Simulated prism exposure in immersed virtual reality produces larger prismatic after-effects than standard prism exposure in healthy subjects.

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 i...

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Main Authors: Alexander A Ramos, Emil C Hørning, Inge L Wilms
Format: Article
Language:English
Published: Public Library of Science (PLoS) 2019-01-01
Series:PLoS ONE
Online Access:https://doi.org/10.1371/journal.pone.0217074
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author Alexander A Ramos
Emil C Hørning
Inge L Wilms
author_facet Alexander A Ramos
Emil C Hørning
Inge L Wilms
author_sort Alexander A Ramos
collection DOAJ
description 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.
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spelling doaj-art-4e9cf131d36c4cb192b21ce62bf7825d2025-08-20T02:27:57ZengPublic Library of Science (PLoS)PLoS ONE1932-62032019-01-01145e021707410.1371/journal.pone.0217074Simulated prism exposure in immersed virtual reality produces larger prismatic after-effects than standard prism exposure in healthy subjects.Alexander A RamosEmil C HørningInge L WilmsPrevious 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.https://doi.org/10.1371/journal.pone.0217074
spellingShingle Alexander A Ramos
Emil C Hørning
Inge L Wilms
Simulated prism exposure in immersed virtual reality produces larger prismatic after-effects than standard prism exposure in healthy subjects.
PLoS ONE
title Simulated prism exposure in immersed virtual reality produces larger prismatic after-effects than standard prism exposure in healthy subjects.
title_full Simulated prism exposure in immersed virtual reality produces larger prismatic after-effects than standard prism exposure in healthy subjects.
title_fullStr Simulated prism exposure in immersed virtual reality produces larger prismatic after-effects than standard prism exposure in healthy subjects.
title_full_unstemmed Simulated prism exposure in immersed virtual reality produces larger prismatic after-effects than standard prism exposure in healthy subjects.
title_short Simulated prism exposure in immersed virtual reality produces larger prismatic after-effects than standard prism exposure in healthy subjects.
title_sort simulated prism exposure in immersed virtual reality produces larger prismatic after effects than standard prism exposure in healthy subjects
url https://doi.org/10.1371/journal.pone.0217074
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