VR & body perception

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Dr Naylor

Last updated 4:09 PM on 1/16/26
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19 Terms

1
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Size-weight illusions (SWI) (Buckingham, 2019)

  • we experience our environment by combining our sensory inputs w/expectations derived from prior knowledge

  • can lead to surprising perceptual effects

    • e.g small object feels heavier than larger

  • the way an object’s volume is experienced affects the strength of illusion, e.g haptic cues

2
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what we do know about the Size-weight illusion

  • top-down influence

    • expectations shape the interpretation of sensory information 

  • Haptic SWI is stronger than visual SWI when isolating senses

3
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why should we study Size-weight illusion

  • experiments often rely on removing one sense to investigate the other

  • remains unclear how the interaction between the senses can impact top-down influences

4
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Size-weight illusion (Buckingham, 2019) study

  • recreated SWI in VR

  • P judge the heaviness of identical weighted cylinders in 3 conditions:

    • different appearance/same size

    • same appearance/different size

    • different size/appearance.

  • confirmed that SWI can be induced in VR

  • haptic/tactile cues induce a larger SWI than visual size cues

  • even vision & touch cues match → SWI is stronger

  • expectations impact which sense is relied on 

5
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material-weight illusion (MWI) (Naylor, 2021)

  • low-density-looking materials feel heavier than equally weighted high-density-looking materials because of learned expectations about material–weight relations

    • top-down driven = heaviness perception is shaped by expectations

  • P lifted real cubes while seeing virtual cubes in VR

    • mismatched or matched material/weight & tactile/visual

    • all weighed exactly the same 

6
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material-weight illusion (MWI) findings (Naylor, 2021)

  • P lifted RL cubes while seeing VR cubes

    • mismatched/matched materials/weights & tactile/visual info

    • all weighed same

  • tactile cues induce a stronger illusion than visual cues

  • trust the sense of touch more

  • no extra effect of combined multisensory cues

    • disregard visual for touch

  • conflicting visual expectations are ignored in favour of haptic info

  • expectations about a material's typical density override immediate sensory feedback

  • both visual & tactile cues can drive MWI but when they disagree → tactile expectations

    • produce a more robust illusion than visual cue alone in every multisensory context

7
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Benefit of using VR in body perception studies 

  • Precise control & easy modification to investigate specific questions

  • Clarify relative role of each modality whilst retaining ecologically valid sensory experience

  • Ability to precisely alter the conflict between multisensory cues to understand interaction

8
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Complex Regional Pain Syndrome (CRPS)

  • chronic pain condition occurring after trauma to a limb 

  • 70–90% report distortions in how their affected limb looks or feels (size, shape, position, colour, definition, etc.), and these disturbances correlate with pain and symptom severity.

9
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Body perception disturbances (BPD) in CRPS

  • common feature of CRPS

  • those affected often express altered perceptions, thoughts, & feelings about their affected limb

  • patients are reluctant to look at their affected limb

    • avoid it, cover it or ask to amputate

  • variability in types of disturbance & lack of diverse treatment

10
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Body perception/representation

  • Creating a cohesive representation of our bodies requires the integration & processing of multimodal sensory perceptions

    • both the peripheral and central nervous systems

  • different representations for different tasks

  • can be inaccurate to the actual physical state of the body 

11
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VR body perception study w/CRPS (Naylor, 2025)

  • built VR tool where p w/upper-limb CRPS can sculpt a virtual hand to match:

    • what a normal hand looks like to them

    • how their current hand feels

    • how they want it to be

  • 4 p w/CRPS used it and could accurately recreate their strange, very individual distortions (e.g. missing segments, warped fingers) and their preferred “desired” hand.

  • some wanted a normal-looking hand, others wanted one that matches their distorted feeling, even if it looks abnormal.

  • tool was acceptable, usable, & helped them explain their experience

  • supports creating fully personalised, graded VR interventions for body perception disturbances in CRPS.

  • abilty to personalise hand enabled them to resolve their issues on a embodied and personal level

12
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value of VR tool for body percpetion for P w.CRPS

  • Personalised

    • ability to tailor hands according to P needs was central to success

  • Dynamic & embodied

    • Creating real-time changes to the hands

      • quickly & intuitively

      • embodiment necessary for them to address their hand in therapy

  • Unbound by reality

    • make changes that would otherwise not be possible in the RW

    • can tailor to specific disturbances with limited constraint

13
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Participant examples

P A

  • Said their perception was normal, but didnt like their hand

  • affected hand was larger in distortion

P B

  • was unable to straigten fingers but when visual was removed, they could

P C

  • didnt want to see a normal hand, wanted normal colour but have the hand match the perception 

14
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Clinical application of VR

  • Neuropsychological conditions, pain, stroke, DCD, OCD etc.

  • Rehabilitation in a safe, controlled environment

  • Communication and diagnostic tool

  • Research tool to understand underlying mechanisms

  • Engagement and distraction

15
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Occupational application of VR

  • Develop solutions to tackle occupational issues such as stress and absenteeism in frontline services e.g. police and NHS

16
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Training application of VR

  • Simulate environments to practice skills

    • e.g. surgical training

17
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should we be substituting our reality w/VR

  • control & precision

  • ecological validity

  • multidimensional & streamlined data

  • unbound by laws of reality

18
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concerns about substituting our reality w/VR

  • fundamentally different interface

  • artificial ecological validity

  • hardware & expertise

  • physical discomfort

  • privacy & security 

19
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When should we use VR

  • when physical reality fails you.

  • That is, ‘because we can’ is not a good enough reason to use VR

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