ClinicalTrials.gg
RecruitingNCT07870044Updated Oct 13, 2026

Investigating Techniques to Enhance the Sense of Embodiment in Immersive Virtual Reality

An interventional study of Immersive Virtual Reality Embodiment Manipulations in Spinal Cord Injury, Stroke and Healthy, sponsored by IRCCS Eugenio Medea. Recruiting at 1 site in Italy. Open to participants aged 12 Years to 50 Years, including healthy volunteers. Per ClinicalTrials.gov, last updated 2026-10-13.

Sponsored by IRCCS Eugenio Medea · Not applicable, Interventional, and Basic science

From the registry’s dates

  • Registered 8 months after the study started (first participant enrolled Feb 2026, registered Oct 2026).
  • Started Feb 2026; still recruiting 8 months later.
Updated Oct 13, 2026Newly registeredGo to Updates ↓
Phase
Not applicable
Study type
Interventional
Enrollment
90
Allocation
Not applicable
Ages
12 Years to 50 Years
Sex
All
01

Study summary

Embodiment is an important aspect of virtual reality because it affects how natural and engaging the experience feels and can influence performance and learning in VR-based applications, including rehabilitation [McAnally \& Wallis, 2022]. In VR, embodiment refers to the extent to which a person feels that a virtual body (avatar) is their own and under their control. It is typically described as having three components: sense of agency (feeling that one is causing the avatar's actions), body ownership (feeling that the avatar's body is one's own), and self-location (feeling located where the avatar is) [Kilteni, Groten, \& Slater, 2012]. While many VR systems aim to increase embodiment, there is limited evidence on which specific techniques are most effective-especially in people with acquired neurological injuries, in whom central nervous system damage may alter body perception and multisensory integration [Guy, Normand, Jeunet-Kelway, \& Moreau, 2023].

This study will compare several VR techniques that may enhance embodiment, including synchronized visual and tactile stimulation, heart-rate-based visual biofeedback, increased possibilities to actively control the avatar, and familiarity with the performed action. Participants will include healthy volunteers and individuals with acquired neurological injuries (spinal cord injury or stroke). Across three study days, participants will complete multiple short VR conditions while wearing physiological sensors, and after each VR condition, participants will complete questionnaires about their VR experience. The goal is to identify which VR techniques most effectively increase embodiment and whether embodiment-related responses differ between healthy participants and clinical groups.

Read the detailed description

This is a prospective, single-center, non-profit interventional study conducted at IRCCS Eugenio Medea (Bosisio Parini, Italy) in collaboration with CNR-STIIMA. The aim is to investigate factors that influence embodiment during immersive virtual reality (VR), in healthy volunteers and in individuals with acquired neurological injuries (spinal cord injury or stroke). The study evaluates the effects of: (1) visuo-tactile stimulation, (2) VR biofeedback synchronized with the participant's heart rate, (3) the degree of active control over the avatar and virtual environment, and (4) familiarity with the performed action.

Each participant completes three experimental days. On Day 1, participants experience multiple short VR conditions, including a baseline condition (no additional stimulation), visuo-tactile stimulation, heart-rate-synchronized biofeedback, and active hand control of the avatar using motion tracking and data gloves. After each condition, participants perform a brief reaction-time task used in the literature as an objective, performance-based measure related to embodiment [Haggard, 2017; Scandola et al., 2019]: brief light stimuli are presented either on the avatar's body or in the surrounding virtual environment, and participants respond as quickly as possible when a light appears. Reaction times to body versus environment stimuli are compared, and the task is repeated after each condition to examine whether performance changes depending on the preceding VR experience.

On Day 2, participants complete immersive VR cycling tasks designed to probe sense of agency and body ownership by manipulating the match between visual feedback and the participant's actual movements (matched vs mismatched feedback) and by comparing active versus passive movement conditions. During Day 2, electroencephalography (EEG) is recorded to investigate neural correlates associated with embodiment and agency under the different VR manipulations [Estevers et al., 2025].

On Day 3, participants complete first-person VR mobility scenarios (walking or wheelchair) to evaluate embodiment in relation to task familiarity, comparing passive versus active exploration, with and without heart-rate-synchronized biofeedback.

Across all study days, participants wear wearable sensors to record electrodermal activity (EDA) [Hägni et al, 2008; Giangualano et al, 2025], cardiac activity for heart rate variability (HRV) [Ronca et al, 2024; Marìn-Morales, 2021; Hassard 2022] , and skin temperature [Salomon et al, 2013; Crivelli et al, 2021], providing objective physiological measures that may vary with embodiment-related experiences. After each condition on each study day, participants also complete the Virtual Embodiment Questionnaire (VEQ) [Roth \& Latoschik, 2020)].

Planned analyses will compare experimental conditions and participant groups (within each study day) using both subjective outcomes (VEQ scores) and objective measures (reaction-time task performance, physiological signals, and EEG metrics).

02

Conditions studied

  • Spinal Cord Injury
  • Stroke
  • Healthy

Keywords

  • embodiment
  • virtual reality
  • Sense of agency
  • body ownership
  • Self-location
  • virtual avatar
03

In context

Spinal Cord Injuries

1,988 studies on the registry are indexed under Spinal Cord Injuries; 516 are open to participants now.

This study's planned enrollment of 90 is above the median of 24 across 1,594 interventional studies indexed under Spinal Cord Injuries.

Browse Spinal Cord Injuries studies →

Lead sponsor

IRCCS Eugenio Medea is the lead sponsor of 108 studies on the registry; 55 are open to participants now.

Counted across the registry records on this site, refreshed daily.

04

Who can participate

Ages eligible
12 Years to 50 Years
Sexes eligible
All
Accepts healthy volunteers
Yes

Go through the criteria one by one — yes, no or not sure — and take the list to your doctor or the study team. Kept in this browser only.

Inclusion criteria

  • Age 12 to 50 years
  • Typically developing participants (healthy volunteers) OR participants with spinal cord injury OR participants with history of stroke
  • Score ≥ 7 on the "Vocabulary" subtest of WISC (for minors) or WAIS (for adults)

Exclusion criteria

Exclusion Criteria:

  • History of epilepsy or epileptic seizures
  • Poor head control
  • Visual acuity not correctable with glasses
05

Study design

Phase
Not applicable
Primary purpose
Basic science
Allocation
Not applicable
Intervention model
Single group
Masking
None (open label)
Enrollment
90 participants (estimated)

Study arms

  • Experimental
    Immersive VR Embodiment Conditions (Within-Subject)

    Participants complete multiple immersive virtual reality conditions across three study days. Conditions manipulate factors expected to influence embodiment. The order of conditions is randomized within each study day. Subjective embodiment is assessed after each condition using questionnaire, together with objective physiological measures.

    Behavioral: Immersive Virtual Reality Embodiment Manipulations

Interventions

  • BehavioralImmersive Virtual Reality Embodiment Manipulations

    Participants undergo multiple immersive virtual reality conditions designed to modulate embodiment. Conditions include synchronized visuo-tactile stimulation, heart-rate-synchronized visual biofeedback, varying degrees of active control of the avatar, and tasks with different levels of familiarity. Conditions are presented as short VR scenarios across three study days, with randomized order within each day.

06

What researchers measure

Primary outcomes

  1. Virtual Embodiment Questionnaire (VEQ) Subscale Scores (Ownership, Agency, Perceived Change in Body Representation)

    Embodiment-related self-report assessed with the Virtual Embodiment Questionnaire (VEQ). Three subscale scores are computed: Ownership, Agency, and Perceived Change in Body Representation. Each subscale score is calculated as the mean of 4 items rated on a 7-point Likert scale (1 = strongly disagree to 7 = strongly agree). Higher scores indicate stronger perceived ownership of the virtual body (Ownership), greater sense of control over the virtual body/actions (Agency), and stronger perceived change in body representation during VR (Perceived Change in Body Representation).

    Time frame: Immediately after each VR condition on Day 1, Day 2, and Day 3.

Secondary outcomes

  1. Virtual Environment Light Test: Mean Reaction Time by Body vs Environment Locations

    Participants perform a VR reaction-time task in which brief light stimuli are presented at predefined locations: on the avatar's right upper limb, left upper limb, right lower limb, left lower limb, or in the virtual environment outside the avatar. Stimuli occur at randomized intervals (1-5 seconds). Participants respond as quickly as possible when a light appears. The outcome is the mean reaction time (milliseconds) computed separately for each stimulus location category. Location-specific averages are used to capture potential asymmetries relevant to the clinical groups (e.g., right/left differences in stroke due to hemiparesis, and upper vs lower limb differences in spinal cord injury due to predominant lower-limb impairment).

    Time frame: Immediately after each VR condition on Day 1.

  2. Electrodermal Activity (EDA) during VR conditions

    Electrodermal activity (EDA), a measure of sympathetic arousal, includes a tonic component (skin conductance level, SCL) and a phasic component (skin conductance responses, SCR). EDA is recorded during the VR sessions. For each VR condition, EDA metrics are computed relative to the baseline. The tonic component is summarized as the mean SCL during the condition. Phasic activity is summarized by SCR measures, including the number of SCR peaks and the mean SCR peak amplitude during the condition. Baseline-referenced values are computed as change from baseline for each metric.

    Time frame: During each VR condition (60 seconds on Day 1 and Day 3; 120 seconds on Day 2)

  3. Skin Temperature During Virtual Reality Conditions

    Chest skin temperature will be analyzed as a slow physiological indicator that may vary with embodiment-related experiences in VR; based on prior findings, decreases in peripheral skin temperature have been reported with stronger embodiment. For each VR condition, skin temperature will be summarized as the mean value and condition values will be expressed relative to the baseline period (change from baseline).

    Time frame: During each VR condition (60 seconds on Day 1 and Day 3; 120 seconds on Day 2)

  4. Heart Rate Variability (HRV) From ECG During VR Conditions

    Electrocardiogram (ECG) is recorded continuously during each study session; on Day 1 and Day 3, the ECG-derived heart rate is also used to provide real-time heart-rate visual biofeedback in VR. R-peaks are detected to derive the RR-interval time series, with artifact beat correction prior to analysis. Heart rate variability (HRV) is quantified for each VR condition and compared with baseline. Planned HRV metrics include standard time-domain indices (e.g., mean RR, SDNN, RMSSD) and frequency-domain indices (e.g., LF and HF power and LF/HF ratio). In the literature, HRV frequency components have been reported as sensitive to embodiment-related manipulations, with higher LF activity associated with lower embodiment and higher HF activity associated with moderate/high embodiment.

    Time frame: During each VR condition (60 seconds on Day 1 and Day 3; 120 seconds on Day 2)

  5. EEG Spectral Power and Derived Cognitive Indices During VR Cycling Tasks (Day 2)

    Electroencephalography (EEG) is recorded during the second study day using the eego mylab system with a 32-channel cap. EEG data will be pre-processed and analyzed in MATLAB using EEGLAB and custom scripts to remove artifacts and restrict the frequency content to the bands of interest. Power spectral density is computed and summarized within standard EEG bands (Delta, Theta, Alpha, and Beta). From band-power features, indices reflecting cognitive state are derived. For each VR condition, EEG-derived indices are compared with the preceding resting baseline segment to quantify condition-related deviations. In prior VR research, spectral features-particularly in the alpha and beta bands, including spatio-spectral patterns-have been investigated as potential correlates of embodiment-related processes.

    Time frame: During each VR condition on Day 2 (120 seconds)

07

Study locations

1 of 1 sites recruiting
08

References and documents

Publications

  • McAnally K, Wallis G. Visual-haptic integration, action and embodiment in virtual reality. Psychol Res. 2022 Sep;86(6):1847-1857. doi: 10.1007/s00426-021-01613-3. Epub 2021 Oct 28. PubMed 34709463 ↗
  • Guy, M., Normand, J. M., Jeunet-Kelway, C., & Moreau, G. (2023). The sense of embodiment in virtual reality and its assessment methods. Frontiers in Virtual Reality, 4, 1141683.
  • Kilteni, K., Groten, R., & Slater, M. (2012). The sense of embodiment in virtual reality. Presence: Teleoperators and Virtual Environments, 21(4), 373-387.
  • Giangualano, A., Boffi, P., Osimo, S. A., Yavari, M., Gabbiadini, A., Lanzi, P. L., & Gallace, A. (2025, October). Embodiment in Nature: How Avatar Choice Shapes an Underwater Virtual Reality Experience. In 2025 IEEE International Conference on Metrology for eXtended Reality, Artificial Intelligence and Neural Engineering (MetroXRAINE) (pp. 506-511). IEEE.
  • Esteves D, Valente M, Bendor SE, Andrade A, Vourvopoulos A. Identifying EEG biomarkers of sense of embodiment in virtual reality: insights from spatio-spectral features. Front Neuroergon. 2025 May 12;6:1572851. doi: 10.3389/fnrgo.2025.1572851. eCollection 2025. PubMed 40420994 ↗
  • HASSARD, A. (2023). The Sense of Embodiment in Virtual Reality Explored Through Presence, Narrative Immersion and Physical Effort.
  • Marin-Morales J, Higuera-Trujillo JL, Guixeres J, Llinares C, Alcaniz M, Valenza G. Heart rate variability analysis for the assessment of immersive emotional arousal using virtual reality: Comparing real and virtual scenarios. PLoS One. 2021 Jul 1;16(7):e0254098. doi: 10.1371/journal.pone.0254098. eCollection 2021. PubMed 34197553 ↗
  • Crivelli D, Polimeni E, Crotti D, Bottini G, Salvato G. Bilateral skin temperature drop and warm sensibility decrease following modulation of body part ownership through mirror-box illusion. Cortex. 2021 Feb;135:49-60. doi: 10.1016/j.cortex.2020.11.015. Epub 2020 Dec 3. PubMed 33360760 ↗
  • Salomon R, Lim M, Pfeiffer C, Gassert R, Blanke O. Full body illusion is associated with widespread skin temperature reduction. Front Behav Neurosci. 2013 Jul 25;7:65. doi: 10.3389/fnbeh.2013.00065. eCollection 2013. PubMed 23898244 ↗
  • Ronca, V., Ricci, A., Capotorto, R., Di Donato, L., Freda, D., Pirozzi, M., Palermo, E., Mattioli, L., Di Gironimo, G., Coccorese, D., Buonocore, S., Massa, F., Germano, D., Di Flumeri, G., Borghini, G., Babiloni, F., & Aricò, P. (2024). How Immersed Are You? State of the Art of the Neurophysiological Characterization of Embodiment in Mixed Reality for Out-of-the-Lab Applications. Applied Sciences, 14(18), 8192. https://doi.org/10.3390/app14188192
  • Hagni K, Eng K, Hepp-Reymond MC, Holper L, Keisker B, Siekierka E, Kiper DC. Observing virtual arms that you imagine are yours increases the galvanic skin response to an unexpected threat. PLoS One. 2008 Aug 28;3(8):e3082. doi: 10.1371/journal.pone.0003082. PubMed 18769476 ↗
  • Haggard P. Sense of agency in the human brain. Nat Rev Neurosci. 2017 Apr;18(4):196-207. doi: 10.1038/nrn.2017.14. Epub 2017 Mar 2. PubMed 28251993 ↗
  • Scandola M, Togni R, Tieri G, Avesani R, Brambilla M, Aglioti SM, Moro V. Embodying their own wheelchair modifies extrapersonal space perception in people with spinal cord injury. Exp Brain Res. 2019 Oct;237(10):2621-2632. doi: 10.1007/s00221-019-05618-8. Epub 2019 Aug 2. PubMed 31375863 ↗
  • Roth D, Latoschik ME. Construction of the Virtual Embodiment Questionnaire (VEQ). IEEE Trans Vis Comput Graph. 2020 Dec;26(12):3546-3556. doi: 10.1109/TVCG.2020.3023603. Epub 2020 Nov 10. PubMed 32941148 ↗

Individual participant data

Plan to share: Undecided

09

Timeline

1 registry update since Sep 25, 2026
ElapsedEstimatedEstimated, not yet reachedSimilar studies: half by the dot; the band is the middle halfHalf of similar studies reached it by the dot; the band is the middle half, from a quarter to three quarters

Started Feb 2026 (actual). Primary completion is estimated for Aug 2028, 30 months after the start.

Of 766 non-industry interventional studies with no phase under Spinal Cord Injuries, half reached primary completion within 36 months of starting (the median), counting those still running; a quarter within 18 and three quarters within 65. This study's planned 30 months is below that.

Counting every sponsor, half of 816 studies reached it within 35 months; a quarter within 16 and three quarters within 65.

How these figures are worked out, and which studies are left out of them.

Registered
Oct 6, 2026
First posted
Oct 13, 2026
StartActual
Feb 2, 2026
Primary completionEst.
Aug 2028
CompletionEst.
Aug 2028
Last update
Oct 13, 2026
What these dates mean
Start.
When the first participant enrolled; while estimated, when the study expects to open to recruitment.
Primary completion.
When the last participant was examined or treated to collect data for the study's main question, its primary outcome. A study that stopped early gives the date its data collection stopped.
Completion.
When the last participant's last visit took place, for every outcome, secondary ones and side effects included: the end of the study. Often later than primary completion, sometimes the same day.
Actual and Est.
Actual means the registry says the date has happened. Est. (estimated) is a date the sponsor plans or expects. It can still move, and the sponsor is expected to change it to actual once it has passed.
Registered
First appeared on the registry. No changes since
Oct 13, 2026
Show all 1 update
  1. Oct 13, 2026
    First appeared on the registry

From the registry record's own update history. This site started tracking changes on Sep 25, 2026; for anything earlier, see the record history on ClinicalTrials.gov ↗

10

Registry details

Key details

Study ID
NCT07870044
Collaborators
Istituto di Sistemi e Tecnologie Industriali Intelligenti per il Manifatturiero Avanzato, Istituto Nazionale Assicurazione contro gli Infortuni sul Lavoro
Responsible party
Sponsor
First posted
Oct 13, 2026
Start date
Feb 2, 2026
Primary completion
Aug 2028 (estimated)
Completion
Aug 2028 (estimated)
Last update
Oct 13, 2026

Study contacts

Emilia Biffi, PhD Eng
Contact
emilia.biffi@lanostrafamiglia.it
+39 031 877862
Giorgia Malerba, PhD Candidate
Contact
giorgia.malerba@lanostrafamiglia.it
+39 031 877645
Emilia Biffi, PhD Eng
principal investigator · IRCCS Eugenio Medea (Associazione La Nostra Famiglia)

Oversight

Data monitoring committee
No
FDA-regulated drug
No
FDA-regulated device
No
View the source record on ClinicalTrials.gov ↗

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