Michelangelo Effect in Virtual Sculpturing: Prospective for Motor Neurorehabilitation in the Metaverse.

Q1 Psychology
Journal of Cognition Pub Date : 2024-01-29 eCollection Date: 2024-01-01 DOI:10.5334/joc.345
Simona Pascucci, Giorgia Forte, Elena Angelini, Franco Marinozzi, Fabiano Bini, Gabriella Antonucci, Marco Iosa, Gaetano Tieri
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引用次数: 0

Abstract

We investigated the Michelangelo effect, i.e. the facilitatory effect of a virtual art therapy in motor rehabilitation (Iosa et al. 2021), with a novel virtual reality paradigm in which users are engaged in motor exercises with 3D sculptures. In particular, thirty young adults were immersed in a virtual environment where they could sculpt, by using the real hands, some famous sculptures in the history of art, such as the David of Michelangelo, the Venus of Milo and the statue of Laocoon and His Sons, and their control stimuli, i.e. statues in very low resolution or cubes. We recorded the kinematics (length, the time to complete each trial, mean normalized jerk) and questionnaire answers (objective and subjective beauty, User Satisfaction Evaluation Questionnaire and Nasa Task Load Index). In general, we found that the perception of subjective and objective beauty was higher when sculpting the statues than control stimuli, the judgment of usability of the system was high. The perceived fatigue was not higher when sculpting the statues despite the longer time spent in completing the task that with respect to the control stimuli. Moreover, we found that the interaction with the experimental statues affected the fluidity and symmetry of hands movements. Finally, we discuss this evidence regarding the art therapy and neuroaesthetics principles for motor rehabilitation in the Metaverse with VR, including the possible role of virtual embodiment (illusory feeling to have a virtual body) for boosting the efficacy of the clinical applications.

虚拟雕塑中的米开朗基罗效应:虚拟世界中运动神经康复的前景。
我们研究了米开朗基罗效应,即虚拟艺术疗法在运动康复中的促进作用(Iosa 等人,2021 年),在这种新颖的虚拟现实范例中,用户通过三维雕塑进行运动练习。具体而言,30 名年轻人沉浸在一个虚拟环境中,他们可以用真实的双手雕刻艺术史上一些著名的雕塑,如米开朗基罗的大卫、米罗的维纳斯和拉奥孔父子雕像,以及他们的控制刺激物,即分辨率非常低的雕像或立方体。我们记录了运动学(长度、完成每次试验的时间、平均归一化挺举)和问卷答案(客观和主观美感、用户满意度评估问卷和 Nasa 任务负荷指数)。总体而言,我们发现雕刻雕像时的主观和客观美感高于对照刺激,对系统可用性的判断也很高。尽管与对照刺激相比,雕刻雕像所花费的时间更长,但雕刻雕像时的疲劳感并不高。此外,我们还发现,与实验雕像的互动影响了双手动作的流畅性和对称性。最后,我们讨论了有关在虚拟现实 Metaverse 中进行运动康复的艺术疗法和神经美学原理的证据,包括虚拟体现(拥有虚拟身体的虚幻感觉)在提高临床应用效果方面可能发挥的作用。
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来源期刊
Journal of Cognition
Journal of Cognition Psychology-Experimental and Cognitive Psychology
CiteScore
4.50
自引率
0.00%
发文量
43
审稿时长
6 weeks
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