the development and use of virtual reality systems in the rehabilitation of neglect after brain injury as it emphasizes that the adjustment to deviated visual input may be affected positively by the use of immersive virtual reality technology.

Highlights

  • For more than a century, adaptation to the visual distortion created with prisms has been used to study experience-based plasticity in the visuomotor system

  • 13 females of an average age of 25.9 (5.5) and 7 males of an average age of 28.3 (3.1) were tested under three different prism adaptation conditions: 1) a virtually simulated prism-deviation using virtual reality ROTATE, 2) a virtually simulated prism-deviation using virtual reality SKEW, and 3) prism-deviation using a standard set of prism goggles and PC

  • Contrary to expectation, the after-effect produced with indirect feedback in immersed virtual reality is larger than the after-effect produced by normal prism goggles

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Summary

Introduction

For more than a century, adaptation to the visual distortion created with prisms has been used to study experience-based plasticity in the visuomotor system. Stratton [1] found successful adaptation to a 180-degree deviation and since adaptations to other large and small prism-deviations have been used to test learning and adaptation in the perceptual and motor systems The exposure to prism-deviation followed by removal. Simulated prism exposure collection and analysis, decision to publish, or preparation of the manuscript

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