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<front>
<journal-meta>
<journal-id journal-id-type="publisher-id">Front. Virtual Real.</journal-id>
<journal-title>Frontiers in Virtual Reality</journal-title>
<abbrev-journal-title abbrev-type="pubmed">Front. Virtual Real.</abbrev-journal-title>
<issn pub-type="epub">2673-4192</issn>
<publisher>
<publisher-name>Frontiers Media S.A.</publisher-name>
</publisher>
</journal-meta>
<article-meta>
<article-id pub-id-type="publisher-id">733076</article-id>
<article-id pub-id-type="doi">10.3389/frvir.2021.733076</article-id>
<article-categories>
<subj-group subj-group-type="heading">
<subject>Virtual Reality</subject>
<subj-group>
<subject>Perspective</subject>
</subj-group>
</subj-group>
</article-categories>
<title-group>
<article-title>Virtual Reality as a Context for Adaptation</article-title>
<alt-title alt-title-type="left-running-head">Yarossi et&#x20;al.</alt-title>
<alt-title alt-title-type="right-running-head">Virtual Reality as a Context</alt-title>
</title-group>
<contrib-group>
<contrib contrib-type="author" corresp="yes">
<name>
<surname>Yarossi</surname>
<given-names>Mathew</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">&#x2a;</xref>
<uri xlink:href="https://loop.frontiersin.org/people/375287/overview"/>
</contrib>
<contrib contrib-type="author">
<name>
<surname>Mangalam</surname>
<given-names>Madhur</given-names>
</name>
<xref ref-type="aff" rid="aff1">
<sup>1</sup>
</xref>
<uri xlink:href="https://loop.frontiersin.org/people/728800/overview"/>
</contrib>
<contrib contrib-type="author">
<name>
<surname>Naufel</surname>
<given-names>Stephanie</given-names>
</name>
<xref ref-type="aff" rid="aff3">
<sup>3</sup>
</xref>
</contrib>
<contrib contrib-type="author">
<name>
<surname>Tunik</surname>
<given-names>Eugene</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="aff" rid="aff4">
<sup>4</sup>
</xref>
<uri xlink:href="https://loop.frontiersin.org/people/339357/overview"/>
</contrib>
</contrib-group>
<aff id="aff1">
<label>
<sup>1</sup>
</label>Department of Physical Therapy, Movement and Rehabilitation Sciences, Northeastern University, <addr-line>Boston</addr-line>, <addr-line>MA</addr-line>, <country>United&#x20;States</country>
</aff>
<aff id="aff2">
<label>
<sup>2</sup>
</label>Department of Electrical and Computer Engineering, Northeastern University, <addr-line>Boston</addr-line>, <addr-line>MA</addr-line>, <country>United&#x20;States</country>
</aff>
<aff id="aff3">
<label>
<sup>3</sup>
</label>Facebook Reality Labs Research, <addr-line>Menlo Park</addr-line>, <addr-line>CA</addr-line>, <country>United&#x20;States</country>
</aff>
<aff id="aff4">
<label>
<sup>4</sup>
</label>Department of Bioengineering, Northeastern University, <addr-line>Boston</addr-line>, <addr-line>MA</addr-line>, <country>United&#x20;States</country>
</aff>
<author-notes>
<fn fn-type="edited-by">
<p>
<bold>Edited by:</bold> <ext-link ext-link-type="uri" xlink:href="https://loop.frontiersin.org/people/137171/overview">Nadia Magnenat Thalmann</ext-link>, Universit&#xe9; de Gen&#xe8;ve, Switzerland</p>
</fn>
<fn fn-type="edited-by">
<p>
<bold>Reviewed by:</bold> <ext-link ext-link-type="uri" xlink:href="https://loop.frontiersin.org/people/853347/overview">David Harris</ext-link>, University of Exeter, United&#x20;Kingdom</p>
<p>
<ext-link ext-link-type="uri" xlink:href="https://loop.frontiersin.org/people/564376/overview">Richard Skarbez</ext-link>, La Trobe University, Australia</p>
</fn>
<corresp id="c001">&#x2a;Correspondence: Mathew Yarossi, <email>m.yarossi@northeastern.edu</email>
</corresp>
<fn fn-type="other">
<p>This article was submitted to Virtual Reality and Human Behaviour, a section of the journal Frontiers in Virtual Reality</p>
</fn>
</author-notes>
<pub-date pub-type="epub">
<day>18</day>
<month>11</month>
<year>2021</year>
</pub-date>
<pub-date pub-type="collection">
<year>2021</year>
</pub-date>
<volume>2</volume>
<elocation-id>733076</elocation-id>
<history>
<date date-type="received">
<day>29</day>
<month>06</month>
<year>2021</year>
</date>
<date date-type="accepted">
<day>23</day>
<month>09</month>
<year>2021</year>
</date>
</history>
<permissions>
<copyright-statement>Copyright &#xa9; 2021 Yarossi, Mangalam, Naufel and Tunik.</copyright-statement>
<copyright-year>2021</copyright-year>
<copyright-holder>Yarossi, Mangalam, Naufel and Tunik</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&#x20;terms.</p>
</license>
</permissions>
<abstract>
<p>The COVID-19 pandemic has accelerated interest in virtual reality (VR) for education, entertainment, telerehabilitation, and skills training. As the frequency and duration of VR engagement increases&#x2014;the number of people in the United&#x20;States using VR at least once per month is forecasted to exceed 95 million&#x2014;it is critical to understand how VR engagement influences brain and behavior. Here, we evaluate neurophysiological effects of sensory conflicts induced by VR engagement and posit an intriguing hypothesis: the brain processes VR as a unique &#x201c;context&#x201d; leading to the formation and maintenance of independent sensorimotor representations. We discuss known VR-induced sensorimotor adaptations to illustrate how VR might manifest as a context for learning and how technological and human factors might mediate the context-dependency of sensorimotor representations learned in&#x20;VR.</p>
</abstract>
<kwd-group>
<kwd>virtual reality</kwd>
<kwd>context learning</kwd>
<kwd>vestibulo-ocular reflex</kwd>
<kwd>optic flow</kwd>
<kwd>motor learning</kwd>
<kwd>sensorimotor transformation</kwd>
</kwd-group>
<contract-sponsor id="cn001">Facebook<named-content content-type="fundref-id">10.13039/100005801</named-content>
</contract-sponsor>
<contract-sponsor id="cn002">National Institute of Neurological Disorders and Stroke<named-content content-type="fundref-id">10.13039/100000065</named-content>
</contract-sponsor>
<contract-sponsor id="cn003">Eunice Kennedy Shriver National Institute of Child Health and Human Development<named-content content-type="fundref-id">10.13039/100009633</named-content>
</contract-sponsor>
<contract-sponsor id="cn004">Division of Chemical, Bioengineering, Environmental, and Transport Systems<named-content content-type="fundref-id">10.13039/100000146</named-content>
</contract-sponsor>
<contract-sponsor id="cn005">Division of Civil, Mechanical and Manufacturing Innovation<named-content content-type="fundref-id">10.13039/100000147</named-content>
</contract-sponsor>
</article-meta>
</front>
<body>
<sec sec-type="intro" id="s1">
<title>1 Introduction</title>
<p>The COVID-19 pandemic has accelerated interest in virtual reality (VR) for education (<xref ref-type="bibr" rid="B1">Affouneh et&#x20;al., 2020</xref>; <xref ref-type="bibr" rid="B71">Pears et&#x20;al., 2020</xref>; <xref ref-type="bibr" rid="B72">Pregowska et&#x20;al., 2021</xref>), entertainment (<xref ref-type="bibr" rid="B88">Sigala, 2020</xref>), telerehabilitation (<xref ref-type="bibr" rid="B55">Mantovani et&#x20;al., 2020</xref>; <xref ref-type="bibr" rid="B90">Singh et&#x20;al., 2020</xref>; <xref ref-type="bibr" rid="B103">Wang et&#x20;al., 2020</xref>), and skills training (<xref ref-type="bibr" rid="B16">De Ponti et&#x20;al., 2020</xref>; <xref ref-type="bibr" rid="B21">Ehrlich et&#x20;al., 2020</xref>). As the frequency and duration of VR engagement increases&#x2014;the number of people in the United&#x20;States using VR at least once per month is forecasted to exceed 95 million (<xref ref-type="bibr" rid="B100">Vailshery, 2021</xref>)&#x2014;it is important to understand how VR engagement influences the brain and behavior. Here, we evaluate the known behavioral and neurophysiological effects of sensory conflicts such as visual-vestibular mismatch induced by VR engagement and posit an alluring hypothesis: the brain interprets VR as a unique &#x201c;context&#x201d;, leading to the formation and maintenance of specific sensorimotor representations for VR engagement. We provide a working definition of VR as a context and offer examples of how context-specificity of VR may influence the brain and behavior at different levels of sensorimotor functioning: vestibulo-ocular reflex (VOR) gains, visuomotor adaptation of voluntary movements, and spatial navigation. We next review several technological and human factors that may influence the extent to which the brain might interpret VR as a unique context for learning and performance. Finally, we identify the implications of this hypothesis and avenues for additional scientific exploration.</p>
<p>What is a context for learning? Two definitions of &#x201c;context&#x201d; are relevant to VR. In experimental psychology (associative learning (<xref ref-type="bibr" rid="B3">Aiba et&#x20;al., 1994</xref>; <xref ref-type="bibr" rid="B104">Wasserman and Miller, 1997</xref>; <xref ref-type="bibr" rid="B12">Bouton, 2010</xref>; <xref ref-type="bibr" rid="B81">Rosas et&#x20;al., 2013</xref>; <xref ref-type="bibr" rid="B99">Urcelay and Miller, 2014</xref>), fear conditioning (<xref ref-type="bibr" rid="B5">Antoniadis and McDonald, 2000</xref>; <xref ref-type="bibr" rid="B59">Marschner et&#x20;al., 2008</xref>; <xref ref-type="bibr" rid="B58">Maren et&#x20;al., 2013</xref>), semantic memory (<xref ref-type="bibr" rid="B49">Kutas and Federmeier, 2000</xref>; <xref ref-type="bibr" rid="B22">Federmeier et&#x20;al., 2002</xref>; <xref ref-type="bibr" rid="B40">Jones et&#x20;al., 2015</xref>)), <italic>context-specificity</italic> implies that a behavior is more likely to be displayed in the state, place, or circumstance in which it was learned (e.g., attending an examination in the same location as the place of study results in better retrieval of the subject matter). In sensorimotor neuroscience, <italic>context-dependent adaptation</italic> refers to learning multiple motor programs depending on specific sensory conditions and efficiently retrieving the learned motor programs later upon recognition of the same sensory conditions (<xref ref-type="bibr" rid="B29">Glover and Dixon, 2001</xref>; <xref ref-type="bibr" rid="B78">Richter et&#x20;al., 2004</xref>; <xref ref-type="bibr" rid="B13">Burguiere et&#x20;al., 2005</xref>; <xref ref-type="bibr" rid="B106">Welch and Ting, 2014</xref>; <xref ref-type="bibr" rid="B67">Neszm&#xe9;lyi and Horv&#xe1;th, 2019</xref>). Here, we define a &#x201c;VR context&#x201d; as a set of sensory cues associated with engagement with immersive head-mounted display-based virtual reality (HMD-VR), and &#x201c;context-dependent learning&#x201d; as the memory of learned adaptations that previously yielded reduced sensory conflict and hence more accurate behavior in VR. In this perspective, we focus our attention on the context-dependencies of the VR experience agnostic to the virtual scene, task, or paradigm. We, therefore, focus more directly on the sensorimotor aspects of the &#x201c;VR context.&#x201d; However, we do not exclude the possibility of context-dependent behavioral patterns associated with the content of the virtual&#x20;scene.</p>
<sec id="s1-1">
<title>2 How Might VR Manifest as a Context?</title>
<p>Repeated experiences within a context can enhance retrieval of specific adaptation strategies required for successful actions. For example, with repeated exposures to VR, a user may over time form a prediction about a sensorimotor error experienced in VR. Donning a head-mounted display (HMD) may cue recall of a previously learned adaptation strategy to overcome the error, establishing VR as the context for retrieval of previous learning. This context-specific learning may involve simple reflex adaption, visuomotor adaptation of voluntary movements, and navigation-based adaptations.</p>
</sec>
<sec id="s1-2">
<title>2.1 VR as a Context for Reflex Adaptation</title>
<p>Relatively low-tech experiences, such as wearing corrective magnifying lenses or scuba goggles, provide clues about context-dependent learning during engagement with HMD-VR. These accessories alter the perceived distance, position, and size of objects, creating a vestibular-ocular conflict akin to that experienced in VR and requiring recalibration of the <italic>vestibulo-ocular reflex</italic> (VOR) to stabilize gaze. VOR is a low latency (10&#x2013;12&#xa0;ms) reflex that enables eye rotation in an equal and opposite direction of head rotation to maintain gaze fixation (<xref ref-type="bibr" rid="B27">Gauthier and Robinson, 1975</xref>; <xref ref-type="bibr" rid="B30">Gonshor and Jones, 1976a</xref>; <xref ref-type="bibr" rid="B31">Gonshor and Jones, 1976b</xref>; <xref ref-type="bibr" rid="B69">Paige and Sargent, 1991</xref>). Atypical viewing conditions can result in the loss of fixation due to insufficient ocular compensation for head rotation. Image blur due to this &#x201c;retinal slip&#x201d; serves as an error signal, encouraging the adaptation of the VOR gain to minimize the blur (<xref ref-type="bibr" rid="B39">Ito, 1998</xref>). Multiple VOR gains can be toggled as appropriate contexts arise. For instance, donning a familiar pair of magnifying eyeglasses induces rapid changes in VOR gain to accommodate the magnification (<xref ref-type="bibr" rid="B14">Collewijn et&#x20;al., 1983</xref>; <xref ref-type="bibr" rid="B17">Demer et&#x20;al., 1987</xref>). Simply, the tactile feedback of putting on or even touching scuba goggles suffices to toggle VOR adaptation in experienced divers (<xref ref-type="bibr" rid="B101">Virre, 1996</xref>; <xref ref-type="bibr" rid="B86">Sharoni et&#x20;al., 2001</xref>). Does VR also constitute a context for which a VOR gain is learned and retrieved under specific sensory conditions?</p>
<p>Visuovestibular conflict induced by dynamic head-tracking errors and delays in virtual environment projection result in a velocity-dependent phase lag between the vestibular feedback of head rotation and visual feedback of scene rotation (<xref ref-type="bibr" rid="B18">DiZio and Lackner, 1992</xref>). Just like corrective magnifying lenses, visuovestibular conflict in VR also induces VOR adaptation (<xref ref-type="bibr" rid="B19">Draper, 1996</xref>, <xref ref-type="bibr" rid="B20">1998</xref>; <xref ref-type="bibr" rid="B101">Virre, 1996</xref>). For example, reduced VOR gain was found following 20&#xa0;min of gameplay when head rotation was used to direct the character&#x2019;s movement and returned to normal 30&#xa0;min following cessation of VR engagement (<xref ref-type="bibr" rid="B94">Di Girolamo et&#x20;al., 2001</xref>). In a cohort of patients with unilateral vestibular hypofunction, VOR gain increased following 1&#xa0;month of vestibular training using a VR racing game (<xref ref-type="bibr" rid="B61">Micarelli et&#x20;al., 2017</xref>, <xref ref-type="bibr" rid="B62">2019</xref>). This cohort also showed better retention of increased VOR gain at a 12-month follow-up than a comparable cohort that received conventional vestibular training alone (<xref ref-type="bibr" rid="B102">Viziano et&#x20;al., 2019</xref>). More investigations of VOR adaptation in healthy individuals using modern HMD-VR systems with repeated engagements are needed to comprehensively probe these phenomena.</p>
<p>Given these initial studies, we hypothesize that VR may constitute a context for which VOR gain can be learned and retrieved whenever that context is recalled based on sensory cues (<xref ref-type="fig" rid="F1">Figure&#x20;1</xref>). Similar to how putting on goggles can retrieve VOR adaptation specific to the lenses&#x2019; magnification (<xref ref-type="bibr" rid="B34">Herdman, 1998</xref>; <xref ref-type="bibr" rid="B28">Gimmon et&#x20;al., 2018</xref>), donning an HMD may also drive retrieval of a learned VOR adaptation. Contextual cues typically associated with VOR adaptation such as vergence angle (<xref ref-type="bibr" rid="B52">Lewis et&#x20;al., 2003</xref>), head position (<xref ref-type="bibr" rid="B95">Tan et&#x20;al., 1992</xref>; <xref ref-type="bibr" rid="B109">Yakushin et&#x20;al., 2003</xref>), and eye position (<xref ref-type="bibr" rid="B87">Shelhamer et&#x20;al., 1992</xref>) are common attributes of HMD-VR headsets (<xref ref-type="bibr" rid="B48">Kramida, 2015</xref>), and hence, VOR may adapt specifically to HMD-VR. If true, context-dependent retrieval of VOR adaptation should depend on the duration, frequency, and consistency of VR engagement. For instance, in one study, VOR adaptation paired with a unique head orientation was retained for a much longer time than the training duration, and some retention existed outside of the training context (<xref ref-type="bibr" rid="B109">Yakushin et&#x20;al., 2003</xref>; <xref ref-type="bibr" rid="B83">Schubert et&#x20;al., 2008</xref>). To understand VR as a context for reflex adaptation, we need to address whether these gains are truly remembered or learned <italic>de novo</italic> each time, albeit at a faster rate with the help of familiar sensory&#x20;cues.</p>
<fig id="F1" position="float">
<label>FIGURE 1</label>
<caption>
<p>HMD-VR constitutes a context for which a vestibulo-ocular reflex (VOR) gain can be learned and retrieved based on sensory cues. <bold>(A)</bold>. A new user dons an HMD-VR. <bold>(B)</bold>. The user experiences a mismatch between the rotational velocity of the head and that of the visual scene, causing a retinal slip error. <bold>(C)</bold>. Over time, the adaptation of VOR gain reduces the retinal slip error. <bold>D.</bold> The user removes the HMD-VR. <bold>(E)</bold>. An aftereffect is experienced in the real world, causing retinal slip. VOR deadapts to reduce the error. <bold>(B&#x2013;E)</bold> may repeat several times prior to F, resulting in the learning of the adaptation<italic>.</italic> <bold>(F, G)</bold>. Even sight or touch of the HMD triggers a &#x201c;preparatory&#x201d; change in VOR gain upon or even prior to entering the VR. <bold>(H)</bold>. Retinal slip is minimal or absent in the HMD-VR due to preparatory VOR adaptation. <bold>(I)</bold>. Removal of the HMD is accompanied by preparatory deadaptation of VOR gain. <bold>(J)</bold>. Aftereffects are greatly diminished due to preparatory deadaptation. <bold>(K)</bold>. The HMD-VR has now become a &#x201c;context&#x201d; for the retrieval of a previously successful strategy for reducing retinal slip, and the sight or touch of the HMD becomes the sensory cues triggering this retrieval.</p>
</caption>
<graphic xlink:href="frvir-02-733076-g001.tif"/>
</fig>
</sec>
<sec id="s1-3">
<title>2.2 VR as a Context for Adaptation of Voluntary Movements</title>
<p>Adaptation of voluntary movements refers to the integration of proprioceptive and visual information of movement outcomes to reduce sensory prediction error by updating an internal model. It is typically studied by examining changes in movement patterns in response to visuoproprioceptive discordance, such as in the prismatic adaptation paradigm (<xref ref-type="bibr" rid="B74">Redding et&#x20;al., 2005</xref>; <xref ref-type="bibr" rid="B54">Luaut&#xe9; et&#x20;al., 2009</xref>; <xref ref-type="bibr" rid="B75">Redding and Wallace, 2013</xref>). Individuals can learn to toggle between learned adaptations and multiple environments by rapidly retrieving the appropriate internal model or strategy based on specific sensory cues (<xref ref-type="bibr" rid="B64">Mistry and Contreras-Vidal, 2004</xref>; <xref ref-type="bibr" rid="B33">Hegele and Heuer, 2010</xref>; <xref ref-type="bibr" rid="B37">Huberdeau et&#x20;al., 2015</xref>; <xref ref-type="bibr" rid="B84">Schween et&#x20;al., 2018</xref>). Errors in co-registration between the head and virtual scene can cause displacement and rotation of the virtual display with respect to the real world, inducing visual-proprioceptive discordance (<xref ref-type="bibr" rid="B19">Draper, 1996</xref>). Visual-proprioceptive discordance may also arise from body tracking errors resulting in displacements or gains between real-world movements and those of virtual avatars (<xref ref-type="bibr" rid="B19">Draper, 1996</xref>).</p>
<p>Accumulating evidence suggests that VR might encourage reliance on explicit learning strategies based on explicit knowledge about the task and target error (<xref ref-type="bibr" rid="B98">Taylor et&#x20;al., 2014</xref>; <xref ref-type="bibr" rid="B96">Taylor and Ivry, 2014</xref>), in contrast to implicit adaptation, or &#x201c;error-based learning,&#x201d; which improves performance continuously and involves updating an internal model based on sensory prediction errors. Researchers evaluated differences in motor learning mechanisms between a 2D screen-based visuomotor adaptation task and HMD-VR presentation of the same task (<xref ref-type="bibr" rid="B4">Anglin et&#x20;al., 2017</xref>). Participants were more likely to use explicit strategies in HMD-VR, although in both conditions, they required the same time to adapt to the perturbation and reduce errors. In another study, participants showed larger aftereffects in a prismatic adaptation task in HMD-VR compared to prism goggles (<xref ref-type="bibr" rid="B73">Ramos et&#x20;al., 2019</xref>).</p>
<p>Evaluating aftereffects is critical to learning in VR, but few studies have investigated this variable. Findings from the real world indicate that explicit strategies provide rapid performance improvements during adaptation and are particularly beneficial for tasks requiring rapid and precise mastery of a visuomotor transformation. However, explicit strategies may be detrimental in tasks requiring consistent performance during learning (e.g., performing an endoscopic surgery using a robotic device).</p>
<p>Explicit strategies are predominantly used early in the learning process, while later learning relies on the adoption and use of an internal model (<xref ref-type="bibr" rid="B97">Taylor and Ivry, 2011</xref>; <xref ref-type="bibr" rid="B98">Taylor et&#x20;al., 2014</xref>; <xref ref-type="bibr" rid="B60">McDougle et&#x20;al., 2015</xref>). Studies that include a focus on duration of VR engagement are especially important to understanding if, and at what point, individuals adapt an implicit strategy in VR. Additionally, the nature of the learning process is a critical factor for understanding the transfer of skills from VR to the real world. VR-based learning often shows little transfer to the real world (<xref ref-type="bibr" rid="B51">Levac et&#x20;al., 2019</xref>). For instance, amplification of errors in VR negatively impacted transfer due to the use of different coordination strategies (<xref ref-type="bibr" rid="B56">Marchal-Crespo et&#x20;al., 2017</xref>, <xref ref-type="bibr" rid="B57">2019</xref>). Even in older adults and healthy controls, practice in VR does not transfer to the real world (<xref ref-type="bibr" rid="B15">de Mello Monteiro et&#x20;al., 2014</xref>). The typical approach to enhancing skill transfer is to increase the similarity between virtual and real tasks (<xref ref-type="bibr" rid="B51">Levac et&#x20;al., 2019</xref>). However, this attempt would be useless if the brain perceives VR as a distinct context.</p>
</sec>
<sec id="s1-4">
<title>2.3 VR as a Context for Spatial Navigation</title>
<p>Navigation involves the use of 1) idiothetic or &#x201c;self-motion&#x201d; cues (e.g., vestibular, proprioceptive, efference) generated by the body and head movements for multisensory path integration and 2) allothetic or &#x201c;landmark&#x201d; cues (e.g., visual, auditory, tactile) for processing landmark information. Integration of the two is necessary to specify an individual&#x2019;s spatial orientation in allocentric coordinates. The entailed visual, proprioceptive, and vestibular multisensory integration might differ between VR and the real&#x20;world.</p>
<p>The importance of self-motion in spatial navigation is well demonstrated. The accuracy of scene recognition is reduced when an array of objects is rotated relative to a stationary observer but not when the observer moves relative to a stationary display (<xref ref-type="bibr" rid="B89">Simons and Wang, 1998</xref>). Self-motion, but not the passive motion of objects, facilitates scene recognition from novel viewpoints (<xref ref-type="bibr" rid="B107">Witmer and Kline, 1998</xref>; <xref ref-type="bibr" rid="B24">Wang and Simons, 1999</xref>), and self-motion is critical for orientation (<xref ref-type="bibr" rid="B43">Klatzky et&#x20;al., 1998</xref>). Not surprisingly, given their susceptibility to disorientation after visual rotations, people face difficulty in learning spatial layouts in VR (<xref ref-type="bibr" rid="B76">Richardson et&#x20;al., 1999</xref>). Context-specific learning in VR does not necessarily involve bodily self-movement in the visual scene (<xref ref-type="bibr" rid="B79">Riecke et&#x20;al., 2010</xref>), but spatial navigation within VR may entail intrinsic conflicts due to a false sense of motion induced by optic flow (<xref ref-type="bibr" rid="B70">Park et&#x20;al., 2018</xref>). The distinct relationship between self-motion and optic flow in VR likely leads to distinct ways in which spatial information is encoded (<xref ref-type="bibr" rid="B2">Aghajan et&#x20;al., 2015</xref>).</p>
<p>In summary, navigation in VR likely does not engage the idiothetic component of &#x201c;self-motion&#x201d; comparable to that in the real world. It is immensely challenging to fully identify how this fact influences how VR is interpreted by the brain as a unique context.</p>
</sec>
</sec>
<sec id="s2">
<title>3 Key Factors That Influence the Interpretation of VR as a Sensorimotor Context</title>
<sec id="s2-1">
<title>3.1 Technological Factors</title>
<p>Sensory conflict in HMD-VR arises from 1) head motion tracking errors, 2) body motion tracking errors, and 3) delays, lags, and errors in optic flow (<xref ref-type="fig" rid="F2">Figure&#x20;2</xref>) (<xref ref-type="bibr" rid="B35">Holloway, 1995</xref>). The previous sections have described the processes by which tracking errors lead to sensory adaptations with a focus on dynamic head-tracking errors and VOR adaptation, static head or body tracking errors and adaptation of voluntary arm movements, and the influence of optic flow errors on spatial navigation. Currently, little is known about how the type, magnitude, and variability of VR-system errors affect the adaptation and recall of sensorimotor representations. Information about these factors is critical to engineering innovation in VR to further decrease the gap between the real and virtual world. In this regard, &#x201c;presence&#x201d; becomes a critical lens through which to view these factors that determine the extent to which the brain interprets VR as a distinct context. <italic>Presence</italic> most broadly refers to &#x201c;the perceived realness of a mediated or virtual experience&#x201d; (<xref ref-type="bibr" rid="B91">Skarbez et&#x20;al., 2017</xref>). However, &#x201c;presence&#x201d; as a universal construct for evaluating VR remains amorphous (see <xref ref-type="bibr" rid="B91">Skarbez et&#x20;al., 2017</xref> for an in-depth discussion of the definitions of presence). Several definitions of presence concentrate on sensorimotor coupling in the virtual world (<xref ref-type="bibr" rid="B93">Slater and Wilbur, 1997</xref>; <xref ref-type="bibr" rid="B110">Zahorik and Jenison, 1998</xref>; <xref ref-type="bibr" rid="B92">Slater, 2009</xref>; <xref ref-type="bibr" rid="B91">Skarbez et&#x20;al., 2017</xref>), with perhaps the most well established being Slater&#x2019;s &#x201c;response-as-if-real (RAIR)&#x201d; formulation (<xref ref-type="bibr" rid="B92">Slater, 2009</xref>). RAIR states that if a VR user experiences Place Illusion (sense of being in the virtual environment) and Plausibility Illusion (the sense that the virtual experience is really happening), then they should react to virtual stimuli as if they were real. Place Illusion is described to be a function of the sensorimotor contingencies, referred to as <italic>immersion</italic>, afforded by the virtual reality system. In contrast, Plausibility Illusion is described to be a function of the internal logical and behavioral consistency, referred to as <italic>coherence</italic>, of the virtual experience. Importantly, this formulation of presence can be assessed objectively through measurements of participant behavior and is, therefore, most relevant to the notion that VR may represent a context for adaptation. We note that this is indeed distinct from definitions of presence that describe &#x201c;feeling&#x201d; present, which is a subjective response most often measured by self-report. Whether the sense of presence in VR is related to the extent to which VR is a context for sensorimotor learning remains an open question that may add an important new dimension to the study of presence.</p>
<fig id="F2" position="float">
<label>FIGURE 2</label>
<caption>
<p>Three examples of context-specific learning in head-mounted display-based virtual reality (HMD-VR).</p>
</caption>
<graphic xlink:href="frvir-02-733076-g002.tif"/>
</fig>
</sec>
<sec id="s2-2">
<title>3.2 Human Factors</title>
<p>Age is a critical factor influencing the extent to which VR is interpreted as a distinct context. VOR gain changes in early development (&#x3c;10&#xa0;years) have been linked to the development of inhibitory control of the reticular formation in the brainstem (<xref ref-type="bibr" rid="B68">Ornitz et&#x20;al., 1985</xref>). VOR gain also reduces in aging individuals (&#x3e;75&#xa0;years) (<xref ref-type="bibr" rid="B8">Baloh et&#x20;al., 1993</xref>), indicating a reduction in reflex adaptation. Due to poorly calibrated VOR in these populations, head movements can cause image motion on the retina, leading to deficits in motor learning in VR. Whether VR is associated with greater sensitivity to retinal slip and whether VOR adaptation, retention, and consolidation in VR proceed the same way over the lifespan remain open questions.</p>
<p>Young children may experience VR as real to a greater extent than adults do (<xref ref-type="bibr" rid="B23">Flavell et&#x20;al., 1990</xref>; <xref ref-type="bibr" rid="B85">Sharar et&#x20;al., 2007</xref>; <xref ref-type="bibr" rid="B77">Richert et&#x20;al., 2011</xref>; <xref ref-type="bibr" rid="B7">Bailey and Bailenson, 2017</xref>) and even respond to non-immersive virtual environments in a way that is cognitively and behaviorally distinct from adults (<xref ref-type="bibr" rid="B10">Baumgartner et&#x20;al., 2006</xref>, <xref ref-type="bibr" rid="B9">2008</xref>). In two studies, adolescents (13&#x2013;17&#xa0;years of age) (<xref ref-type="bibr" rid="B10">Baumgartner et&#x20;al., 2006</xref>) and adults (21&#x2013;43&#xa0;years of age) (<xref ref-type="bibr" rid="B10">Baumgartner et&#x20;al., 2006</xref>) were found to recruit the prefrontal cortex during the virtual engagement more than children (8&#x2013;11&#xa0;years old and 6&#x2013;11&#xa0;years old, respectively). It may be that young children, who have a less mature prefrontal cortex and feel more presence in virtual environments, might show increased reliance on implicit learning strategies and may consequently experience a greater degree of interference between real-world tasks and VR. Indeed, evidence indicates that VR might interfere with the normal development of sensorimotor coordination (<xref ref-type="bibr" rid="B63">Miehlbradt et&#x20;al., 2020</xref>) due to an increased reliance on the information obtained from the modality with the highest context-dependent reliability (<xref ref-type="bibr" rid="B32">Gori et&#x20;al., 2008</xref>; <xref ref-type="bibr" rid="B66">Nardini et&#x20;al., 2014</xref>). However, we are unaware of systematic investigations about the sensorimotor consequences of prolonged VR engagement in pediatric populations.</p>
<p>In contrast to the younger populations, aging increases reliance on sensorimotor predictions about the consequences of self-generated actions due to the structural and functional changes in frontostriatal circuits (<xref ref-type="bibr" rid="B108">Wolpe et&#x20;al., 2016</xref>). Older populations may therefore be more likely than young adults to interpret VR as a distinct context. These age-related changes are important to consider since they may make VR-based training less likely to transfer to the real world in these geriatric populations, as has been reported (<xref ref-type="bibr" rid="B51">Levac et&#x20;al., 2019</xref>). Beyond age, sensorimotor deficits due to various health conditions might also affect the scope of VR-based interventions in clinical populations, though conclusive evidence remains sparse. Finally, other human factors to consider include sex-related differences. In fact, sex-related differences in postural stability in VR have been noted in the literature; women are more likely than men to experience cybersickness in VR (<xref ref-type="bibr" rid="B44">Koslucher et&#x20;al., 2016</xref>; <xref ref-type="bibr" rid="B65">Munafo et&#x20;al., 2017</xref>). Additional studies should examine whether these differences percolate to reflex adaptation, the adaptation of voluntary movements, and spatial navigation and if the female brain interprets VR as a distinct context more readily than the male brain&#x20;does.</p>
<p>Overall, an emerging theme is that the developmental status of the prefrontal cortex (young children), and the ability to integrate multisensory information quickly and veridically (aging adults), influences the extent to which the brain interprets VR as a distinct context, and the sense of presence may be the critical component mediating its influence on cognition and behavior.</p>
</sec>
<sec id="s2-3">
<title>3.3 Duration of VR Engagement</title>
<p>Most investigations of sensory conflict in VR involve a single session with less than 2&#xa0;hours of VR engagement. Even these studies have been limited to subjective reports of cybersickness caused by visuovestibular conflict (<xref ref-type="bibr" rid="B26">Gallagher and Ferr&#xe8;, 2018</xref>; <xref ref-type="bibr" rid="B105">Weech et&#x20;al., 2018</xref>; <xref ref-type="bibr" rid="B42">Kim et&#x20;al., 2020</xref>). Evidence that increased duration of single-session VR engagement increases self-reported cybersickness (<xref ref-type="bibr" rid="B41">Kennedy et&#x20;al., 2000</xref>; <xref ref-type="bibr" rid="B45">Kourtesis et&#x20;al., 2019</xref>) and repeated exposure to VR reduces self-reported cybersickness (<xref ref-type="bibr" rid="B41">Kennedy et&#x20;al., 2000</xref>; <xref ref-type="bibr" rid="B80">Risi and Palmisano, 2019</xref>) offers insights into how the duration and frequency of VR engagement might be related to context-dependent learning. In particular, reduced cybersickness with repeated VR engagement might indicate a strategy to overcome sensory conflict errors learned during previous VR engagements. This hypothesis is also in line with recent reports that faster readaptation to a learned sensory conflict relies more on retrieving explicit learning than faster implicit learning (<xref ref-type="bibr" rid="B6">Avraham et&#x20;al., 2021</xref>).</p>
<p>When sensory conflict resolution in VR is viewed as a form of context-dependent learning, exciting questions emerge about how the schedule of VR engagement affects known properties of context-dependent learning. What schedule of engagement is required for VR to constitute a contextual cue for retrieval of learned adaptations? Certain types of context-dependent learning, such as fear conditioning, form strong context-dependent memories upon a single exposure to the context (<xref ref-type="bibr" rid="B58">Maren et&#x20;al., 2013</xref>; <xref ref-type="bibr" rid="B53">Lonsdorf et&#x20;al., 2017</xref>), whereas other types of learning require repeated context-dependent learning to form strong context-dependent memories (<xref ref-type="bibr" rid="B38">Ingram et&#x20;al., 2011</xref>; <xref ref-type="bibr" rid="B82">Ruitenberg et&#x20;al., 2012</xref>; <xref ref-type="bibr" rid="B50">Lee and Fisher, 2019</xref>). It is important to understand the interaction between the strength of context-dependent memories of learned adaptations and variability in the magnitude of sensory conflict upon repeated VR engagement. If tracking errors or visual display lags vary even slightly, retrieving a learned adaptation may interfere with the recalibration of sensory adaptations (<xref ref-type="bibr" rid="B25">Fu and Santello, 2012</xref>). Probing the effects of different forms of interference on context encoding, conditioning, retrieval, and extinction would provide valuable information about how VR-induced sensory conflict is resolved (<xref ref-type="bibr" rid="B11">Bouton, 1994</xref>, <xref ref-type="bibr" rid="B12">2010</xref>).</p>
</sec>
</sec>
<sec id="s3">
<title>4 Discussion</title>
<p>Understanding the extent to which the brain interprets VR as a unique context precludes sustained and successful adoption of VR technology. Context-dependent learning may either be an asset or a hindrance to VR engagements. When used for entertainment, teleconferencing, or work it may be preferable to minimize carryover of sensorimotor adaptations from VR to the real world. Because short-lasting or absent aftereffects are a hallmark of context-dependent learning, it may be desirable to enhance context dependency of learned adaptations for these use cases. In contrast, when VR is used for for skills training or rehabilitation it may be desirable to reduce the context-dependency of learning to enhance aftereffects and ultimately generalization of learning from VR to the real world. This transfer might be accomplished by reducing the repeatability of the environment or increasing the presence of the experience.</p>
<p>A complete absence of visuomotor discrepancies, or full immersion, has been previously hypothesized to give rise to a strong sense of Place Illusion (<xref ref-type="bibr" rid="B91">Skarbez et&#x20;al., 2017</xref>; <xref ref-type="bibr" rid="B92">Slater, 2009)</xref>. Given the definition of context presented here, the complete absence of visuomotor discrepancies would theoretically remove the need for interpreting VR as a context for sensorimotor adaption. However, whether this is true or not remains to be tested. Perhaps the more pertinent question is, how veridical does a VR system need to be to remove context? Furthermore, it is likely that the magnitude and type of sensorimotor discordance may affect context dependencies of reflex conditioning, voluntary motor adaptation, and spatial navigation differently. We hypothesize that VR as a context for spatial navigation is likely distinct from VR as a context for reflex adaptation or for adaptation of voluntary movements. Low coherence within the virtual world, yielding poor Plausibility Illusion, is more likely to influence how spatial information is encoded and may likely constitute a context distinct from the real world that persists even when sensorimotor discordance is low. Studies that address the technological and human factors that may influence whether the brain interprets a context distinct from the real world are few and far between. The following questions remain open for both the engineers developing the systems and the perceptual scientists interested in the neurological effects of VR:<list list-type="simple">
<list-item>
<p>&#x2022; How do the duration, frequency, and schedule of engagement influence whether the brain perceives VR as a context distinct from the real world?</p>
</list-item>
<list-item>
<p>&#x2022; What are the aftereffects of VR engagement and how do they change with repeated exposure?</p>
</list-item>
<list-item>
<p>&#x2022; What are the thresholds for sensorimotor adaptation in VR? How close to the human perceptual threshold can sensory conflicts occur without causing the individual to invoke a learning or adaptation strategy? Does it matter if sensory conflicts occur suddenly or gradually?</p>
</list-item>
<list-item>
<p>&#x2022; How do sensory conflicts arising from multiple sources of error (e.g., head and body tracking errors combined) affect adaptation? Is there a different threshold for each source of error?</p>
</list-item>
<list-item>
<p>&#x2022; Are there interference or reinforcement effects between training performed in VR and transferred to the real world?</p>
</list-item>
</list>
</p>
<p>Future work on context-dependent learning based on numerous well-validated designs previously used for testing retrieval, interference, and savings (<xref ref-type="bibr" rid="B47">Krakauer et&#x20;al., 1999</xref>, <xref ref-type="bibr" rid="B46">2005</xref>; <xref ref-type="bibr" rid="B111">Zarahn et&#x20;al., 2008</xref>; <xref ref-type="bibr" rid="B36">Huang et&#x20;al., 2011</xref>; <xref ref-type="bibr" rid="B98">Taylor et&#x20;al., 2014</xref>) can provide a greater understanding of the extent to which the brain interprets VR as a unique context, providing invaluable information to VR applications across multiple domains.</p>
</sec>
</body>
<back>
<sec id="s4">
<title>Data Availability Statement</title>
<p>No original data was included in the article, further inquiries can be directed to the corresponding authors.</p>
</sec>
<sec id="s5">
<title>Author Contributions</title>
<p>MY, MM, SN, and ET conceived the idea for the manuscript; MY, MM, and SN drafted the manuscript; MY, MM, SN, and ET edited and revised manuscript; MY, MM, SN, and ET approved the final version of manuscript.</p>
</sec>
<sec id="s6">
<title>Funding</title>
<p>The project was primarily funded by a research contract under Facebook&#x2019;s Sponsored Academic Research Agreement. The project was additionally supported in part by NIH-2R01NS085122 (ET), NIH-2R01HD058301 (ET), NSF-CBET-1804550 (ET), and NSF-CMMI-M3X-1935337 (ET and&#x20;MY)</p>
</sec>
<sec sec-type="COI-statement" id="s7">
<title>Conflict of Interest</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>
<sec sec-type="disclaimer" id="s8">
<title>Publisher&#x2019;s Note</title>
<p>All claims expressed in this article are solely those of the authors and do not necessarily represent those of their affiliated organizations, or those of the publisher, the editors, and the reviewers. Any product that may be evaluated in this article, or claim that may be made by its manufacturer, is not guaranteed or endorsed by the publisher.</p>
</sec>
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