Virtual Reality (VR) is known to induce substantial activation of brain's motor regions. It remains unclear to what extent virtual reality can trigger the sensorimotor system, and more particularly, whether it can affect lower nervous levels. In this study, we aimed to assess whether VR simulation of challenging and stressful postural situations (Richie's Plank Experience) could interfere with spinal excitability of postural muscles in 15 healthy young participants. The H-reflex of the triceps surae muscles was elicited with electrical nerve stimulation while participants were standing and wearing a VR headset. Participants went through several conditions, during which stimulations were evoked: standing still (noVR), standing in VR on the ground (groundVR), standing on the edge of a building (plankVR) and falling from the building (fallingVR). Myoelectrical activity of the triceps surae muscles was measured throughout the experiment. Leg and head movements were also measured by means of accelerometers to account for body oscillations. First, no differences in head rotations and myoelectrical activity were to be noted between conditions. Second, triceps H-reflex (Hmax/Mmax) was not affected from noVR to groundVR and plankVR. The most significant finding was a drastic decrease in H-reflex during falling (-47±26.9% between noVR and fallingVR, p=0.015). It is suggested that experiencing a postural threat in VR efficiently modulates spinal excitability, despite remaining in a quiet standing posture. This study suggests that simulated falling mimics the neural adjustments observed during actual postural challenge tasks.
Virtual reality (VR) is the computer simulation of a three‐dimensional environment that a person can interact with using special electronic equipment, such as a headset with an integrated display. Often coupled with VR, exergames are video games that involve physical exercise. Little is known regarding the chronic effects of exergaming through VR chon cognitive functions. Eleven young participants were enrolled in this crossover exploratory study. They had to follow two trainings of 5 consecutive days, 15 min per day, interspaced by a 1‐month washout period. Trainings were performed in a random order: (1) a video training using shadow boxing fitness videos (SBV) and (2) a VR training using a three‐dimensional game where the aim is to cut moving cubes with a sword in each hand. Before and after each training period, a battery of cognitive tests was performed to assess executive functions, such as attention (change blindness), reaction time, response inhibition (go/no‐go, Stroop task), or flexibility (trail making test). Fine motor skills were also evaluated through a Fitt's task. No effect of the SBV training was observed on any of the cognitive functions tested. On the contrary, a significant increased performance in selective attention and observation tests was found after VR training, as well as in inhibitory processes (Stroop and go/no‐go). Other performances were unaffected by either VR or SBV training. The present study argues that VR exergaming is a promising tool to promote cognitive enhancement but targets specific functions according to the type of interface/game that is used.
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