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Dr Naylor
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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
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
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
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
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
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
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
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.
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
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
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
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
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
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
Occupational application of VR
Develop solutions to tackle occupational issues such as stress and absenteeism in frontline services e.g. police and NHS
Training application of VR
Simulate environments to practice skills
e.g. surgical training
should we be substituting our reality w/VR
control & precision
ecological validity
multidimensional & streamlined data
unbound by laws of reality
concerns about substituting our reality w/VR
fundamentally different interface
artificial ecological validity
hardware & expertise
physical discomfort
privacy & security
When should we use VR
when physical reality fails you.
That is, ‘because we can’ is not a good enough reason to use VR