Michelangelo Effect in Virtual Sculpturing: Prospective for Motor Neurorehabilitation in the Metaverse

J Cogn. 2024 Jan 29;7(1):17. doi: 10.5334/joc.345. eCollection 2024.

Abstract

We investigated the Michelangelo effect, i.e. the facilitatory effect of a virtual art therapy in motor rehabilitation (Iosa et al. 2021), with a novel virtual reality paradigm in which users are engaged in motor exercises with 3D sculptures. In particular, thirty young adults were immersed in a virtual environment where they could sculpt, by using the real hands, some famous sculptures in the history of art, such as the David of Michelangelo, the Venus of Milo and the statue of Laocoon and His Sons, and their control stimuli, i.e. statues in very low resolution or cubes. We recorded the kinematics (length, the time to complete each trial, mean normalized jerk) and questionnaire answers (objective and subjective beauty, User Satisfaction Evaluation Questionnaire and Nasa Task Load Index). In general, we found that the perception of subjective and objective beauty was higher when sculpting the statues than control stimuli, the judgment of usability of the system was high. The perceived fatigue was not higher when sculpting the statues despite the longer time spent in completing the task that with respect to the control stimuli. Moreover, we found that the interaction with the experimental statues affected the fluidity and symmetry of hands movements. Finally, we discuss this evidence regarding the art therapy and neuroaesthetics principles for motor rehabilitation in the Metaverse with VR, including the possible role of virtual embodiment (illusory feeling to have a virtual body) for boosting the efficacy of the clinical applications.

Keywords: Art therapy; Immersive Virtual Reality; Kinematics; Metaverse; motor rehabilitation.

Grants and funding

This study was funded by Sapienza University, project: MICHELANGELO, and by the Italian Ministry of Health, Line D of Current Research of IRCCS Fondazione Santa Lucia, project: “NEURO-METAVERSE: Application in Neurorehabilitation and Neuroscience of Metaverse Technologies as Virtual Reality and Artificial Intelligence.” Open Access Funding provided by University of Roma La Sapienza within the CRUI-CARE Agreement.