Evidence map›Paper›PMID 40576982›Full record

ArticleJMIR serious games2025

Influence of Virtual Reality Illusions on Balance Performance and Immersive User Experience in Young Adults: A Within-Subject Experimental Study.

R Achintha M Abayasiri, Antonio Padilha Lanari Bo, Taylor J M Dick, Nilufar Baghaei

Abstract read
In one paragraph

Article in JMIR serious games, 2025. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 1 paper.

0numbers the graph read from it
0cells of the map it votes in
1citing papers in PubMed
–field-weighted citation impact
1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

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.

2 · The registry

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.

Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.

3 · Its place in the literature

Who cites it

1 citing paper in PubMed.

  1. Article
4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

4 authors.

R Achintha M AbayasiriSchool of Electrical Engineering and Computer Science, Faculty of Engineering, Architecture and Information Technology, The University of Queensland, Brisbane, Australia.ORCID http://orcid.org/0000-0003-1781-5241
Antonio Padilha Lanari BoSchool of Electrical Engineering and Computer Science, Faculty of Engineering, Architecture and Information Technology, The University of Queensland, Brisbane, Australia.ORCID http://orcid.org/0000-0001-8229-0512
Taylor J M DickSchool of Biomedical Sciences, Faculty of Health, Medicine and Behavioural Sciences, The University of Queensland, Brisbane, Australia.ORCID http://orcid.org/0000-0002-7662-9716
Nilufar BaghaeiSchool of Electrical Engineering and Computer Science, Faculty of Engineering, Architecture and Information Technology, The University of Queensland, Brisbane, Australia.ORCID http://orcid.org/0000-0003-1776-7075

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

Background: Rehabilitation interventions to improve standing balance are often tedious and complex, limiting user engagement and increasing the burden of the clinicians delivering them. Virtual reality (VR) has been incorporated into such practices as a solution and VR illusions have emerged as a method for perturbing balance within interventions. However, the influence of VR illusions on balance performance, such as center of pressure (CoP), and user experience metrics remain under explored. Objective: This study aimed to evaluate the impact of the VR illusions on standing balance and immersive user experience in young adults. Methods: Young healthy adults (N=15, aged 18-35 years) played a VR table tennis game while standing on a force plate and were provided with eight directional and magnitude-based VR illusions scaled according to participants' heights. VR illusions were generated by offsetting the position of the playing hand in VR and were provided through 8 trials for each participant. Each VR illusion was delivered throughout final 50 seconds of each 70-second trial. Absolute CoP displacements, directional tendency of CoP displacement, and game performance were analyzed to evaluate the impact of the VR illusions. Responses to the User Experience Questionnaire, Slater-Usoh-Steed Presence Questionnaire, NASA Task Load Index, and Virtual Reality Sickness Questionnaire were analyzed to assess the immersive user experience. Results: Both the magnitude of VR illusion and changes in VR illusion direction led to significantly greater CoP displacements, with high illusion magnitudes, and anterior and posterior directional illusions associated with higher CoP displacements. Conversely, those illusion magnitudes and directions were associated with low game performance. The directional tendency of the CoP displacements varied across the illusion directions but showed a significant association with the illusion directions. Questionnaire responses showed that participants had moderate to high immersive user experience within the VR illusion paradigm. Conclusions: This study provides a novel approach for the future development of more effective VR-based balance rehabilitation interventions. The results provide inspiration for the development of future VR-based exergames that can perturbate CoP direction and magnitude. By adjusting the difficulty level through directional and magnitude changes in VR illusions, exergames could provide a personalized rehabilitation experience.

Indexed as

balancecenter of pressureuser experiencevirtual realityVR Illusions

Identifiers

PMID40576982
PMCPMC12226963

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Registered trials

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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.