ArticleJournal of cognition2024
Michelangelo Effect in Virtual Sculpturing: Prospective for Motor Neurorehabilitation in the Metaverse.
Article in Journal of cognition, 2024. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 6 papers.
What it found
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The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.
The trial behind it
Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.
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Who cites it
6 citing papers in PubMed, 8 citations in OpenAlex.
- Golden Ratio and Cybernetic Aesthetics for Hidden Patterns in Repetitive Human Movements: Golden-faux-sinus as a Two-Dimensional Optimization Model.Biological cybernetics · 2026Article
- Integrating the Metaverse Into Medical Practice: A Systematic Review of Its Potential and Applications.International journal of telemedicine and applications · 2026Review
- Applying a Virtual Art Therapy System Based on the Michelangelo Effect in Patients with Spinal Cord Injury.Sensors (Basel, Switzerland) · 2025Article
- Beauty in the shadow of neurodegenerative disease: a narrative review on aesthetic experience, neural mechanisms, and therapeutic frontiers.Frontiers in human neuroscience · 2025Review
- Michelangelo Effect in Cognitive Rehabilitation: Using Art in a Digital Visuospatial Memory Task.Brain sciences · 2024Article
- Editorial "Embodiment in the Metaverse: How Real and Virtual Bodies in Interaction Affect Cognition".Journal of cognition · 2024Article
Corrections and comments
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Authors and funding
8 authors at 1 institution in 1 country.
Funding
No grant is acknowledged in the PubMed record.
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.
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Registered trials
Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.