SchomakerTBB2011 3 J Schomaker J Tesch HH Bülthoff JP Bresciani 2011-09-00 2-3 243 245 256 Experimental Brain Research Participants performed a visual–vestibular motor recalibration task in virtual reality. The task consisted of keeping the extended arm and hand stable in space during a whole-body rotation induced by a robotic wheelchair. Performance was first quantified in a pre-test in which no visual feedback was available during the rotation. During the subsequent adaptation phase, optical flow resulting from body rotation was provided. This visual feedback was manipulated to create the illusion of a smaller rotational movement than actually occurred, hereby altering the visual–vestibular mapping. The effects of the adaptation phase on hand stabilization performance were measured during a post-test that was identical to the pre-test. Three different groups of subjects were exposed to different perspectives on the visual scene, i.e., first-person, top view, or mirror view. Sensorimotor adaptation occurred for all three viewpoint conditions, performance in the post-test session showing a marked under-compensation relative to the pre-test performance. In other words, all viewpoints gave rise to a remapping between vestibular input and the motor output required to stabilize the arm. Furthermore, the first-person and mirror view adaptation induced a significant decrease in variability of the stabilization performance. Such variability reduction was not observed for the top view adaptation. These results suggest that even if all three viewpoints can evoke substantial adaptation aftereffects, the more naturalistic first-person view and the richer mirror view should be preferred when reducing motor variability constitutes an important issue. no notspecified http://www.kyb.tuebingen.mpg.de/ published 11 It is all me: the effect of viewpoint on visual–vestibular recalibration 15017 15422 6658 7 J Schomaker J Tesch HH Bülthoff J-P Bresciani Liverpool, UK2010-06-00 11th International Multisensory Research Forum (IMRF 2010) In the present study, healthy subjects performed a visuo-vestibular motor adaptation task in virtual reality. The task consisted of keeping the extended arm and hand stable in space during a whole-body rotation induced by a robotic wheelchair. Performance was first quantified in a pretest in which no visual feedback was available during the rotation. During the subsequent learning phase optical flow resulting from body rotation was provided. This visual feedback was manipulated to create the illusion of a smaller rotational movement than actually occurred, hereby altering the visuo-vestibular mapping. The adaptation effects of the learning phase were measured during a posttest identical to the pretest. Three different groups of subjects were exposed to different perspectives on the visual scene, i.e., first-person-, top- or mirror-view. Interestingly, sensorimotor adaptation occurred for all three viewpoint conditions (p < 0.05). Furthermore, in the mirror-view participants showed significantly less variability in performance. These results suggest that the visually richer mirror-view enhanced motor learning relative to the other viewpoints. Therefore, using virtual reality to provide rich multimodal stimulation including mirror views could add to traditional neurorehabilitation techniques by facilitating motor learning. no notspecified http://www.kyb.tuebingen.mpg.de/ published 0 It's All Me: Varying Viewpoints and Motor Learning in a Virtual Reality Environment 15017 15422