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<journal-id journal-id-type="publisher-id">Front. Hum. Neurosci.</journal-id>
<journal-title>Frontiers in Human Neuroscience</journal-title>
<abbrev-journal-title abbrev-type="pubmed">Front. Hum. Neurosci.</abbrev-journal-title>
<issn pub-type="epub">1662-5161</issn>
<publisher>
<publisher-name>Frontiers Media S.A.</publisher-name>
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<article-meta>
<article-id pub-id-type="doi">10.3389/fnhum.2019.00279</article-id>
<article-categories>
<subj-group subj-group-type="heading">
<subject>Neuroscience</subject>
<subj-group>
<subject>Review</subject>
</subj-group>
</subj-group>
</article-categories>
<title-group>
<article-title>Immersive Virtual Reality and Virtual Embodiment for Pain Relief</article-title>
</title-group>
<contrib-group>
<contrib contrib-type="author" corresp="yes">
<name><surname>Matamala-Gomez</surname> <given-names>Marta</given-names></name>
<xref ref-type="aff" rid="aff1"><sup>1</sup></xref>
<xref ref-type="aff" rid="aff2"><sup>2</sup></xref>
<xref ref-type="corresp" rid="c001"><sup>&#x002A;</sup></xref>
<uri xlink:href="http://loop.frontiersin.org/people/663955/overview"/>
</contrib>
<contrib contrib-type="author">
<name><surname>Donegan</surname> <given-names>Tony</given-names></name>
<xref ref-type="aff" rid="aff3"><sup>3</sup></xref>
</contrib>
<contrib contrib-type="author">
<name><surname>Bottiroli</surname> <given-names>Sara</given-names></name>
<xref ref-type="aff" rid="aff4"><sup>4</sup></xref>
<xref ref-type="aff" rid="aff5"><sup>5</sup></xref>
</contrib>
<contrib contrib-type="author">
<name><surname>Sandrini</surname> <given-names>Giorgio</given-names></name>
<xref ref-type="aff" rid="aff1"><sup>1</sup></xref>
<xref ref-type="aff" rid="aff2"><sup>2</sup></xref>
<uri xlink:href="http://loop.frontiersin.org/people/443371/overview"/>
</contrib>
<contrib contrib-type="author">
<name><surname>Sanchez-Vives</surname> <given-names>Maria V.</given-names></name>
<xref ref-type="aff" rid="aff3"><sup>3</sup></xref>
<xref ref-type="aff" rid="aff6"><sup>6</sup></xref>
<xref ref-type="aff" rid="aff7"><sup>7</sup></xref>
<xref ref-type="author-notes" rid="fn002"><sup>&#x2020;</sup></xref>
<uri xlink:href="http://loop.frontiersin.org/people/1171/overview"/>
</contrib>
<contrib contrib-type="author">
<name><surname>Tassorelli</surname> <given-names>Cristina</given-names></name>
<xref ref-type="aff" rid="aff1"><sup>1</sup></xref>
<xref ref-type="aff" rid="aff2"><sup>2</sup></xref>
<xref ref-type="author-notes" rid="fn002"><sup>&#x2020;</sup></xref>
<uri xlink:href="http://loop.frontiersin.org/people/219299/overview"/>
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<aff id="aff1"><sup>1</sup><institution>Neurorehabilitation Unit, IRCCS C. Mondino Foundation</institution>, <addr-line>Pavia</addr-line>, <country>Italy</country></aff>
<aff id="aff2"><sup>2</sup><institution>Department of Brain and Behavioral Sciences, University of Pavia</institution>, <addr-line>Pavia</addr-line>, <country>Italy</country></aff>
<aff id="aff3"><sup>3</sup><institution>Institut d&#x2019;Investigacions Biom&#x00E8;diques August Pi i Sunyer (IDIBAPS)</institution>, <addr-line>Barcelona</addr-line>, <country>Spain</country></aff>
<aff id="aff4"><sup>4</sup><institution>Faculty of Law, Giustino Fortunato University</institution>, <addr-line>Benevento</addr-line>, <country>Italy</country></aff>
<aff id="aff5"><sup>5</sup><institution>Headache Science Center, IRCCS Mondino Foundation</institution>, <addr-line>Pavia</addr-line>, <country>Italy</country></aff>
<aff id="aff6"><sup>6</sup><institution>ICREA</institution>, <addr-line>Barcelona</addr-line>, <country>Spain</country></aff>
<aff id="aff7"><sup>7</sup><institution>Departament de Cognici&#x00F3;, Desenvolupament i Psicologia de l&#x2019;Educaci&#x00F3;, Facultat de Psicologia, Universitat de Barcelona</institution>, <addr-line>Barcelona</addr-line>, <country>Spain</country></aff>
<author-notes>
<fn fn-type="edited-by"><p>Edited by: Mariella Pazzaglia, Sapienza University of Rome, Italy</p></fn>
<fn fn-type="edited-by"><p>Reviewed by: Eleonora Borelli, University of Modena and Reggio Emilia, Italy; Bigna Lenggenhager, University of Zurich, Switzerland</p></fn>
<corresp id="c001">&#x002A;Correspondence: Marta Matamala-Gomez, <email>marta.matamala10@gmail.com</email></corresp>
<fn fn-type="other" id="fn002"><p><sup>&#x2020;</sup>These authors share senior authorship</p></fn>
</author-notes>
<pub-date pub-type="epub">
<day>21</day>
<month>08</month>
<year>2019</year>
</pub-date>
<pub-date pub-type="collection">
<year>2019</year>
</pub-date>
<volume>13</volume>
<elocation-id>279</elocation-id>
<history>
<date date-type="received">
<day>30</day>
<month>05</month>
<year>2019</year>
</date>
<date date-type="accepted">
<day>29</day>
<month>07</month>
<year>2019</year>
</date>
</history>
<permissions>
<copyright-statement>Copyright &#x00A9; 2019 Matamala-Gomez, Donegan, Bottiroli, Sandrini, Sanchez-Vives and Tassorelli.</copyright-statement>
<copyright-year>2019</copyright-year>
<copyright-holder>Matamala-Gomez, Donegan, Bottiroli, Sandrini, Sanchez-Vives and Tassorelli</copyright-holder>
<license xlink:href="http://creativecommons.org/licenses/by/4.0/"><p>This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY). The use, distribution or reproduction in other forums is permitted, provided the original author(s) and the copyright owner(s) are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms.</p></license>
</permissions>
<abstract>
<p>A significant body of experimental evidence has demonstrated that it is possible to induce the illusion of ownership of a fake limb or even an entire fake body using multisensory correlations. Recently, immersive virtual reality has allowed users to experience the same sensations of ownership over a virtual body inside an immersive virtual environment, which in turn allows virtual reality users to have the feeling of being &#x201C;embodied&#x201D; in a virtual body. Using such virtual embodiment to manipulate body perception is starting to be extensively investigated and may have clinical implications for conditions that involve altered body image such as chronic pain. Here, we review experimental and clinical studies that have explored the manipulation of an embodied virtual body in immersive virtual reality for both experimental and clinical pain relief. We discuss the current state of the art, as well as the challenges faced by, and ideas for, future research. Finally, we explore the potentialities of using an embodied virtual body in immersive virtual reality in the field of neurorehabilitation, specifically in the field of pain.</p>
</abstract>
<kwd-group>
<kwd>embodiment</kwd>
<kwd>virtual reality</kwd>
<kwd>pain</kwd>
<kwd>ownership illusion</kwd>
<kwd>body illusion</kwd>
</kwd-group>
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<fig-count count="4"/>
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<page-count count="12"/>
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</front>
<body>
<sec id="S1">
<title>Introduction</title>
<p>Embodiment is defined as the sense of having a body, and the body can be considered to be both the subject and object of medical science and practice (<xref ref-type="bibr" rid="B33">Gallagher, 2001</xref>). One of the main goals in the field of cognitive neuroscience is to investigate how we experience ourselves inside a body as it interacts continuously with the environment. Historically, the bodily self has been described as &#x201C;obvious and unproblematic&#x201D; (<xref ref-type="bibr" rid="B51">James, 1890</xref>) and connected to a single somatic sensory system such as visceral interception (<xref ref-type="bibr" rid="B22">Damasio, 2000</xref>); however, more recently, embodiment has been described as being composed of several different structurally organized subjective components (<xref ref-type="bibr" rid="B68">Longo et al., 2008</xref>), as opposed to a single dimension. Hence, we feel our self as being inside a body, a body that moves according to our intentions (<xref ref-type="bibr" rid="B57">Kilteni et al., 2012a</xref>) and that interacts with the environment. Indeed, the sense of embodiment is thought to emerge from a complex interaction between bottom&#x2013;up and top&#x2013;down signals (<xref ref-type="bibr" rid="B68">Longo et al., 2008</xref>).</p>
<p>At first glance, experimental manipulation of embodiment might seem problematic; however, in the last few years, many studies have investigated bodily perception and revealed alternative ways of manipulating embodiment by using fake body parts. One example of this is the rubber hand illusion (RHI) study, in which synchronous visuotactile stimulation of both a rubber hand located within the visual field of the participant, and the participant&#x2019;s real hand, located outside the visual field of the participant, confers an illusion of ownership over the rubber hand (<xref ref-type="bibr" rid="B14">Botvinick and Cohen, 1998</xref>). Since this study, many researchers have investigated how to manipulate body perception through the use of fake bodies such as a mannequins (<xref ref-type="bibr" rid="B28">Ehrsson and Petkova, 2008</xref>), mirrors (<xref ref-type="bibr" rid="B101">Ramachandran et al., 2009a</xref>), and virtual reality (VR) (<xref ref-type="bibr" rid="B112">Slater et al., 2008</xref>, <xref ref-type="bibr" rid="B114">2010</xref>). <xref ref-type="bibr" rid="B112">Slater et al. (2008)</xref> were the first to replicate the RHI study in VR inducing ownership of a virtual hand based on visuo-tactile correlations, in an experience termed the &#x201C;virtual hand illusion,&#x201D; while a similar ownership was successfully induced by means of visuomotor correlations in <xref ref-type="bibr" rid="B108">Sanchez-Vives et al. (2010)</xref> (see <xref ref-type="fig" rid="F1">Figure 1</xref>). A number of studies have focused on the use of body illusions to address pathological conditions such as chronic pain, with the focus being on the analgesic effects of cross-modal perception (e.g., pain and vision) (for reviews, see <xref ref-type="bibr" rid="B12">Boesch et al., 2015</xref>, <xref ref-type="bibr" rid="B11">2016</xref>; <xref ref-type="bibr" rid="B74">Martini, 2016</xref>).</p>
<fig id="F1" position="float">
<label>FIGURE 1</label>
<caption><p>Experimental setups for <bold>(A)</bold> the rubber hand illusion (RHI), <bold>(B)</bold> the virtual hand illusion in non-immersive virtual reality, and <bold>(C)</bold> the virtual hand illusion in immersive virtual reality. Part <bold>(C)</bold> taken from <xref ref-type="bibr" rid="B75">Martini et al. (2015)</xref>, reprinted with permission from Springer Nature.</p></caption>
<graphic xlink:href="fnhum-13-00279-g001.tif"/>
</fig>
<p>Chronic pain, where the symptoms last beyond normal tissue healing times, is the most burdensome health issue worldwide in terms of years lived with disability (<xref ref-type="bibr" rid="B123">Vos et al., 2012</xref>) and economic cost (<xref ref-type="bibr" rid="B36">Gaskin and Richard, 2012</xref>). In some cases, the negative emotional experience of pain can even lead to suicidal intention (<xref ref-type="bibr" rid="B15">Campbell et al., 2016</xref>). Current management strategies including physical activity/exercise and psychological interventions such as cognitive behavioral therapy show short-term effects only, with small effect sizes (<xref ref-type="bibr" rid="B125">Williams et al., 2012</xref>; <xref ref-type="bibr" rid="B37">Geneen et al., 2017</xref>), while pharmacological agents, such as opioids, have limited efficacy and carry significant risks and side effects (<xref ref-type="bibr" rid="B50">Hofmann et al., 2012</xref>; <xref ref-type="bibr" rid="B17">Carter et al., 2014</xref>). Indeed, the economic burden of prescription opioid misuse alone in the United States is estimated at &#x0024;78.5 billion a year, including healthcare costs, lost productivity, addiction treatment, and criminal justice system involvement (<xref ref-type="bibr" rid="B30">Florence et al., 2016</xref>). Many investigators have therefore attempted to look for new ways to manage pain states <italic>via</italic> non-pharmacological means (<xref ref-type="bibr" rid="B17">Carter et al., 2014</xref>). This paper presents a review of experimental and clinical studies that have explored the manipulation of an embodied virtual body in immersive VR for both experimental and clinical pain relief.</p>
</sec>
<sec id="S2">
<title>What is Embodiment?</title>
<p>The capability of our brain of having a representation of our body results in a mental construction composed of perceptions and ideas about the dynamic organization of our own body, involving vision, touch, proprioception, interoception, motor control, and vestibular sensations (<xref ref-type="bibr" rid="B79">Maselli and Slater, 2013</xref>). In this regard, embodiment is defined as the sense of having a body. But to what are we referring when we talk about having a body? <xref ref-type="bibr" rid="B68">Longo et al. (2008)</xref> described it as follows:</p>
<disp-quote>
<p>The sense of [having] one&#x2019;s own body, variously termed &#x201C;embodiment&#x201D; (<xref ref-type="bibr" rid="B3">Arzy et al., 2006</xref>), &#x201C;coenaesthesia&#x201D; (<xref ref-type="bibr" rid="B20">Critchley, 1953</xref>), &#x201C;bodily self-consciousness&#x201D; (<xref ref-type="bibr" rid="B8">Berm&#x00FA;dez, 1998</xref>; <xref ref-type="bibr" rid="B61">Legrand, 2006</xref>), or &#x201C;corporeal awareness&#x201D; (<xref ref-type="bibr" rid="B21">Critchley, 1979</xref>; <xref ref-type="bibr" rid="B7">Berlucchi and Aglioti, 1997</xref>), has often been described as a non-conceptual, somatic form of knowledge, different in kind from other types of knowledge (e.g., <xref ref-type="bibr" rid="B56">Kant, 1965</xref>; <xref ref-type="bibr" rid="B8">Berm&#x00FA;dez, 1998</xref>).</p>
</disp-quote>
<disp-quote>
<p><xref ref-type="bibr" rid="B68">Longo et al. (2008</xref>, p. 978)</p>
</disp-quote>
<p>These different descriptions of embodiment refer to the fact that we are able to feel the sense of having a body by integrating the different sensory signals arriving to our body, which our brain interprets to create a coherent representation of our self. In this regard, <xref ref-type="bibr" rid="B68">Longo et al. (2008)</xref> discuss the fact that others have described embodiment as the &#x201C;storm-center of experience&#x201D; arriving to our body, resulting in an essential factor for the construction of our internal life (<xref ref-type="bibr" rid="B52">James, 1905</xref>), and that other authors support the idea that embodiment is key for the construction of our inner self representation by demonstrating that the sense of embodiment is also closely related to the sense of self, and is strongly related to our individual psychological identity (<xref ref-type="bibr" rid="B27">Edelman, 2005</xref>; <xref ref-type="bibr" rid="B19">Cassam, 2012</xref>).</p>
<p>However, some investigations have shown that embodiment is divided into different subcomponents that form our body representation, such as body image and body schema (<xref ref-type="bibr" rid="B34">Gallagher and Cole, 1995</xref>). In this regard, it is known that body image and body schema play a fundamental, but clearly differentiated, role in understanding the sense of self and in individual psychological identity.</p>
</sec>
<sec id="S3">
<title>Conceptual Clarifications of Body Image and Body Schema</title>
<p><xref ref-type="bibr" rid="B33">Gallagher (2001)</xref> has described body image as &#x201C;an intentional content of consciousness that consists of a system of perceptions, attitudes, and beliefs pertaining from one&#x2019;s own body.&#x201D; In contrast, body schema has been described as an &#x201C;automatic system of processes that constantly regulates posture and movement&#x201D; and is mostly controlled by the sensorimotor system (<xref ref-type="bibr" rid="B33">Gallagher, 2001</xref>). One clear example of the difference between body image and body schema is the difference between perception of movement (conscious awareness of movement), related to body image, and the final execution of that movement (motor performance), related to body schema.</p>
<p>Studies aimed at analyzing body image have distinguished three different intentional elements: (1) the subject&#x2019;s perceptual experience of his/her own body, (2) the subject&#x2019;s conceptual understanding of the body, and (3) the subject&#x2019;s emotional attitude toward his/her own body (<xref ref-type="bibr" rid="B18">Cash and Brown, 1987</xref>; <xref ref-type="bibr" rid="B98">Powers et al., 1987</xref>; <xref ref-type="bibr" rid="B35">Gardner and Moncrieff, 1988</xref>). The body image relies in the congruent inputs for all sensory and motor systems, and it has been described that experimental asynchronous multisensory stimulation results in distortion of body image (<xref ref-type="bibr" rid="B95">Perez-Marcos et al., 2018</xref>). In contrast, body schema is not the result of mental perception, beliefs, or attitudes, involving instead a system of motor functions or programs that operate &#x201C;below&#x201D; the level of self-referential intentionality, playing a dynamic role in governing posture and movement in a close automatic/subconscious way (<xref ref-type="bibr" rid="B33">Gallagher, 2001</xref>). While subconscious and automatic, body schema is not just a matter of mere reflex. Actions controlled by the body schema can be precisely shaped by the intentional experience or goal-directed behavior of one&#x2019;s own body (<xref ref-type="bibr" rid="B33">Gallagher, 2001</xref>). Therefore, once one becomes aware of perceptual limb position, movement, posture, pleasure, pain, and kinesthetic experience, such awareness contributes to the perceptual aspect of one&#x2019;s body image and such awareness may interact with one&#x2019;s body schema (<xref ref-type="bibr" rid="B33">Gallagher, 2001</xref>).</p>
</sec>
<sec id="S4">
<title>The Body in the Brain</title>
<p>According to <xref ref-type="bibr" rid="B83">Melzack (1990)</xref>, the body schema is controlled by a distributed neural network, or neuromatrix, mostly prewired by genetics, but flexible and open to the continuous shaping influence of experience. This network includes the somatosensory system, reticular afferents to the limbic system, and cortical regions that are important for self-recognition and recognition of external objects and entities. Somatosensory inputs to the brain from different modalities are essential for bodily awareness, especially those from proprioceptors, as demonstrated by <xref ref-type="bibr" rid="B59">Lackner (1988)</xref>, in which he showed changes in body awareness using muscle vibration and other somatic manipulations. The sense of vision is also very important, as demonstrated by the evident anatomical distortions when congenitally blind subjects attempt to draw their own and other people&#x2019;s bodies (<xref ref-type="bibr" rid="B21">Critchley, 1979</xref>). Further, visual information regarding the hand&#x2019;s position is normally in accordance with the proprioceptive information regarding its position (<xref ref-type="bibr" rid="B122">van Beers et al., 1999</xref>). Tactile events regarding the body are strongly coupled with visual information (if available) of the same event (<xref ref-type="bibr" rid="B93">Pavani et al., 1999</xref>). Similarly, execution of movements is normally corroborated by congruent visual and tactile feedback (<xref ref-type="bibr" rid="B53">Janczyk et al., 2009</xref>).</p>
<sec id="S4.SS1">
<title>Brain Lesions and Body Representation</title>
<p>In addition to body perception disturbances in congenitally blind subjects, it has also been shown that brain lesions can induce profound changes in body perception and body representation (<xref ref-type="bibr" rid="B1">Aglioti et al., 2016</xref>). For example, some patients with right-hemisphere lesions report the delusional perception that their contralateral limb or side of their body does not belong to them&#x2014;a syndrome called &#x201C;somatoparaphrenia&#x201D; (<xref ref-type="bibr" rid="B121">Vallar and Ronchi, 2009</xref>; <xref ref-type="bibr" rid="B54">Jenkinson et al., 2013</xref>). These types of lesions allow us to explore the relationship between patients&#x2019; subjective delusory perceptions and their structural brain deficits (<xref ref-type="bibr" rid="B23">de Vignemont, 2011</xref>), especially if those deficits concern areas that are traditionally considered to be multisensory. Further, some brain lesions, such as stroke and/or the resultant neuroplastic changes in the brain, might result in a specific alteration of the body schema or parts of it, as for example in stroke patients who have anosognosia (lack of self-awareness) for their motor and sensory defects and refuse to believe they are affected at all (<xref ref-type="bibr" rid="B81">McGlynn and Schacter, 1989</xref>; <xref ref-type="bibr" rid="B62">Levine et al., 1991</xref>), or stroke patients with personal neglect (<xref ref-type="bibr" rid="B40">Guariglia and Antonucci, 1992</xref>). Disownership of affected body parts can occur after right-sided brain damage (<xref ref-type="bibr" rid="B65">Loetscher et al., 2006</xref>), and has also been observed in chronic pain patients suffering from complex regional pain syndrome (CRPS) (<xref ref-type="bibr" rid="B9">Birklein and Schlereth, 2015</xref>). In addition, brain-damaged patients without amputations have reported the presence of multiple supernumerary body parts, mostly hands or feet (<xref ref-type="bibr" rid="B42">Halligan et al., 1993</xref>; <xref ref-type="bibr" rid="B103">Ramachandran and Blakeslee, 1999</xref>). Regarding neuropathic pain patients, limb amputee patients often present with body perception disturbances, such as the affected limb changing in size and form over time (<xref ref-type="bibr" rid="B43">Halligan et al., 1999</xref>). Body perception disturbances have also been demonstrated in patients with CRPS (<xref ref-type="bibr" rid="B97">Pleger et al., 2006</xref>; <xref ref-type="bibr" rid="B63">Lewis et al., 2007</xref>), chronic low back pain (<xref ref-type="bibr" rid="B89">Moseley, 2008</xref>), and other chronic pain conditions (<xref ref-type="bibr" rid="B69">Lotze and Moseley, 2007</xref>). Finally, body perception disturbances, specifically affecting body image, have been demonstrated in patients with spinal cord injury without brain damage (<xref ref-type="bibr" rid="B31">Fuentes et al., 2013</xref>). Part of these body perception disturbances are caused by alterations in the afferent inputs. When a body part is deafferented (deprived of sensory input), the feeling of an increased size of that body part often occurs. Such an effect is observed under local anesthesia, as well as in patients with spinal cord injury that perceived their torso and limbs elongated (<xref ref-type="bibr" rid="B31">Fuentes et al., 2013</xref>). Similarly, anomalous multisensory information provided experimentally on the body have been found to elicit a recalibration of the body image with an elongation of the stimulated body part (<xref ref-type="bibr" rid="B95">Perez-Marcos et al., 2018</xref>).</p>
<p>In order to study the mechanisms of body perception disturbances, early investigations were conducted in healthy people using devices such as fake limbs, prisms, mirrors, and cameras, which permitted the manipulation of body-related visual cues relative to other body-related sensory information, for example, tactile and proprioceptive cues. On the basis of these techniques, experimental studies on body perception used scenarios in which an external non-self-object was experienced as part of one&#x2019;s own body through multisensory and/or sensorimotor correlations between the real and the fake body or body part. For many psychologists and neuroscientists, these so-called body ownership illusions (BOIs) have constituted the main experimental method for disentangling body perception in healthy adults over the last 15 years (<xref ref-type="bibr" rid="B10">Blanke et al., 2015</xref>).</p>
</sec>
</sec>
<sec id="S5">
<title>Body Ownership Illusions</title>
<p>How the brain represents our body is a fundamental question in cognitive neuroscience (<xref ref-type="bibr" rid="B113">Slater and Sanchez-Vives, 2016</xref>). How can we tell that our hand is part of our body and a physical object like a book is not? We generally believe that our own internal body representation is stable; however, some investigations have elicited the illusion of body ownership over objects that are not part of the body at all, which suggests that our body representation is actually highly malleable. In addition, out-of-body illusion research was reignited by <xref ref-type="bibr" rid="B14">Botvinick and Cohen (1998)</xref> with their RHI study. In the RHI study, perceived ownership of the rubber hand occurs because the brain&#x2019;s perceptual system resolves the sensory conflict between the congruent visuotactile information (the visual position of the rubber hand together with the tactile stimulus from the stroking) and the proprioceptive input (which indicates the position of the real hand) by prioritizing the importance of the visuotactile input over the proprioceptive input, integrating the two separate but synchronous inputs (visual and tactile) into a single prediction, as a result of which participants have the perceptual illusion that the rubber hand is their real hand. The visuotactile input is sufficient to override any contradicting proprioceptive input and produce the (incorrect) prediction that the real hand is located closer to where the rubber hand is, a phenomenon known as &#x201C;proprioceptive drift.&#x201D; Interestingly, if the visual and tactile stimulation are asynchronous, the illusion does not occur, suggesting that congruous multisensory input is required to produce the illusion. Later, <xref ref-type="bibr" rid="B2">Armel and Ramachandran (2003)</xref> demonstrated than when the rubber hand is threatened, there is a strong skin conductance response (SCR), indicating a physiological response to the threat. In this study, they argue that our body representation is continuously updated based on the stimuli being received. With synchronous multisensory perception, we can feel that a rubber hand is our real hand because the brain quickly generates the corresponding illusion as a way of resolving the contradiction between the visuotactile and the proprioceptive inputs (<xref ref-type="bibr" rid="B113">Slater and Sanchez-Vives, 2016</xref>).</p>
<p>Further, it has been shown that BOI may also be induced over the entire body in healthy subjects by using a mannequin (<xref ref-type="bibr" rid="B96">Petkova et al., 2011</xref>). In this study, healthy subjects observed an artificial body (a mannequin) through a head-mounted display connected to a two-synchronized-color video cameras oriented down at the mannequin body. As in the RHI study and in order to induce a BOI, participants received synchronous visuotactile stimulation at the same place in both the artificial and the real body. This whole body illusion is commonly known as the full BOI (<xref ref-type="bibr" rid="B114">Slater et al., 2010</xref>; <xref ref-type="bibr" rid="B79">Maselli and Slater, 2013</xref>). The full body ownership illusion from a first-person perspective is described as the feeling of owning an artificial body, which substitutes the real body as the origin of perceptual sensations. In this regard, some investigations have demonstrated that in order to induce a BOI, first-person visual perspective of the artificial body part or full body is key (<xref ref-type="bibr" rid="B28">Ehrsson and Petkova, 2008</xref>; <xref ref-type="bibr" rid="B114">Slater et al., 2010</xref>; <xref ref-type="bibr" rid="B96">Petkova et al., 2011</xref>). In addition to visuotactile stimulation and visual perspective, it has been shown that subjects may also experience the illusion when visuotactile stimulation is substituted by other modalities of multisensory and/or sensorimotor stimulation, such as sensorimotor contingencies in active or passive movements (<xref ref-type="bibr" rid="B119">Tsakiris et al., 2006</xref>; <xref ref-type="bibr" rid="B108">Sanchez-Vives et al., 2010</xref>; <xref ref-type="bibr" rid="B55">Kalckert and Ehrsson, 2012</xref>).</p>
<p>Hence, in the context of full-body illusions, self-location can be advantageously regarded as the combination of two parallel spatial representations: (1) an abstract allocentric representation of the body, mainly associated with visual perspective (first-or third-person visual perspective), and (2) an egocentric mapping of somatosensory sensations (visuotactile or visuomotor sensations) into the external space, mainly associated with peripersonal space. As reported by specific experimental paradigms adopted to induce out-of-body illusions, if these spatial representations are selectively or simultaneously altered, this could have implications for the sense of ownership of an artificial body (<xref ref-type="bibr" rid="B78">Maselli, 2015</xref>).</p>
</sec>
<sec id="S6">
<title>Embodiment in VR</title>
<p>Nowadays, the integration of technology in the field of applied neuroscience such as VR systems allows the replacement of a person&#x2019;s real body with a virtual body representation, allowing the subject to feel embodied in a virtual body. In this regard, several investigations demonstrate that one may experience the sense of ownership over a virtual limb (<xref ref-type="bibr" rid="B112">Slater et al., 2008</xref>) and even an entire virtual body (<xref ref-type="bibr" rid="B114">Slater et al., 2010</xref>) by using immersive VR. In the latter study, Slater and colleagues demonstrated a full-body transfer illusion in which male subjects were able to embody a virtual female body. This finding was demonstrated subjectively (by questionnaire) and physiologically (through heart-rate changes) in response to an attack on the virtual body.</p>
<p>In addition, VR has been defined as a way to simulate reality and real-life situations (<xref ref-type="bibr" rid="B113">Slater and Sanchez-Vives, 2016</xref>). For example, it has been demonstrated that when a virtual knife stabs an embodied virtual body in an immersive VR environment, participants demonstrate an autonomic response and motor cortex activation in preparation to move the hand out of the way, just as they would in real life (<xref ref-type="bibr" rid="B39">Gonz&#x00E1;lez-Franco et al., 2014</xref>). Hence, anything that can happen in reality can be programed to happen in VR and be experienced as a real situation (<xref ref-type="bibr" rid="B113">Slater and Sanchez-Vives, 2016</xref>).</p>
<p>VR allows the experimenter to manipulate not only the virtual environment but also the embodied virtual body in ways that would be impossible in physical reality (<xref ref-type="bibr" rid="B13">Bohil et al., 2011</xref>). For example, immersive VR allows the manipulation of body representation in terms of structure, shape, size, and color, in ways that can contrast sharply with our own body image (<xref ref-type="bibr" rid="B57">Kilteni et al., 2012a</xref>, <xref ref-type="bibr" rid="B58">b</xref>; <xref ref-type="bibr" rid="B4">Banakou et al., 2013</xref>; <xref ref-type="bibr" rid="B94">Peck et al., 2013</xref>). Further, it has been shown that manipulating the characteristics of the virtual body may influence the physiological responses of the real body (<xref ref-type="bibr" rid="B76">Martini et al., 2013</xref>; <xref ref-type="bibr" rid="B6">Bergstr&#x00F6;m et al., 2016</xref>), and may also modulate behavioral responses of the subjects (<xref ref-type="bibr" rid="B92">Osimo et al., 2015</xref>; <xref ref-type="bibr" rid="B109">Seinfeld et al., 2018</xref>). For this reason, immersive VR has been shown to have many potential applications in the fields of psychotherapy, rehabilitation, and behavioral neuroscience (for reviews, see <xref ref-type="bibr" rid="B117">Tarr and Warren, 2002</xref>; <xref ref-type="bibr" rid="B74">Martini, 2016</xref>; <xref ref-type="bibr" rid="B104">Riva et al., 2018</xref>), and even consciousness studies (for a review, see <xref ref-type="bibr" rid="B107">Sanchez-Vives and Slater, 2005</xref>).</p>
</sec>
<sec id="S7">
<title>VR and Pain Management</title>
<p>At the beginning of the 21st century, VR was introduced to the field of pain management (<xref ref-type="bibr" rid="B45">Hoffman et al., 2000a</xref>). The first application of VR in clinical pain was a video game in which adolescent and adult burnt patients experienced less pain while they were playing (<xref ref-type="bibr" rid="B46">Hoffman et al., 2000b</xref>). Later, Hoffman and colleagues conducted an fMRI brain scan study in which they found that VR greatly and significantly reduced pain in five brain regions of interest related to pain (the anterior cingulate cortex, primary and secondary somatosensory cortex, insula, and thalamus) in healthy subjects exposed to thermal stimulation (<xref ref-type="bibr" rid="B48">Hoffman et al., 2004</xref>). Some years later, a second fMRI study demonstrated that the pain reduction experienced by using VR was comparable to the analgesic effect of a moderate dose of hydromorphone pain medication (<xref ref-type="bibr" rid="B49">Hoffman et al., 2007</xref>). Up to this point, the analgesic properties of VR had been mostly attributed to its powerful distractive capacity. However, its effectiveness has been demonstrated in the management of mild and severe pain states (<xref ref-type="bibr" rid="B26">Doctor et al., 2002</xref>; <xref ref-type="bibr" rid="B44">Hoffman et al., 2011</xref>, <xref ref-type="bibr" rid="B47">2014</xref>). In addition, the positive pain-relieving effects of VR may also be mediated through a reduction in anxiety and through the user experiencing positive emotions such as a sense of fun (<xref ref-type="bibr" rid="B118">Triberti et al., 2014</xref>).</p>
<p>One reason in favor of the distractive effect on pain associated to VR in the studies from Hoffman and colleagues is because of the lack of embodiment in a virtual body in the VR scenarios of their studies, in which patients were observing fun and distractive situations in a display instead of being embodied in a virtual environment through an immersive VR system. In addition, Malloy and Milling, in a review on the effectiveness of VR intervention for pain relief, reported that immersive VR is more effective in promoting analgesia than non-immersive VR systems (<xref ref-type="bibr" rid="B71">Malloy and Milling, 2010</xref>). The difference between these two systems is the lack of embodiment in the non-immersive VR systems, whereas using immersive VR systems, one may be embodied in a virtual body and immersed in the virtual world, feeling present in the generated VR scenario (<xref ref-type="bibr" rid="B107">Sanchez-Vives and Slater, 2005</xref>). It has been reported that this &#x201C;transportation of consciousness to another place&#x201D; involved in the sense of presence in a virtual environment might be strong enough to diminish sensations of pain (<xref ref-type="bibr" rid="B107">Sanchez-Vives and Slater, 2005</xref>). Hence, although Hoffman and colleagues used an immersive VR system in their pain studies, these early pain studies using VR did not include embodiment in a virtual body.</p>
</sec>
<sec id="S8">
<title>Immersive VR and Pain</title>
<p>The sense of being present in an immersive VR scenario while being embodied in a virtual body offers the possibility of modulating pain perception by observing the embodied virtual body from a first-person perspective (for a review, see <xref ref-type="bibr" rid="B74">Martini, 2016</xref>). The representation of the body is modulated by the integration of different sensory signals, and this has been extensively investigated (<xref ref-type="bibr" rid="B70">Macaluso and Maravita, 2010</xref>; <xref ref-type="bibr" rid="B82">Medina and Coslett, 2010</xref>; <xref ref-type="bibr" rid="B111">Serino and Haggard, 2010</xref>; <xref ref-type="bibr" rid="B124">Wesslein et al., 2014</xref>). In this regard, in IVR, we can therefore act on the virtual body seen from a first-person perspective and experimentally manipulate the multisensory integration in a highly controlled way.</p>
<sec id="S8.SS1">
<title>The Vision of the Body in Pain</title>
<p>It has been shown that watching clips of another person&#x2019;s hand receiving painful stimuli, while concomitantly receiving painful laser stimulations on one&#x2019;s one hand, modulates the pain system in the second somatosensory area that reflects the sensory qualities of pain (<xref ref-type="bibr" rid="B120">Valeriani et al., 2008</xref>). Later, Longo and colleagues demonstrated, again using laser-evoked potentials, that the vision of one&#x2019;s painful part of the body is analgesic (<xref ref-type="bibr" rid="B66">Longo et al., 2009</xref>). In this study, they conducted three different experiments in which they showed that when participants observed their own painfully stimulated hand (without observing the painful stimulation), they felt less pain compared to when they were looking at a box or at someone else&#x2019;s hand. The authors postulated that reduction of pain perception while observing one&#x2019;s own hand was due to a visually induced activation of inhibitory GABAergic interneurons in somatosensory areas. Similarly, Cardini and coworkers showed that vision of the hand, compared to vision of a box, caused a suppression of the early somatosensory potential when electrical stimulation was applied to two fingers at the same time, thus revealing an augmented inhibitory interneuronal activity within the somatosensory cortex (<xref ref-type="bibr" rid="B16">Cardini et al., 2011</xref>). This finding was supported by an EEG study by <xref ref-type="bibr" rid="B72">Mancini et al. (2013)</xref>, in which they demonstrated that vision of the body, compared to vision of a neutral object, increased noxious-related beta oscillatory activity bilaterally in sensorimotor areas, which probably reflects cortical inhibitory activity of nociceptive stimuli processing.</p>
<p>Other neuroimaging studies have found that vision of the painful body part (subjected to painful mechanical stimulations) increases the functional connectivity between brain areas of the so-called &#x201C;pain matrix&#x201D; and the posterior parietal and occipito-temporal brain areas related to vision of the body (<xref ref-type="bibr" rid="B67">Longo et al., 2012</xref>). Further, in this study, the authors observed that the vision of one&#x2019;s own hand led to a reduction in the activation of the primary somatosensory cortex and the operculo-insular cortex following painful stimulation (<xref ref-type="bibr" rid="B67">Longo et al., 2012</xref>). Specifically, the analgesic effects of the vision of the body part seem to be site-specific, which means that less pain is perceived when looking at the body region where the painful stimuli is applied (<xref ref-type="bibr" rid="B25">Diers et al., 2013</xref>). Another factor that modulates pain perception while observing the painful part of the body is visual size modification. One example of this is the study by <xref ref-type="bibr" rid="B73">Mancini et al. (2011)</xref>, in which the authors found a direct correlation between thermal pain threshold and hand size. Specifically, they found that enlargement of the stimulus-receiving hand enhanced analgesia (i.e., increased the pain threshold), whereas visual reduction of the hand decreased analgesia (reduced the pain threshold). However, there are contradictory results about how visual size modification affects pain perception. For instance, while enlargement of the affected hand had an analgesic effect in healthy subjects (<xref ref-type="bibr" rid="B73">Mancini et al., 2011</xref>; <xref ref-type="bibr" rid="B105">Romano et al., 2015</xref>), the opposite occurred in patients with chronic arm pain (<xref ref-type="bibr" rid="B87">Moseley et al., 2008</xref>), while enlarging the hand had no effect in patients with hand osteoarthritis (<xref ref-type="bibr" rid="B100">Preston and Newport, 2011</xref>). In addition, when visual enlargement is shown in a single direction (i.e., a &#x201C;stretch&#x201D; illusion) and is accompanied by tactile feedback (emphasizing the stretch by simultaneously pulling on the limb), there is a marked analgesic effect in both hand (<xref ref-type="bibr" rid="B100">Preston and Newport, 2011</xref>) and knee osteoarthritis (<xref ref-type="bibr" rid="B116">Stanton et al., 2018</xref>). It is worth noting that in both these aforementioned studies, a minority of subjects experienced a greater analgesic effect when the opposite (i.e., a shrink/compression) illusion was shown. The authors suggest that the effect may be specific to the individual (<xref ref-type="bibr" rid="B116">Stanton et al., 2018</xref>), which raises the intriguing possibility that greater analgesic effects may be achieved with tailored VR experiences that address cognitive aspects of the patient&#x2019;s unique pain experience. For example, in osteoarthritis, if patients believe that their pain is caused by compression of the bony surfaces, a stretch illusion may be effective; in other patients who believe that swelling is the primary driver of their pain, a shrink illusion may be more effective.</p>
<p>It has been also shown that the observation of a downscaled back in chronic back pain patients reduced their pain perception, while no effect was reported for the enlarged back visual condition (<xref ref-type="bibr" rid="B24">Diers et al., 2016</xref>). The latter study supports the results found in a case study of phantom limb pain conducted by <xref ref-type="bibr" rid="B102">Ramachandran et al. (2009b)</xref>, in which by using mirrors, they found that minimizing the size of the lost left forearm reduced the patients&#x2019; pain perception, while magnifying it had no effect. One explanation for the contradictory results between pain-free participants and chronic pain patients is the complex relationship between pain and the neural representation of the body (<xref ref-type="bibr" rid="B69">Lotze and Moseley, 2007</xref>; <xref ref-type="bibr" rid="B38">Gilpin et al., 2015</xref>). Related to this, while the temporary painful stimulation in pain-free participants for experimental purposes does not modulate the representation of the body, it is known that patients suffering from chronic pain have associated changes in the central neural system, including a modified cortical representation of the painful part of the body (<xref ref-type="bibr" rid="B86">Moseley and Flor, 2012</xref>).</p>
<p>Taken together, these studies demonstrate an important modulatory effect of the vision of one&#x2019;s own painful part of the body, both in healthy subjects and in subjects with chronic pain. However, it has been recently suggested that, in order to be effective at decreasing pain perception, the visual feedback has to be &#x201C;realistic&#x201D; by using real-time video or realistic representations of the painful part of the body, instead of a static or neutral image, at least with chronic lower back pain patients (<xref ref-type="bibr" rid="B24">Diers et al., 2016</xref>). For this reason, pain management using immersive VR, which allows subjects to be embodied in a virtual body capable of movement, seems to be a potential alternative for studying pain perception in both healthy and clinical populations.</p>
</sec>
<sec id="S8.SS2">
<title>Embodiment in VR for Pain Relief</title>
<p>In the context of these studies, Martini and colleagues investigated the effect of virtual body ownership on pain perception and found that looking at one&#x2019;s own virtual hand also had analgesic properties, as described for the real hand (<xref ref-type="bibr" rid="B66">Longo et al., 2009</xref>) (<xref ref-type="fig" rid="F2">Figure 2</xref>). An increased experimental pain threshold was found when compared with the observation of either a real or a virtual object (<xref ref-type="bibr" rid="B77">Martini et al., 2014</xref>). Further, they found that the feeling of ownership over the virtual arm was crucial to accomplish the analgesic effect. Regardless, the analgesic effect experienced while observing one&#x2019;s own body seems to be effective even when observing an embodied virtual body if participants experienced high levels of ownership of the body. The fact that looking at one&#x2019;s own &#x201C;rubber hand&#x201D; (after inducing the RHI) is not analgesic (<xref ref-type="bibr" rid="B84">Mohan et al., 2012</xref>) opened up a debate regarding the extent to which looking at a surrogate body was actually analgesic. This issue was sorted out by <xref ref-type="bibr" rid="B91">Nierula et al. (2017)</xref>, who demonstrated the relevance of the position of the surrogate with respect to the real hand. While the rubber hand cannot be co-located with the real hand (since they both occupy physical space), the virtual hand can be co-located (or not) with the real hand. <xref ref-type="bibr" rid="B91">Nierula et al. (2017)</xref> demonstrated that as the distance between the real and the virtual hand increases, the analgesic effect decreases (<xref ref-type="fig" rid="F3">Figure 3A</xref>). In agreement with this, previous findings by Romano and colleagues also reported reduced physiological responses to painful stimuli measured <italic>via</italic> SCRs, when participants observed a virtual body from a first-person perspective co-located with their real body compared with observing the virtual body turned 90&#x00B0; from the real body (<xref ref-type="bibr" rid="B105">Romano et al., 2015</xref>). Moreover, in the same study, the authors observed that physiological responses were negatively correlated with the size of the virtual body: the bigger the virtual body, the lower the SCRs (<xref ref-type="bibr" rid="B105">Romano et al., 2015</xref>). These results are in line with the observation of a magnified body part increased experimental heat pain thresholds (<xref ref-type="bibr" rid="B73">Mancini et al., 2011</xref>; <xref ref-type="bibr" rid="B106">Romano and Maravita, 2014</xref>).</p>
<fig id="F2" position="float">
<label>FIGURE 2</label>
<caption><p>Experimental setup and results from <xref ref-type="bibr" rid="B66">Longo et al. (2009)</xref> in which vision of the body was shown to be analgesic, subjectively (using self-report pain ratings) and objectively using laser-evoked potentials. <bold>(A)</bold> The mirror box technique in which the subject has the experience of viewing their right hand, while in fact seeing their left hand reflected in a mirror. <bold>(B)</bold> Laser-evoked potentials (left) and peak-to-peak amplitudes (right) for the three experimental conditions. Error bars are one SEM. Reprinted from Copyright [2009] Society for Neuroscience. <sup>&#x2217;</sup><italic>p</italic> &#x003C; 0.05, <sup>&#x2217;&#x2217;</sup><italic>p</italic> &#x003C; 0.01.</p></caption>
<graphic xlink:href="fnhum-13-00279-g002.tif"/>
</fig>
<fig id="F3" position="float">
<label>FIGURE 3</label>
<caption><p><bold>(A)</bold> Experimental setup of co-location experiment by <xref ref-type="bibr" rid="B91">Nierula et al. (2017)</xref>. The participant wore a head-mounted display that provided an immersive virtual environment including a virtual own body that was perceived from a first-person perspective. The transparent arm outlined with a white dashed line indicated the positions of the virtual arm. Position of participant during (left panel) co-location, where the virtual and real arm were co-located, and (middle panel) when there was a distance of 30 cm between the real and virtual arm (right panel). The virtual body from the participant&#x2019;s point of view. Reprinted with permission from Elsevier. <bold>(B)</bold> Participant&#x2019;s view of virtual arm in the experiment by <xref ref-type="bibr" rid="B76">Martini et al. (2013)</xref>. The right arm is co-located with the virtual arm, with congruent finger movements, in order to induce embodiment of the virtual limb. Heat stimulation is provided to the wrist while the skin color changed. Pain threshold was increased in the blue arm condition (left) versus the red arm condition (right).</p></caption>
<graphic xlink:href="fnhum-13-00279-g003.tif"/>
</fig>
<p>Visual manipulations of the body modulate pain perception. One example is the study conducted by <xref ref-type="bibr" rid="B76">Martini et al. (2013)</xref> in which the color of a virtual arm was modified and the pain threshold was measured in healthy subjects (see <xref ref-type="fig" rid="F3">Figure 3B</xref>). Specifically, observation of a bluish &#x201C;cold&#x201D; virtual arm increased heat pain thresholds, whereas observation of a reddened &#x201C;hot&#x201D; virtual arm decreased heat pain thresholds. Co-location of the virtual body with the real one seems to be another key factor for increasing pain thresholds in healthy subjects (<xref ref-type="bibr" rid="B91">Nierula et al., 2017</xref>).</p>
<p>Although evidence suggests that observing one&#x2019;s own body while experiencing a painful stimulus reduces pain perception, what would happen if the painful part of the body were to fade away? To answer this question, Martini and co-workers conducted an experimental study in which the virtual body was rendered with different levels of transparency while participants were exposed to a painful heat stimulus. They found that the higher levels of transparency were inversely correlated with levels of ownership, but where the body was semi-transparent, higher levels of ownership over a see-through body resulted in an increased pain sensitivity (<xref ref-type="bibr" rid="B75">Martini et al., 2015</xref>). Nevertheless, in clinical populations, the effect of transparency is less clear. In this regard, in a study by <xref ref-type="bibr" rid="B80">Matamala-Gomez et al. (2018)</xref>, two different groups of chronic arm pain patients [CRPS and peripheral nerve injury (PNI)] were immersed in VR and the virtual arm was observed by the patients at four different transparency levels (transparency test) and three different sizes (size test). In contrast to the study conducted on healthy subjects by <xref ref-type="bibr" rid="B75">Martini et al. (2015)</xref>, <xref ref-type="bibr" rid="B80">Matamala-Gomez et al. (2018)</xref> found that increasing transparency levels of the observed virtual arm decreased pain ratings in CRPS, but this did not occur in PNI. Size increase slightly increased pain ratings only in CRPS patients. Further, the authors found that patients with chronic pain can achieve levels of ownership and agency over a virtual arm similar to healthy participants. Moreover, the VR exposure to all of the conditions globally decreased the mean pain ratings by half by the end of the experiment compared to pain ratings at baseline (see <xref ref-type="fig" rid="F4">Figure 4</xref>). This study highlights the possibility that embodiment in VR decreases, at least temporarily, pain ratings in patients with chronic pain. The specific underlying mechanisms of each type of pain probably have a role in the type of strategy that is more effective for reducing pain perception in clinical populations. Further research is required to ascertain optimal dosage and duration of the effects.</p>
<fig id="F4" position="float">
<label>FIGURE 4</label>
<caption><p>Experimental setup, and transparency and size tests for <xref ref-type="bibr" rid="B80">Matamala-Gomez et al. (2018)</xref>. <bold>(A)</bold> Patients wore a head-mounted display (HMD) that immersed them in a virtual environment, which allowed participants to feel embodied in a virtual body viewed from a first-person perspective that was co-located with their real body. Virtual balls tapped the fingers during each stimulus presentation, which was accompanied by visuo-tactile stimulation to induce ownership over the virtual arm. <bold>(B)</bold> Transparency test including all four conditions: virtual arm transparency set at 0% (maximum opacity), 25, 50, and 75% (low opacity). <bold>(C)</bold> Size test including all three conditions: virtual arm presented in a big size, in its normal size, and in a small size. Reprinted with permission from Elsevier.</p></caption>
<graphic xlink:href="fnhum-13-00279-g004.tif"/>
</fig>
<p>Other investigations have also used embodiment in a virtual body to modulate pain perception in clinical populations. In a recent study by <xref ref-type="bibr" rid="B115">Solc&#x00E0; et al. (2018)</xref>, 24 CRPS patients were immersed in VR, embodied in a virtual body, and observed their affected virtual limb flashing in synchrony with their own detected heartbeat, or asynchronously in the control condition. Here, the authors observed reduced pain ratings and improved motor limb function while observing the synchronous heartbeat condition compared with the asynchronous control condition. Moreover, in another recent study that attempted to modulate neuropathic pain in spinal cord injury patients, the authors showed that VR exposure using multisensory stimulation is associated with mild analgesia, to suggest potential implications for spinal cord injury neurorehabilitation protocols (<xref ref-type="bibr" rid="B99">Pozeg et al., 2017</xref>). Finally, <xref ref-type="bibr" rid="B64">Llobera et al. (2013)</xref> used body ownership illusions induced using immersive VR combined with a brain&#x2013;computer interface (BCI) system in a single patient with dystonia of the upper limb suffering from chronic pain. The patient was embodied in a virtual body while observing a virtual hand opening either automatically or through a cognitive task assessed using a BCI that required patient effort. The evaluation was conducted also on a group of five healthy controls. The authors found that embodiment in the virtual body induced changes in electromyography and BCI tasks in the patient that were different from those observed in the controls (see <xref ref-type="table" rid="T1">Table 1</xref> for a review).</p>
<table-wrap position="float" id="T1">
<label>TABLE 1</label>
<caption><p>Summary and characteristics of immersive VR studies using embodiment for pain relief.</p></caption>
<table cellspacing="5" cellpadding="5" frame="hsides" rules="groups">
<thead>
<tr>
<td valign="top" align="justify"><bold>Authors</bold></td>
<td valign="top" align="center"><bold>Year</bold></td>
<td valign="top" align="justify"><bold>Sample</bold></td>
<td valign="top" align="justify"><bold>Intervention</bold></td>
<td valign="top" align="justify"><bold>Primary outcomes</bold></td>
</tr>
</thead>
<tbody>
<tr>
<td valign="top" align="justify">Martini, M., P&#x00E9;rez Marcos, D., and Sanchez-Vives, M. V.</td>
<td valign="top" align="center">2013</td>
<td valign="top" align="justify">30 healthy participants</td>
<td valign="top" align="justify">The color of the embodied virtual arm was modified (blue, red, or green). Increasing ramps of heat stimulation applied on the participants&#x2019; arm were delivered concomitantly with the gradual intensification of different colors on the embodied avatar&#x2019;s arm.</td>
<td valign="top" align="justify">Reddened arm significantly decreased the pain threshold compared with normal and bluish skin.</td>
</tr>
<tr>
<td valign="top" align="justify">Llobera, J., Gonz&#x00E1;lez-Franco, M., Perez-Marcos, D., Valls-Sol&#x00E9;, J., Slater, M., and Sanchez-Vives, M. V.</td>
<td valign="top" align="center">2013</td>
<td valign="top" align="justify">One patient with a fixed posture dystonia of the upper limb.<break/>5 healthy controls.</td>
<td valign="top" align="justify">The virtual hand would open either automatically or through a cognitive task assessed through a BCI that required to focus attention on the virtual hand.</td>
<td valign="top" align="justify">The results reveal that body ownership induced changes on electromyography and BCI performance in the patient that were different from those in five healthy controls.</td>
</tr>
<tr>
<td valign="top" align="justify">Martini, M., Perez-Marcos, D., and Sanchez-Vives, M. V.</td>
<td valign="top" align="center">2014</td>
<td valign="top" align="justify">32 healthy participants</td>
<td valign="top" align="justify">Passive movement of the index finger congruent with the movement of the virtual index finger was used in the &#x201C;synchronous&#x201D; condition to induce ownership of the virtual arm. The pain threshold was tested by thermal stimulation under four conditions: (1) synchronous movements of the real and virtual fingers, (2) asynchronous movements, (3) seeing a virtual object instead of an arm, and (4) not seeing any limb in real world.</td>
<td valign="top" align="justify">The ownership of a virtual arm <italic>per se</italic> can significantly increase the thermal pain threshold.</td>
</tr>
<tr>
<td valign="top" align="justify">Martini, M., Kilteni, K., Maselli, A., and Sanchez-Vives, M. V.</td>
<td valign="top" align="center">2015</td>
<td valign="top" align="justify">24 healthy participants</td>
<td valign="top" align="justify">Participants observed four different levels of transparency of the virtual arm (0, 25, 50, and 75%), while they were tested for pain threshold by increasing ramps of heat stimulation.</td>
<td valign="top" align="justify">Body ownership illusion decreases when the body becomes more transparent. Further, providing invisibility of the body does not increase pain threshold.</td>
</tr>
<tr>
<td valign="top" align="justify">Romano, D., Llobera, J., and Blanke, O.</td>
<td valign="top" align="center">2015</td>
<td valign="top" align="justify">21 healthy participants</td>
<td valign="top" align="justify">Participants observed a manipulated visual size (small, normal, big) of an embodied virtual body during painful stimulation.</td>
<td valign="top" align="justify">The results suggest that pain processing is modulated during illusory states of body self-consciousness and that these changes are greater for larger virtual bodies.</td>
</tr>
<tr>
<td valign="top" align="justify">Pozeg, P., Palluel, E., Ronchi, R., Solc&#x00E0;, M., Al-Khodairy, A. W., Jordan, X., et al.</td>
<td valign="top" align="center">2017</td>
<td valign="top" align="justify">20 patients with SCI with paraplegia<break/>20 healthy controls</td>
<td valign="top" align="justify">Participants were submitted to a virtual leg illusion (VLI) and received asynchronous or synchronous visuotactile stimulation to the participant&#x2019;s back (either immediately above the lesion level or at the shoulder) and to the virtual legs.</td>
<td valign="top" align="justify">Patients with SCI were less sensitive to illusory leg ownership (as compared to HC) and that leg ownership decreased with time since SCI.<break/>VLI and full body illusion were both associated with mild analgesia that was only during the VLI specific for synchronous visuotactile stimulation.</td>
</tr>
<tr>
<td valign="top" align="justify">Solc&#x00E0;, M., Ronchi, R., Bello-Ruiz, J., Schmidlin, T., Herbelin, B., Luthi, F., et al.</td>
<td valign="top" align="center">2018</td>
<td valign="top" align="justify">24 patients with CRPS<break/>24 age-and sex-matched healthy controls</td>
<td valign="top" align="justify">Participants were immersed in a virtual environment and shown a virtual depiction of their affected limb that was flashing in synchrony (or in asynchrony in the control condition) with their own online detected heartbeat (heartbeat-enhanced virtual reality).</td>
<td valign="top" align="justify">Heart-enhanced VR reduced pain ratings, improved motor limb function, and modulated a physiologic pain marker (HRV). These significant improvements were reliable and highly selective, absent in control HEVR conditions, not observed in healthy controls.</td>
</tr>
<tr>
<td valign="top" align="justify">Matamala-Gomez, M., Gonzalez, A. M. D., Slater, M., and Sanchez-Vives, M. V.</td>
<td valign="top" align="center">2018</td>
<td valign="top" align="justify">9 patients with CRPS type 1<break/>10 patients with PNI</td>
<td valign="top" align="justify">Participants were immersed in VR and the virtual arm was shown at four different transparency levels (0, 25, 50, 75%), and three sizes (small, normal, big).</td>
<td valign="top" align="justify">All seven conditions globally decreased pain ratings to half. Increasing transparency decrease pain in CRPS but not in PNI. Increasing size increased pain ratings only in CRPS.</td>
</tr>
</tbody>
</table></table-wrap>
</sec>
</sec>
<sec id="S9">
<title>Discussion</title>
<p>This review has discussed the potentialities of using an embodied virtual body in immersive VR for pain modulation. Specifically, we have discussed the use of multisensory integration applications, by means of body ownership illusions, to decrease pain perception in healthy and clinical populations.</p>
<p>In a systematic review conducted by <xref ref-type="bibr" rid="B11">Boesch et al. (2016)</xref> of non-virtual body illusions (illusory changes of size, mirror therapy, etc.) on clinical pain, they found that there is limited evidence to suggest that bodily illusions can alter pain, but some illusions, namely, mirror therapy, bodily resizing, and use of functional prostheses, show therapeutic promise. Concerning the effects of embodiment on clinical pain, the authors discuss two studies of patients with chronic pain that showed no effect of embodiment on pain levels and suggest that a potential explanation is that embodiment and pain modulation may be separate processes. However, the review did not examine any studies that used immersive VR studies to induce embodiment. Here, we show that through an embodied virtual body, we may modulate body representation and change pain perception in healthy and clinical populations.</p>
<p>Regarding the importance of body representation in pain perception, it is known that many chronic pain patients have a distorted representation of the affected part of the body (<xref ref-type="bibr" rid="B63">Lewis et al., 2007</xref>; <xref ref-type="bibr" rid="B89">Moseley, 2008</xref>; <xref ref-type="bibr" rid="B110">Senkowski and Heinz, 2016</xref>). Further, misrepresentations of the body have been associated with pain (<xref ref-type="bibr" rid="B69">Lotze and Moseley, 2007</xref>), and several reports support structural and functional differences between people with and without pain, both at a cortical or at a subcortical level, in brain areas involved in body awareness and body perception (<xref ref-type="bibr" rid="B29">Flor et al., 1997</xref>; <xref ref-type="bibr" rid="B97">Pleger et al., 2006</xref>; <xref ref-type="bibr" rid="B41">Gwilym et al., 2010</xref>). Distortions of body perception involving a painful part of the body (i.e., the body part feeling larger than it really is) have also been demonstrated (<xref ref-type="bibr" rid="B90">Moyer, 2005</xref>; <xref ref-type="bibr" rid="B63">Lewis et al., 2007</xref>). There is some evidence that treatment directed at changing these functional brain alterations, such as graded motor imagery and sensorimotor retraining (<xref ref-type="bibr" rid="B88">Moseley, 2004</xref>, <xref ref-type="bibr" rid="B85">2006</xref>; <xref ref-type="bibr" rid="B97">Pleger et al., 2006</xref>), reduces pain, which suggests that there is a bidirectional link between pain and body perception. In addition to this, it has been shown that pain perception is reduced with a corresponding restoration of functional cortical representation of the painful part of the body in CRPS patients (<xref ref-type="bibr" rid="B97">Pleger et al., 2006</xref>).</p>
</sec>
<sec id="S10">
<title>Future Research</title>
<p>These studies support a link between body perception and clinical disorders such as pain, highlighting the advantages of using embodiment through VR systems in neurorehabilitation and pain management. Nonetheless, robust and suitably powered randomized control trials are needed to further explore the full potential of body illusions and embodied technologies to modulate pain perception, especially with the use of immersive VR. Furthermore, further investigations aimed at modulating pain perception through an embodied virtual body with larger sample sizes will allow a better understanding of the contribution that the subjective feeling of ownership over an embodied virtual body has on pain perception. Moreover, future studies on this topic may make use of brain imaging techniques, which will allow better identification of the neural structures underlying the complex link between modification of body perception and pain.</p>
<p>Interestingly, virtual body embodiment may also allow the study empathy in pain. It is known that the mere observation of other people in pain tends to elicit empathic responses regarding pain perception in one&#x2019;s body (<xref ref-type="bibr" rid="B60">Lamm et al., 2011</xref>; <xref ref-type="bibr" rid="B5">Benuzzi et al., 2018</xref>). Hence, what will happen if we use embodiment to create a pain-free representation of the body? Although some authors have started to investigate how to use empathy for pain relief by using embodiment (<xref ref-type="bibr" rid="B32">Fusaro et al., 2016</xref>), further investigations are needed to create new behavioral and cognitive training methods for modulating pain perception in clinical populations.</p>
</sec>
<sec id="S11">
<title>Conclusion</title>
<p>The studies commented throughout this narrative review, especially those conducted with chronic pain patients, pave the way for the design of new rehabilitation protocols with prolonged and repeated doses of embodied virtual body in immersive VR to tackle chronic pain disorders, and enable the integration of such &#x201C;digital therapy&#x201D; with existing conventional pain treatments.</p>
</sec>
<sec id="S12">
<title>Author Contributions</title>
<p>MM-G contributed to the bibliographic review and writing of the manuscript. TD contributed to the writing and review of the manuscript. SB and GS contributed to the bibliographic suggestions and review of the manuscript. MS-V and CT contributed to the supervision of the manuscript.</p>
</sec>
<sec id="conf1">
<title>Conflict of Interest Statement</title>
<p>The authors declare that the research was conducted in the absence of any commercial or financial relationships that could be construed as a potential conflict of interest.</p>
</sec>
</body>
<back>
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