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

5 november 2026 uppdaterad av: IRCCS Eugenio Medea

Studio Dell'Embodiment In Ambienti Di Realtà Virtuale Immersiva

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. 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). 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.

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.

Studieöversikt

Status

Rekrytering

Detaljerad beskrivning

This is a prospective, single-center, non-profit interventional study conducted at IRCCS Eugenio Medea (Bosisio Parini, Italy) in collaboration with CNR-STIIMA. The aim is to investigate factors that influence embodiment during immersive virtual reality (VR), in healthy volunteers and in individuals with acquired neurological injuries (spinal cord injury or stroke). The study evaluates the effects of: (1) visuo-tactile stimulation, (2) VR biofeedback synchronized with the participant's heart rate, (3) the degree of active control over the avatar and virtual environment, and (4) familiarity with the performed action.

Each participant completes three experimental days. On Day 1, participants experience multiple short VR conditions, including a baseline condition (no additional stimulation), visuo-tactile stimulation, heart-rate-synchronized biofeedback, and active hand control of the avatar using motion tracking and data gloves. After each condition, participants perform a brief reaction-time task used in the literature as an objective, performance-based measure related to embodiment: brief light stimuli are presented either on the avatar's body or in the surrounding virtual environment, and participants respond as quickly as possible when a light appears. Reaction times to body versus environment stimuli are compared, and the task is repeated after each condition to examine whether performance changes depending on the preceding VR experience.

On Day 2, participants complete immersive VR cycling tasks designed to probe sense of agency and body ownership by manipulating the match between visual feedback and the participant's actual movements (matched vs mismatched feedback) and by comparing active versus passive movement conditions. During Day 2, electroencephalography (EEG) is recorded to investigate neural correlates associated with embodiment and agency under the different VR manipulations.

On Day 3, participants complete first-person VR mobility scenarios (walking or wheelchair) to evaluate embodiment in relation to task familiarity, comparing passive versus active exploration, with and without heart-rate-synchronized biofeedback.

Across all study days, participants wear wearable sensors to record electrodermal activity (EDA), cardiac activity for heart rate variability (HRV), and skin temperature, providing objective physiological measures that may vary with embodiment-related experiences. After each condition on each study day, participants also complete the Virtual Embodiment Questionnaire (VEQ).

Planned analyses will compare experimental conditions and participant groups (within each study day) using both subjective outcomes (VEQ scores) and objective measures (reaction-time task performance, physiological signals, and EEG metrics).

Studietyp

Interventionell

Inskrivning (Beräknad)

90

Fas

  • Inte tillämpbar

Kontakter och platser

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Studiekontakt

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Studieorter

Deltagandekriterier

Forskare letar efter personer som passar en viss beskrivning, så kallade behörighetskriterier. Några exempel på dessa kriterier är en persons allmänna hälsotillstånd eller tidigare behandlingar.

Urvalskriterier

Åldrar som är berättigade till studier

12 år till 50 år (Barn, Vuxen)

Tar emot friska volontärer

Ja

Kön som är behöriga för studier

Allt

Beskrivning

Inclusion Criteria:

  • 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)

Exclusion Criteria:

  • History of epilepsy or epileptic seizures
  • Poor head control
  • Visual acuity not correctable with glasses

Studieplan

Det här avsnittet ger detaljer om studieplanen, inklusive hur studien är utformad och vad studien mäter.

Hur är studien utformad?

Designdetaljer

  • Primärt syfte: Grundläggande vetenskap
  • Tilldelning: N/A
  • Interventionsmodell: Enskild gruppuppgift
  • Maskning: Ingen (Open Label)

Vapen och interventioner

Deltagargrupp / Arm
Intervention / Behandling
Experimentell: Immersive VR Embodiment Conditions (Within-Subject)

Participants complete multiple immersive virtual reality conditions across three study days. Conditions manipulate factors expected to influence embodiment. The order of conditions is randomized within each study day. Subjective embodiment is assessed after each condition using questionnaire, together with objective physiological measures.

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.

Vad mäter studien?

Primära resultatmått

Resultatmått
Åtgärdsbeskrivning
Tidsram
Virtual Embodiment Questionnaire (VEQ) Subscale Scores (Ownership, Agency, Perceived Change in Body Representation)
Tidsram: Immediately after each VR condition on Day 1, Day 2, and Day 3.

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).

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

Sekundära resultatmått

Resultatmått
Åtgärdsbeskrivning
Tidsram
Virtual Environment Light Test: Mean Reaction Time by Body vs Environment Locations
Tidsram: Immediately after each VR condition on Day 1.

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).

Immediately after each VR condition on Day 1.
Electrodermal Activity (EDA) during VR conditions
Tidsram: During each VR condition (60 seconds on Day 1 and Day 3; 120 seconds on Day 2)

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.

During each VR condition (60 seconds on Day 1 and Day 3; 120 seconds on Day 2)
Skin Temperature During Virtual Reality Conditions
Tidsram: During each VR condition (60 seconds on Day 1 and Day 3; 120 seconds on Day 2)

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).

During each VR condition (60 seconds on Day 1 and Day 3; 120 seconds on Day 2)
Heart Rate Variability (HRV) From ECG During VR Conditions
Tidsram: During each VR condition (60 seconds on Day 1 and Day 3; 120 seconds on Day 2)

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.

During each VR condition (60 seconds on Day 1 and Day 3; 120 seconds on Day 2)
EEG Spectral Power and Derived Cognitive Indices During VR Cycling Tasks (Day 2)
Tidsram: During each VR condition on Day 2 (120 seconds)

Electroencephalography (EEG) is recorded during the second study day using the eego mylab system with a 32-channel cap. EEG data will be pre-processed and analyzed in MATLAB using EEGLAB and custom scripts to remove artifacts and restrict the frequency content to the bands of interest. Power spectral density is computed and summarized within standard EEG bands (Delta, Theta, Alpha, and Beta). From band-power features, indices reflecting cognitive state are derived. For each VR condition, EEG-derived indices are compared with the preceding resting baseline segment to quantify condition-related deviations. In prior VR research, spectral features-particularly in the alpha and beta bands, including spatio-spectral patterns-have been investigated as potential correlates of embodiment-related processes.

During each VR condition on Day 2 (120 seconds)

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Utredare

  • Huvudutredare: Emilia Biffi, PhD Eng, IRCCS Eugenio Medea (Associazione La Nostra Famiglia)

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Studieavstämningsdatum

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Studera stora datum

Studiestart (Faktisk)

2 februari 2026

Primärt slutförande (Beräknad)

1 augusti 2028

Avslutad studie (Beräknad)

1 augusti 2028

Studieregistreringsdatum

Först inskickad

6 oktober 2026

Först inskickad som uppfyllde QC-kriterierna

6 oktober 2026

Första postat (Faktisk)

13 oktober 2026

Uppdateringar av studier

Senaste uppdatering publicerad (Faktisk)

10 november 2026

Senaste inskickade uppdateringen som uppfyllde QC-kriterierna

5 november 2026

Senast verifierad

1 oktober 2026

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