2021
DOI: 10.1101/2021.12.13.471903
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Virtual reality-based sensorimotor adaptation shapes subsequent spontaneous and naturalistic stimulus-driven brain activity

Abstract: Our everyday life summons numerous novel sensorimotor experiences, to which our brain needs to adapt in order to function properly. However, tracking plasticity of naturalistic behaviour and associated brain modulations is challenging. Here we tackled this question implementing a prism adaptation training in virtual reality (VRPA) in combination with functional neuroimaging. Three groups of healthy participants (N=45) underwent VRPA (with a spatial shift either to the left/right side, or with no shift), and pe… Show more

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Cited by 2 publications
(2 citation statements)
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References 81 publications
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“…VR could be used to design motor learning tasks of the requisite intermediate complexity better suited to longitudinal study. That said, despite increasing enthusiasm for VR as a research tool [38,39], tasks have largely remained simple and have cleaved close to their traditional 2-D counterparts (e.g., [40][41][42][43][44][45][46][47][48][49]). Only a handful of studies have attempted to utilize rich virtual environments to motor expertise in real-world complex tasks.…”
Section: Box 1 Differences Between Skill and Expertisementioning
confidence: 99%
“…VR could be used to design motor learning tasks of the requisite intermediate complexity better suited to longitudinal study. That said, despite increasing enthusiasm for VR as a research tool [38,39], tasks have largely remained simple and have cleaved close to their traditional 2-D counterparts (e.g., [40][41][42][43][44][45][46][47][48][49]). Only a handful of studies have attempted to utilize rich virtual environments to motor expertise in real-world complex tasks.…”
Section: Box 1 Differences Between Skill and Expertisementioning
confidence: 99%
“…VR could be used to design motor learning tasks of the requisite intermediate complexity better suited to longitudinal study. That said, despite increasing enthusiasm for VR as a research tool [38,39], tasks have largely remained simple and have cleaved close to their traditional 2-D counterparts (e.g., [40][41][42][43][44][45][46][47][48][49]). Only a handful of studies have attempted to utilize rich virtual environments to motor expertise in real-world complex tasks.…”
Section: Box 1 Differences Between Skill and Expertisementioning
confidence: 99%