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Abstract

Background: Observing one’s own body has been shown to influence pain perception—a phenomenon called visual analgesia. The effect was originally obtained using a mirror reflection of one’s own hand and later replicated with prosthetic and virtual hands. Most studies show increased pain thresholds during visual analgesia, but the opposite effect can be obtained by inducing ownership illusion over a limb that looks wounded. We tested the hypothesis that a resilient-looking virtual limb would lead to an increased pain threshold.
Methods: Eighty-eight students (Mage = 21.4, SDage = 2.98) participated in a within-group experimental design study (natural hand virtual reality [VR], marble hand VR, and non-VR control). In both VR conditions, a visuo-tactile synchronous stimulation was used to elicit the illusion of embodiment. Pressure pain stimulus was applied to the forearm. Dependent variables were: pressure pain threshold, pain intensity and self-reported embodiment.
Results: There were significant differences between the control condition and the Natural Hand VR (V = 647, p < .0001), and between the control condition and the Marble Hand VR (V = 947.5, p < .005), but not between the Natural Hand and Marble Hand conditions (V = 1428.5, p = .62). Contrary to our predictions, pain threshold was higher in the control condition. Pain intensity differences were not significant.
Conclusions: We obtained a significant effect in the opposite direction than predicted. Such results may mean that the visual analgesia effect is more context-dependent than previously thought. We discuss methodological differences between the paradigm used in this study and paradigms reported in the literature as a possible explanation.
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Authors and Affiliations

Marcin Czub
1
ORCID: ORCID
Joanna Piskorz
1
ORCID: ORCID

  1. Uniwersytet Wrocławski, Instytut Psychologii
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Abstract

The present study aimed to investigate the effects of manipulating visual information about one’s movement in Virtual Reality (VR) during physical training on a stationary bike. In the first experiment, the participants’ (N=30) task was to cycle on a stationary bike while embodying a virtual avatar. Fifteen participants experienced the Slow condition, in which a virtual avatar cycled at the constant speed of 15km/h, while the other fifteen participants experienced the Fast condition, in which a virtual avatar cycled at the constant speed of 35km/h. In the second experiment, we tested whether introducing agency (i.e., linking real-life cycling speed with the cycling speed of a virtual avatar), would improve exercise performance. Participants (N=31) experienced counterbalanced conditions: Faster optic flow (avatar’s speed was 15% faster than the participants’ real cycling speed), and Slower optic flow (avatar’s speed was 15% slower than the participants’ real cycling speed). Results showed that all participants increased their cycling speed when experiencing altered cycling speed of a virtual avatar compared with their baselines, but in the first experiment, participants cycled faster in the faster optic flow condition, while in the second experiment, when participants controlled the virtual avatar’s cycling speed, there were no differences between the Fast and Slow conditions. Participants described the cycling in VR as a pleasant experience. The present study suggests that the addition of Virtual Reality during exercise training may increase cycling performance.
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Authors and Affiliations

Marta Kowal
1
ORCID: ORCID
Joanna Piskorz
1
ORCID: ORCID
Marcin Czub
1
ORCID: ORCID

  1. Institute of Psychology, University of Wrocław, Poland
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Abstract

Background. For many years virtual reality (VR) has been used to support therapy in many clinical contexts. This study aimed to investigate the effectiveness of VR as an intervention to reduce distress and increase patient comfort during chemotherapy. Participants and Procedure. Twenty-six adult patients of the Haematology Clinic participated in the between-group design study. The experimental group used a VR application during three chemotherapy sessions, while the control group underwent treatment as usual.
Participants' task in VR was to locate and destroy cancer cells using drug particles emitted from a virtual weapon. Several self-report measures were used, measuring attitudes towards the chemotherapy session, experiences during the session, items related to using visualization techniques, and questions related to evaluating the VR application.
Results. We found a significant difference between groups regarding the experience of the session. Participants in the experimental group reported more sense of control over the treatment process, higher levels of physical comfort, and relaxation. We discuss the implications of these results in various contexts, including gender differences, age, and time between chemotherapy sessions.
Conclusions. Virtual Reality applications can effectively influence the experience of the chemotherapy session positively. Its use can also affect the psychological aspects of a patient's treatment process.
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Authors and Affiliations

Joanna Piskorz
1
ORCID: ORCID
Marcin Czub
1
ORCID: ORCID
Magdalena Mróz
1
ORCID: ORCID
Jarosław Drapała
2
ORCID: ORCID

  1. Uniwersytet Wrocławski, Wroclaw, Poland
  2. Politechnika Wrocławska, Wroclaw, Poland

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