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BACKGROUND Rehabilitation interventions to improve standing balance are often tedious and complex limiting user engagement and increasing the burden of the clinicians delivering them. Virtual Reality (VR) has been incorporated into such practices as a solution and VR illusions have emerged as a method for perturbing balance within interventions. However, the influence of VR illusions on balance performance, such as Centre of Pressure (CoP), and user experience metrics remains under explored. OBJECTIVE This study aimed to evaluate the impact of VR illusions on standing balance and user experience in young adults. METHODS Young healthy adults (n=15, age: 18-35) played a VR table tennis game while standing on a force plate and were provided with eight directional and magnitude-based VR illusions scaled according to participants’ heights. VR illusions were generated by offsetting the position of the playing hand in VR and were provided through eight trials for each participant. Each VR illusion was delivered throughout the final 50 seconds of each 70-second trial. Absolute CoP displacements, directional tendency of CoP displacement and game performance were analysed to evaluate the impact of the VR illusions. Responses to the User Experience Questionnaire, Slater-Usoh-Steed Presence Questionnaire, NASA Task Load Index, and Virtual Reality Sickness Questionnaire were analysed to assess the immersive user experience. RESULTS Both VR illusion magnitude and changes in VR illusion direction led to significantly greater CoP displacements with high illusion magnitudes, anterior and posterior directional illusions associated with higher CoP displacements. Conversely, those illusion magnitudes and directions were associated with low game performance. The directional tendency of the CoP displacements varied across the illusion directions but showed a significant association with the illusion directions. Questionnaire responses showed that participants had moderate to high immersive user experience within the VR illusion paradigm. CONCLUSIONS This study provides a novel approach for future developments of more effective VR-based balance rehabilitation interventions. The results provide inspiration for the development of future VR-based exergames that can perturbate CoP direction and magnitude. By adjusting the difficulty level through directional and magnitude changes in VR illusions, exergames can provide a personalized rehabilitation experience.
BACKGROUND Rehabilitation interventions to improve standing balance are often tedious and complex limiting user engagement and increasing the burden of the clinicians delivering them. Virtual Reality (VR) has been incorporated into such practices as a solution and VR illusions have emerged as a method for perturbing balance within interventions. However, the influence of VR illusions on balance performance, such as Centre of Pressure (CoP), and user experience metrics remains under explored. OBJECTIVE This study aimed to evaluate the impact of VR illusions on standing balance and user experience in young adults. METHODS Young healthy adults (n=15, age: 18-35) played a VR table tennis game while standing on a force plate and were provided with eight directional and magnitude-based VR illusions scaled according to participants’ heights. VR illusions were generated by offsetting the position of the playing hand in VR and were provided through eight trials for each participant. Each VR illusion was delivered throughout the final 50 seconds of each 70-second trial. Absolute CoP displacements, directional tendency of CoP displacement and game performance were analysed to evaluate the impact of the VR illusions. Responses to the User Experience Questionnaire, Slater-Usoh-Steed Presence Questionnaire, NASA Task Load Index, and Virtual Reality Sickness Questionnaire were analysed to assess the immersive user experience. RESULTS Both VR illusion magnitude and changes in VR illusion direction led to significantly greater CoP displacements with high illusion magnitudes, anterior and posterior directional illusions associated with higher CoP displacements. Conversely, those illusion magnitudes and directions were associated with low game performance. The directional tendency of the CoP displacements varied across the illusion directions but showed a significant association with the illusion directions. Questionnaire responses showed that participants had moderate to high immersive user experience within the VR illusion paradigm. CONCLUSIONS This study provides a novel approach for future developments of more effective VR-based balance rehabilitation interventions. The results provide inspiration for the development of future VR-based exergames that can perturbate CoP direction and magnitude. By adjusting the difficulty level through directional and magnitude changes in VR illusions, exergames can provide a personalized rehabilitation experience.
The metaverse concept has been evolving from static, pre-rendered virtual environments to a new frontier: the real-time metaverse. This survey paper explores the emerging field of real-time metaverse technologies, which enable the continuous integration of dynamic, real-world data into immersive virtual environments. We examine the key technologies driving this evolution, including advanced sensor systems (LiDAR, radar, cameras), artificial intelligence (AI) models for data interpretation, fast data fusion algorithms, and edge computing with 5G networks for low-latency data transmission. This paper reveals how these technologies are orchestrated to achieve near-instantaneous synchronization between physical and virtual worlds, a defining characteristic that distinguishes the real-time metaverse from its traditional counterparts. The survey provides a comprehensive insight into the technical challenges and discusses solutions to realize responsive dynamic virtual environments. The potential applications and impact of real-time metaverse technologies across various fields are considered, including live entertainment, remote collaboration, dynamic simulations, and urban planning with digital twins. By synthesizing current research and identifying future directions, this survey provides a foundation for understanding and advancing the rapidly evolving landscape of real-time metaverse technologies, contributing to the growing body of knowledge on immersive digital experiences and setting the stage for further innovations in the Metaverse transformative field.
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