Investigating Techniques to Enhance the Sense of Embodiment in Immersive Virtual Reality

Trial statusRecruiting
Trial phaseNot applicable
Trial typeInterventional
Biological sexAll
Age12-50
SponsorIRCCS Eugenio Medea

About this trial

Embodiment is an important aspect of virtual reality because it affects how natural and engaging the experience feels and can influence performance and learning in VR-based applications, including rehabilitation \[McAnally \& Wallis, 2022\]. In VR, embodiment refers to the extent to which a person feels that a virtual body (avatar) is their own and under their control. It is typically described as having three components: sense of agency (feeling that one is causing the avatar's actions), body ownership (feeling that the avatar's body is one's own), and self-location (feeling located where the avatar is) \[Kilteni, Groten, \& Slater, 2012\]. While many VR systems aim to increase embodiment, there is limited evidence on which specific techniques are most effective-especially in people with acquired neurological injuries, in whom central nervous system damage may alter body perception and multisensory integration \[Guy, Normand, Jeunet-Kelway, \& Moreau, 2023\].

This study will compare several VR techniques that may enhance embodiment, including synchronized visual and tactile stimulation, heart-rate-based visual biofeedback, increased possibilities to actively control the avatar, and familiarity with the performed action. Participants will include healthy volunteers and individuals with acquired neurological injuries (spinal cord injury or stroke). Across three study days, participants will complete multiple short VR conditions while wearing physiological sensors, and after each VR condition, participants will complete questionnaires about their VR experience. The goal is to identify which VR techniques most effectively increase embodiment and whether embodiment-related responses differ between healthy participants and clinical groups.

Eligibility criteria

This trial accepts healthy volunteers

Qualifiers

Age 12 to 50 years

Typically developing participants (healthy volunteers) OR participants with spinal cord injury OR participants with history of stroke

Score ≥ 7 on the "Vocabulary" subtest of WISC (for minors) or WAIS (for adults)

Disqualifiers

History of epilepsy or epileptic seizures

Poor head control

Visual acuity not correctable with glasses

Trial design

Design model

Single group

Treatments tested in this trial

  • Immersive Virtual Reality Embodiment Manipulations

    Behavioral

    Participants undergo multiple immersive virtual reality conditions designed to modulate embodiment. Conditions include synchronized visuo-tactile stimulation, heart-rate-synchronized visual biofeedback, varying degrees of active control of the avatar, and tasks with different levels of familiarity. Conditions are presented as short VR scenarios across three study days, with randomized order within each day.

Treatment groups

90 Participants
are divided into 1 treatment group
Group A: Immersive VR Embodiment Conditions (Within-Subject)Experimental treatment 1 intervention

Trial outcomes

Primary outcomes

1

Virtual Embodiment Questionnaire (VEQ) Subscale Scores (Ownership, Agency, Perceived Change in Body Representation)

Embodiment-related self-report assessed with the Virtual Embodiment Questionnaire (VEQ). Three subscale scores are computed: Ownership, Agency, and Perceived Change in Body Representation. Each subscale score is calculated as the mean of 4 items rated on a 7-point Likert scale (1 = strongly disagree to 7 = strongly agree). Higher scores indicate stronger perceived ownership of the virtual body (Ownership), greater sense of control over the virtual body/actions (Agency), and stronger perceived change in body representation during VR (Perceived Change in Body Representation).

Time frame
Immediately after each VR condition on Day 1, Day 2, and Day 3.

Secondary outcomes

1

Virtual Environment Light Test: Mean Reaction Time by Body vs Environment Locations

Participants perform a VR reaction-time task in which brief light stimuli are presented at predefined locations: on the avatar's right upper limb, left upper limb, right lower limb, left lower limb, or in the virtual environment outside the avatar. Stimuli occur at randomized intervals (1-5 seconds). Participants respond as quickly as possible when a light appears. The outcome is the mean reaction time (milliseconds) computed separately for each stimulus location category. Location-specific averages are used to capture potential asymmetries relevant to the clinical groups (e.g., right/left differences in stroke due to hemiparesis, and upper vs lower limb differences in spinal cord injury due to predominant lower-limb impairment).

Time frame
Immediately after each VR condition on Day 1.
2

Electrodermal Activity (EDA) during VR conditions

Electrodermal activity (EDA), a measure of sympathetic arousal, includes a tonic component (skin conductance level, SCL) and a phasic component (skin conductance responses, SCR). EDA is recorded during the VR sessions. For each VR condition, EDA metrics are computed relative to the baseline. The tonic component is summarized as the mean SCL during the condition. Phasic activity is summarized by SCR measures, including the number of SCR peaks and the mean SCR peak amplitude during the condition. Baseline-referenced values are computed as change from baseline for each metric.

Time frame
During each VR condition (60 seconds on Day 1 and Day 3; 120 seconds on Day 2)
3

Skin Temperature During Virtual Reality Conditions

Chest skin temperature will be analyzed as a slow physiological indicator that may vary with embodiment-related experiences in VR; based on prior findings, decreases in peripheral skin temperature have been reported with stronger embodiment. For each VR condition, skin temperature will be summarized as the mean value and condition values will be expressed relative to the baseline period (change from baseline).

Time frame
During each VR condition (60 seconds on Day 1 and Day 3; 120 seconds on Day 2)
4

Heart Rate Variability (HRV) From ECG During VR Conditions

Electrocardiogram (ECG) is recorded continuously during each study session; on Day 1 and Day 3, the ECG-derived heart rate is also used to provide real-time heart-rate visual biofeedback in VR. R-peaks are detected to derive the RR-interval time series, with artifact beat correction prior to analysis. Heart rate variability (HRV) is quantified for each VR condition and compared with baseline. Planned HRV metrics include standard time-domain indices (e.g., mean RR, SDNN, RMSSD) and frequency-domain indices (e.g., LF and HF power and LF/HF ratio). In the literature, HRV frequency components have been reported as sensitive to embodiment-related manipulations, with higher LF activity associated with lower embodiment and higher HF activity associated with moderate/high embodiment.

Time frame
During each VR condition (60 seconds on Day 1 and Day 3; 120 seconds on Day 2)

Other outcomes

Sponsors and contacts

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IRCCS Eugenio Medea

Lead sponsor

Istituto di Sistemi e Tecnologie Industriali Intelligenti per il Manifatturiero Avanzato

Collaborator

Istituto Nazionale Assicurazione contro gli Infortuni sul Lavoro

Collaborator