A virtual reality-based system integrated with fmri to study neural mechanisms of action observation-execution: A proof of concept study
Purpose: Emerging evidence shows that interactive virtual environments (VEs) may be a promising tool for studying sensorimotor processes and for rehabilitation. However, the potential of VEs to recruit action observation-execution neural networks is largely unknown. For the first time, a functional...
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Published in | Restorative neurology and neuroscience Vol. 27; no. 3; pp. 209 - 223 |
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Main Authors | , , , |
Format | Journal Article |
Language | English |
Published |
London, England
SAGE Publications
01.01.2009
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Subjects | |
Online Access | Get full text |
ISSN | 0922-6028 1878-3627 |
DOI | 10.3233/RNN-2009-0471 |
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Abstract | Purpose: Emerging evidence shows that interactive virtual
environments (VEs) may be a promising tool for studying sensorimotor processes
and for rehabilitation. However, the potential of VEs to recruit action
observation-execution neural networks is largely unknown. For the first time, a
functional MRI-compatible virtual reality system (VR) has been developed to
provide a window into studying brain-behavior interactions. This system is
capable of measuring the complex span of hand-finger movements and
simultaneously streaming this kinematic data to control the motion of
representations of human hands in virtual reality.
Methods: In a blocked fMRI design, thirteen healthy subjects
observed, with the intent to imitate (OTI), finger sequences performed by the
virtual hand avatar seen in 1st person perspective and animated by
pre-recorded kinematic data. Following this, subjects imitated the observed
sequence while viewing the virtual hand avatar animated by their own movement
in real-time. These blocks were interleaved with rest periods during which
subjects viewed static virtual hand avatars and control trials in which the
avatars were replaced with moving non-anthropomorphic objects.
Results: We show three main findings. First, both observation
with intent to imitate and imitation with real-time virtual avatar feedback,
were associated with activation in a distributed frontoparietal network
typically recruited for observation and execution of real-world actions.
Second, we noted a time-variant increase in activation in the left insular
cortex for observation with intent to imitate actions performed by the virtual
avatar. Third, imitation with virtual avatar feedback (relative to the control
condition) was associated with a localized recruitment of the angular gyrus,
precuneus, and extrastriate body area, regions which are (along with insular
cortex) associated with the sense of agency.
Conclusions: Our data suggest that the virtual hand avatars
may have served as disembodied training tools in the observation condition and
as embodied "extensions" of the subject's own body (pseudo-tools) in the
imitation. These data advance our understanding of the brain-behavior
interactions when performing actions in VE and have implications in the
development of observation- and imitation-based VR rehabilitation paradigms. |
---|---|
AbstractList | Purpose: Emerging evidence shows that interactive virtual
environments (VEs) may be a promising tool for studying sensorimotor processes
and for rehabilitation. However, the potential of VEs to recruit action
observation-execution neural networks is largely unknown. For the first time, a
functional MRI-compatible virtual reality system (VR) has been developed to
provide a window into studying brain-behavior interactions. This system is
capable of measuring the complex span of hand-finger movements and
simultaneously streaming this kinematic data to control the motion of
representations of human hands in virtual reality.
Methods: In a blocked fMRI design, thirteen healthy subjects
observed, with the intent to imitate (OTI), finger sequences performed by the
virtual hand avatar seen in 1st person perspective and animated by
pre-recorded kinematic data. Following this, subjects imitated the observed
sequence while viewing the virtual hand avatar animated by their own movement
in real-time. These blocks were interleaved with rest periods during which
subjects viewed static virtual hand avatars and control trials in which the
avatars were replaced with moving non-anthropomorphic objects.
Results: We show three main findings. First, both observation
with intent to imitate and imitation with real-time virtual avatar feedback,
were associated with activation in a distributed frontoparietal network
typically recruited for observation and execution of real-world actions.
Second, we noted a time-variant increase in activation in the left insular
cortex for observation with intent to imitate actions performed by the virtual
avatar. Third, imitation with virtual avatar feedback (relative to the control
condition) was associated with a localized recruitment of the angular gyrus,
precuneus, and extrastriate body area, regions which are (along with insular
cortex) associated with the sense of agency.
Conclusions: Our data suggest that the virtual hand avatars
may have served as disembodied training tools in the observation condition and
as embodied "extensions" of the subject's own body (pseudo-tools) in the
imitation. These data advance our understanding of the brain-behavior
interactions when performing actions in VE and have implications in the
development of observation- and imitation-based VR rehabilitation paradigms. Emerging evidence shows that interactive virtual environments (VEs) may be a promising tool for studying sensorimotor processes and for rehabilitation. However, the potential of VEs to recruit action observation-execution neural networks is largely unknown. For the first time, a functional MRI-compatible virtual reality system (VR) has been developed to provide a window into studying brain-behavior interactions. This system is capable of measuring the complex span of hand-finger movements and simultaneously streaming this kinematic data to control the motion of representations of human hands in virtual reality.PURPOSEEmerging evidence shows that interactive virtual environments (VEs) may be a promising tool for studying sensorimotor processes and for rehabilitation. However, the potential of VEs to recruit action observation-execution neural networks is largely unknown. For the first time, a functional MRI-compatible virtual reality system (VR) has been developed to provide a window into studying brain-behavior interactions. This system is capable of measuring the complex span of hand-finger movements and simultaneously streaming this kinematic data to control the motion of representations of human hands in virtual reality.In a blocked fMRI design, thirteen healthy subjects observed, with the intent to imitate (OTI), finger sequences performed by the virtual hand avatar seen in 1st person perspective and animated by pre-recorded kinematic data. Following this, subjects imitated the observed sequence while viewing the virtual hand avatar animated by their own movement in real-time. These blocks were interleaved with rest periods during which subjects viewed static virtual hand avatars and control trials in which the avatars were replaced with moving non-anthropomorphic objects.METHODSIn a blocked fMRI design, thirteen healthy subjects observed, with the intent to imitate (OTI), finger sequences performed by the virtual hand avatar seen in 1st person perspective and animated by pre-recorded kinematic data. Following this, subjects imitated the observed sequence while viewing the virtual hand avatar animated by their own movement in real-time. These blocks were interleaved with rest periods during which subjects viewed static virtual hand avatars and control trials in which the avatars were replaced with moving non-anthropomorphic objects.We show three main findings. First, both observation with intent to imitate and imitation with real-time virtual avatar feedback, were associated with activation in a distributed frontoparietal network typically recruited for observation and execution of real-world actions. Second, we noted a time-variant increase in activation in the left insular cortex for observation with intent to imitate actions performed by the virtual avatar. Third, imitation with virtual avatar feedback (relative to the control condition) was associated with a localized recruitment of the angular gyrus, precuneus, and extrastriate body area, regions which are (along with insular cortex) associated with the sense of agency.RESULTSWe show three main findings. First, both observation with intent to imitate and imitation with real-time virtual avatar feedback, were associated with activation in a distributed frontoparietal network typically recruited for observation and execution of real-world actions. Second, we noted a time-variant increase in activation in the left insular cortex for observation with intent to imitate actions performed by the virtual avatar. Third, imitation with virtual avatar feedback (relative to the control condition) was associated with a localized recruitment of the angular gyrus, precuneus, and extrastriate body area, regions which are (along with insular cortex) associated with the sense of agency.Our data suggest that the virtual hand avatars may have served as disembodied training tools in the observation condition and as embodied "extensions" of the subject's own body (pseudo-tools) in the imitation. These data advance our understanding of the brain-behavior interactions when performing actions in VE and have implications in the development of observation- and imitation-based VR rehabilitation paradigms.CONCLUSIONSOur data suggest that the virtual hand avatars may have served as disembodied training tools in the observation condition and as embodied "extensions" of the subject's own body (pseudo-tools) in the imitation. These data advance our understanding of the brain-behavior interactions when performing actions in VE and have implications in the development of observation- and imitation-based VR rehabilitation paradigms. Purpose: Emerging evidence shows that interactive virtual environments (VEs) may be a promising tool for studying sensorimotor processes and for rehabilitation. However, the potential of VEs to recruit action observation-execution neural networks is largely unknown. For the first time, a functional MRI-compatible virtual reality system (VR) has been developed to provide a window into studying brain-behavior interactions. This system is capable of measuring the complex span of hand-finger movements and simultaneously streaming this kinematic data to control the motion of representations of human hands in virtual reality.Methods: In a blocked fMRI design, thirteen healthy subjects observed, with the intent to imitate (OTI), finger sequences performed by the virtual hand avatar seen in 1st person perspective and animated by pre-recorded kinematic data. Following this, subjects imitated the observed sequence while viewing the virtual hand avatar animated by their own movement in real-time. These blocks were interleaved with rest periods during which subjects viewed static virtual hand avatars and control trials in which the avatars were replaced with moving non-anthropomorphic objects.Results: We show three main findings. First, both observation with intent to imitate and imitation with real-time virtual avatar feedback, were associated with activation in a distributed frontoparietal network typically recruited for observation and execution of real-world actions. Second, we noted a time-variant increase in activation in the left insular cortex for observation with intent to imitate actions performed by the virtual avatar. Third, imitation with virtual avatar feedback (relative to the control condition) was associated with a localized recruitment of the angular gyrus, precuneus, and extrastriate body area, regions which are (along with insular cortex) associated with the sense of agency.Conclusions: Our data suggest that the virtual hand avatars may have served as disembodied training tools in the observation condition and as embodied "extensions" of the subject's own body (pseudo-tools) in the imitation. These data advance our understanding of the brain-behavior interactions when performing actions in VE and have implications in the development of observation- and imitation-based VR rehabilitation paradigms. Purpose: Emerging evidence shows that interactive virtual environments (VEs) may be a promising tool for studying sensorimotor processes and for rehabilitation. However, the potential of VEs to recruit action observation-execution neural networks is largely unknown. For the first time, a functional MRI-compatible virtual reality system (VR) has been developed to provide a window into studying brain-behavior interactions. This system is capable of measuring the complex span of hand-finger movements and simultaneously streaming this kinematic data to control the motion of representations of human hands in virtual reality. Methods: In a blocked fMRI design, thirteen healthy subjects observed, with the intent to imitate (OTI), finger sequences performed by the virtual hand avatar seen in 1st person perspective and animated by pre-recorded kinematic data. Following this, subjects imitated the observed sequence while viewing the virtual hand avatar animated by their own movement in real-time. These blocks were interleaved with rest periods during which subjects viewed static virtual hand avatars and control trials in which the avatars were replaced with moving non-anthropomorphic objects. Results: We show three main findings. First, both observation with intent to imitate and imitation with real-time virtual avatar feedback, were associated with activation in a distributed frontoparietal network typically recruited for observation and execution of real-world actions. Second, we noted a time-variant increase in activation in the left insular cortex for observation with intent to imitate actions performed by the virtual avatar. Third, imitation with virtual avatar feedback (relative to the control condition) was associated with a localized recruitment of the angular gyrus, precuneus, and extrastriate body area, regions which are (along with insular cortex) associated with the sense of agency. Conclusions: Our data suggest that the virtual hand avatars may have served as disembodied training tools in the observation condition and as embodied "extensions" of the subject's own body (pseudo-tools) in the imitation. These data advance our understanding of the brain-behavior interactions when performing actions in VE and have implications in the development of observation- and imitation-based VR rehabilitation paradigms. Emerging evidence shows that interactive virtual environments (VEs) may be a promising tool for studying sensorimotor processes and for rehabilitation. However, the potential of VEs to recruit action observation-execution neural networks is largely unknown. For the first time, a functional MRI-compatible virtual reality system (VR) has been developed to provide a window into studying brain-behavior interactions. This system is capable of measuring the complex span of hand-finger movements and simultaneously streaming this kinematic data to control the motion of representations of human hands in virtual reality. In a blocked fMRI design, thirteen healthy subjects observed, with the intent to imitate (OTI), finger sequences performed by the virtual hand avatar seen in 1st person perspective and animated by pre-recorded kinematic data. Following this, subjects imitated the observed sequence while viewing the virtual hand avatar animated by their own movement in real-time. These blocks were interleaved with rest periods during which subjects viewed static virtual hand avatars and control trials in which the avatars were replaced with moving non-anthropomorphic objects. We show three main findings. First, both observation with intent to imitate and imitation with real-time virtual avatar feedback, were associated with activation in a distributed frontoparietal network typically recruited for observation and execution of real-world actions. Second, we noted a time-variant increase in activation in the left insular cortex for observation with intent to imitate actions performed by the virtual avatar. Third, imitation with virtual avatar feedback (relative to the control condition) was associated with a localized recruitment of the angular gyrus, precuneus, and extrastriate body area, regions which are (along with insular cortex) associated with the sense of agency. Our data suggest that the virtual hand avatars may have served as disembodied training tools in the observation condition and as embodied "extensions" of the subject's own body (pseudo-tools) in the imitation. These data advance our understanding of the brain-behavior interactions when performing actions in VE and have implications in the development of observation- and imitation-based VR rehabilitation paradigms. |
Author | August, K. Merians, A. Tunik, E. Adamovich, S.V. |
AuthorAffiliation | b Department of Rehabilitation and Movement Sciences, University of Medicine and Dentistry of New Jersey, Newark, NJ, USA c Department of Physical Therapy, New York University, New York, NY, USA a Department of Biomedical Engineering, New Jersey Institute of Technology, University Heights, Newark, NJ, USA |
AuthorAffiliation_xml | – name: b Department of Rehabilitation and Movement Sciences, University of Medicine and Dentistry of New Jersey, Newark, NJ, USA – name: a Department of Biomedical Engineering, New Jersey Institute of Technology, University Heights, Newark, NJ, USA – name: c Department of Physical Therapy, New York University, New York, NY, USA |
Author_xml | – sequence: 1 givenname: S.V. surname: Adamovich fullname: Adamovich, S.V. organization: Department of Physical Therapy, New York University, New York, NY, USA – sequence: 2 givenname: K. surname: August fullname: August, K. organization: Department of Physical Therapy, New York University, New York, NY, USA – sequence: 3 givenname: A. surname: Merians fullname: Merians, A. organization: Department of Physical Therapy, New York University, New York, NY, USA – sequence: 4 givenname: E. surname: Tunik fullname: Tunik, E. organization: Department of Physical Therapy, New York University, New York, NY, USA |
BackLink | https://www.ncbi.nlm.nih.gov/pubmed/19531876$$D View this record in MEDLINE/PubMed |
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Snippet | Purpose: Emerging evidence shows that interactive virtual
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SubjectTerms | Adult Analysis of Variance Brain - blood supply Brain Mapping Female Humans Image Processing, Computer-Assisted - methods Magnetic Resonance Imaging - methods Male Movement - physiology Observation - methods Oxygen - blood Problem Solving - physiology Psychomotor Performance - physiology Reality Testing User-Computer Interface Young Adult |
Title | A virtual reality-based system integrated with fmri to study neural mechanisms of action observation-execution: A proof of concept study |
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