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Research ArticleResearch Article: New Research, Cognition and Behavior

Physical Body Orientation Impacts Virtual Navigation Experience and Performance

Hyuk-June Moon, Hsin-Ping Wu, Emanuela De Falco and Olaf Blanke
eNeuro 6 November 2023, 10 (11) ENEURO.0218-23.2023; https://doi.org/10.1523/ENEURO.0218-23.2023
Hyuk-June Moon
1Neuro-X Institute, Faculty of Life Sciences, Swiss Federal Institute of Technology (EPFL), CH-1202 Geneva, Switzerland
2Brain Mind Institute, Faculty of Life Sciences, Swiss Federal Institute of Technology (EPFL), 1015 Lausanne, Switzerland
3Bionics Research Center, Biomedical Research Division, Korea Institute of Science and Technology (KIST), Seoul 02792, South Korea
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Hsin-Ping Wu
1Neuro-X Institute, Faculty of Life Sciences, Swiss Federal Institute of Technology (EPFL), CH-1202 Geneva, Switzerland
2Brain Mind Institute, Faculty of Life Sciences, Swiss Federal Institute of Technology (EPFL), 1015 Lausanne, Switzerland
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Emanuela De Falco
1Neuro-X Institute, Faculty of Life Sciences, Swiss Federal Institute of Technology (EPFL), CH-1202 Geneva, Switzerland
2Brain Mind Institute, Faculty of Life Sciences, Swiss Federal Institute of Technology (EPFL), 1015 Lausanne, Switzerland
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Olaf Blanke
1Neuro-X Institute, Faculty of Life Sciences, Swiss Federal Institute of Technology (EPFL), CH-1202 Geneva, Switzerland
2Brain Mind Institute, Faculty of Life Sciences, Swiss Federal Institute of Technology (EPFL), 1015 Lausanne, Switzerland
4Department of Clinical Neurosciences, University Hospital Geneva, 1211 Geneva, Switzerland
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  • Figure 1.
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    Figure 1.

    Experimental design combining two physical BOs and the presence/absence of an avatar conditions. a, Participants performed the task in four different conditions obtained by the combination of the physical BO (i.e., Supine vs Standing) and the presence/absence of the avatar (i.e., Body vs Nobody). Note that the avatar (when shown) was always in a supine position. b, Participants performed the virtual navigation task, wearing a VR head-mounted display while either standing upright or lying supine on a bed. c, During the task, participants were navigating in a circular virtual arena, performing a spatial memory retrieval. In Encoding session, preceding each Retrieval session, a participant memorized locations of the target objects. At each trial of Retrieval session: (1) the image of the target object was shown; (2) a participant navigated to the retrieved location and responded; and (3) as feedback, the target object appeared at its correct location to be collected, vm: virtual meter.

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    Figure 2.

    Effect of physical BO on experienced BO and on navigational behavior in VR. a, When participants were physically supine (blue), they had a stronger experience of being supine in VR while they felt less as if they were standing, compared with when they were actually standing upright. The conflict score indicates how much their experienced BO in VR conflicted with their physical BO. The results showed that the conflicts were significantly larger in the physically supine BO condition than in the standing BO condition. Also, overall, when compared, regardless of their physical BO, participants reported a significantly stronger experience of being standing in VR, suggesting the standing BO as a presumed BO in VR. b, Participants’ reached location was farther away from the border when they were physically supine compared with when they were standing upright. c, A top-view schematic figure depicting the border effect. The changes in the distance from the border possibly reflected changes in self-location (or body boundaries) that are related to the change in the experienced BO in VR. Consequently, the distance from the border (calculated with respect to the viewpoint location) was greater when they were physically supine compared with when they were standing upright. **0.001 ≤ p < 0.01, ***p < 0.001.

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    Figure 3.

    Experienced BO affected by the BO-congruent avatar. a, When the participants were physically supine, presenting an avatar with supine posture (i.e., Body condition) strengthened the subjective experience of being supine and reduced the experience of standing upright compared with the Nobody condition, where no avatar was shown. The conflict score confirms that showing the BO-congruent avatar significantly reduced the conflict of the BO. When compared, regardless of the presence of the avatar, they felt more as if they were supine than standing, again highlighting the impact of the physical BO on the experienced BO in VR (Q_supine > Q_standing, overall). b, We also reproduced previous findings of a significant shift in the distance from the border between body and nobody conditions, suggesting that such drifts in self-location are associated with changes in the experienced BO in VR. **0.001 ≤ p < 0.01, ***p < 0.001.

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    Figure 4.

    Physical BO and the presence of the avatar affected navigation behaviors in VR. a, Distance from the border, which arguably reflects experienced BO in VR, was significantly larger when participants were physically supine rather than standing, and also when a supine avatar was presented in a first-person viewpoint position than no avatar was shown. Predicted mean value per condition in order: 6.86, 6.43, 7.62, and 7.27 vm. b, Distance Error, indexing spatial navigation precision, did not significantly differ among the four conditions. Predicted mean value per condition in order: 11.06, 10.60, 11.69, and 11.69 vm. c, Participants spent significantly less time in the retrieval phase when they were physically standing compared with when they were physically supine, regardless of the presence of the avatar. Predicted mean value per condition in order: 10.40, 9.34, 10.48, and 9.29 s. d, The navigated distances were significantly reduced in the Body conditions (i.e., Supine-Body and Standing-Body) compared with the Nobody conditions (i.e., Supine-Nobody and Standing-Nobody). Predicted mean value per condition in order: 79.18, 79.12, 76.29, and 76.07 vm. No significant interactions were found for all four parameters. A dedicated mixed-effects model was used for statistical assessments of each parameter. Single data points represent the measure per participant, and dot and whiskers on the left of each data cloud indicate predicted mean value and 95th percentile, respectively. *p < 0.05.

Tables

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    Table 1

    Questionnaire items

    QuestionsTermDescription
    Q1Self-identificationI felt as if what I saw in the middle of the scene was my body
    Q2ThreatI felt as if the threat (knife) was toward me
    Q3PresenceI felt as if I was located in the virtual environment
    Q4Cyber-sicknessI felt dizzy
    Q5ControlI felt as if I had 3 bodies
    Q6SupineI felt as if I was supine in the virtual environment
    Q7StandingI felt as if I was standing in the virtual environment
    • At the end of each session, participants were provided seven questionnaire items and answered on a Likert scale ranging from 0 (strongly disagree) to 6 (strongly agree).

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    Table 2

    Statistical table

    FigureVariablesData structureType of testPower
    (a) Figure 2aQ_Supine: supine-nobody vs standing-nobodyOrdinal dataWilcoxon signed-rank testr = 0.783
    (b) Figure 2aQ_Standing: supine-nobody vs standing-nobodyOrdinal dataWilcoxon signed-rank testr = 0.593
    (c) Figure 2aQ_Standing vs Q_Supine in standing-nobodyOrdinal dataWilcoxon signed-rank testr = 0.841
    (d) Figure 2aQ_Standing vs Q_Supine in supine-nobodyOrdinal dataWilcoxon signed-rank testr = 0.093
    (e) Figure 2aConflict score: supine-nobody vs standing-nobodyOrdinal dataWilcoxon signed-rank testr = 0.762
    (f) Figure 2bDistance from the border: supine-nobody vs standing-nobodyγ distributionMixed effects model (fixed effect: BO, random effect: Subject, random slope: BO, nested: object)df = 1, F = 11.08
    (g) Figure 3aQ_Supine: supine-nobody vs supine-bodyOrdinal dataWilcoxon signed-rank testr = 0.720
    (h) Figure 3aQ_Standing: supine-nobody vs supine-bodyOrdinal dataWilcoxon singed-rank testr = 0.595
    (i) Figure 3aQ_Standing vs Q_Supine in supine-bodyOrdinal dataWilcoxon signed-rank testr = 0.759
    (j) Figure 3aConflict score: supine-nobody vs supine-bodyOrdinal dataWilcoxon signed-rank testr = 0.800
    (k) Figure 3bDistance from the border: supine-nobody vs supine-bodyγ distributionMixed effects model (fixed effect: BO, random effect: Subject, random slope: BO, nested: object)df = 1, F = 16.56
    (l) Figure 4aDistance from the borderγ distributionMixed effects model (fixed effect: BO * avatar, random effect: Subject, nested: object)BO: df = 1, F = 10.51; avatar: df = 1; F = 44.65; interaction: F = 0.51
    (m) Figure 4bDistance errorγ distributionMixed effects model (fixed effect: BO * avatar, random effect: Subject, nested: object)BO: df = 1, F = 0.57; avatar: df = 1; F = 7.78, interaction: F = 0.66
    (n) Figure 4cTrial timeLog-normal distributionMixed effects model (fixed effect: BO * avatar, random effect: Subject, nested: object)BO: df = 1, F = 32.9; avatar: df = 1; F = 0.01, interaction: F = 0.09
    (o) Figure 4dNavigated distanceLog-normal distributionMixed effects model (fixed effect: BO * avatar, random effect: Subject, nested: object)BO: df = 1, F = 0.06; avatar: df = 1, F = 25.9; interaction: F = 0.02

Extended Data

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  • Extended Data Figure 2-1

    Distance from the border serves as an objective behavioral measure of experienced BO (i.e., supine position) in VR. a, Distance from the border data were significantly correlated with ratings of Q_Supine (df = 1, F = 19.08, p < 0.001, n = 25). A mixed-effect model was used to assess their relationship. b, Their relationship at the within-subject level was further assessed through in-depth analysis. The distance from the border and Q_supine data were re-calculated and plotted with respect to the Supine-Nobody condition (i.e., scanner condition). We found that a change in the distance from the border of a subject in a condition was significantly associated with the change in the Q_supine rating of the subject in the condition. **: 0.001 <= p < 0.01, ***: p < 0.001. Download Figure 2-1, TIF file.

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Physical Body Orientation Impacts Virtual Navigation Experience and Performance
Hyuk-June Moon, Hsin-Ping Wu, Emanuela De Falco, Olaf Blanke
eNeuro 6 November 2023, 10 (11) ENEURO.0218-23.2023; DOI: 10.1523/ENEURO.0218-23.2023

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Physical Body Orientation Impacts Virtual Navigation Experience and Performance
Hyuk-June Moon, Hsin-Ping Wu, Emanuela De Falco, Olaf Blanke
eNeuro 6 November 2023, 10 (11) ENEURO.0218-23.2023; DOI: 10.1523/ENEURO.0218-23.2023
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