Influence of Virtual Reality Illusions on Balance Performance and Immersive User Experience in Young Adults: A Within-Subject Experimental Study

Rehabilitation interventions to improve standing balance are often tedious and complex, limiting user engagement and increasing the burden of the clinicians delivering them. Virtual reality (VR) has been incorporated into such practices as a solution and VR illusions have emerged as a method for per...

Full description

Saved in:
Bibliographic Details
Published inJMIR serious games Vol. 13; p. e70376
Main Authors Abayasiri, R Achintha M, Padilha Lanari Bo, Antonio, Dick, Taylor J M, Baghaei, Nilufar
Format Journal Article
LanguageEnglish
Published Canada JMIR Publications 27.06.2025
Subjects
Online AccessGet full text
ISSN2291-9279
2291-9279
DOI10.2196/70376

Cover

Abstract Rehabilitation interventions to improve standing balance are often tedious and complex, limiting user engagement and increasing the burden of the clinicians delivering them. Virtual reality (VR) has been incorporated into such practices as a solution and VR illusions have emerged as a method for perturbing balance within interventions. However, the influence of VR illusions on balance performance, such as center of pressure (CoP), and user experience metrics remain under explored. This study aimed to evaluate the impact of the VR illusions on standing balance and immersive user experience in young adults. Young healthy adults (N=15, aged 18-35 years) played a VR table tennis game while standing on a force plate and were provided with eight directional and magnitude-based VR illusions scaled according to participants' heights. VR illusions were generated by offsetting the position of the playing hand in VR and were provided through 8 trials for each participant. Each VR illusion was delivered throughout final 50 seconds of each 70-second trial. Absolute CoP displacements, directional tendency of CoP displacement, and game performance were analyzed to evaluate the impact of the VR illusions. Responses to the User Experience Questionnaire, Slater-Usoh-Steed Presence Questionnaire, NASA Task Load Index, and Virtual Reality Sickness Questionnaire were analyzed to assess the immersive user experience. Both the magnitude of VR illusion and changes in VR illusion direction led to significantly greater CoP displacements, with high illusion magnitudes, and anterior and posterior directional illusions associated with higher CoP displacements. Conversely, those illusion magnitudes and directions were associated with low game performance. The directional tendency of the CoP displacements varied across the illusion directions but showed a significant association with the illusion directions. Questionnaire responses showed that participants had moderate to high immersive user experience within the VR illusion paradigm. This study provides a novel approach for the future development of more effective VR-based balance rehabilitation interventions. The results provide inspiration for the development of future VR-based exergames that can perturbate CoP direction and magnitude. By adjusting the difficulty level through directional and magnitude changes in VR illusions, exergames could provide a personalized rehabilitation experience.
AbstractList Abstract BackgroundRehabilitation interventions to improve standing balance are often tedious and complex, limiting user engagement and increasing the burden of the clinicians delivering them. Virtual reality (VR) has been incorporated into such practices as a solution and VR illusions have emerged as a method for perturbing balance within interventions. However, the influence of VR illusions on balance performance, such as center of pressure (CoP), and user experience metrics remain under explored. ObjectiveThis study aimed to evaluate the impact of the VR illusions on standing balance and immersive user experience in young adults. MethodsYoung healthy adults (N=15, aged 18‐35 years) played a VR table tennis game while standing on a force plate and were provided with eight directional and magnitude-based VR illusions scaled according to participants’ heights. VR illusions were generated by offsetting the position of the playing hand in VR and were provided through 8 trials for each participant. Each VR illusion was delivered throughout final 50 seconds of each 70-second trial. Absolute CoP displacements, directional tendency of CoP displacement, and game performance were analyzed to evaluate the impact of the VR illusions. Responses to the User Experience Questionnaire, Slater-Usoh-Steed Presence Questionnaire, NASA Task Load Index, and Virtual Reality Sickness Questionnaire were analyzed to assess the immersive user experience. ResultsBoth the magnitude of VR illusion and changes in VR illusion direction led to significantly greater CoP displacements, with high illusion magnitudes, and anterior and posterior directional illusions associated with higher CoP displacements. Conversely, those illusion magnitudes and directions were associated with low game performance. The directional tendency of the CoP displacements varied across the illusion directions but showed a significant association with the illusion directions. Questionnaire responses showed that participants had moderate to high immersive user experience within the VR illusion paradigm. ConclusionsThis study provides a novel approach for the future development of more effective VR-based balance rehabilitation interventions. The results provide inspiration for the development of future VR-based exergames that can perturbate CoP direction and magnitude. By adjusting the difficulty level through directional and magnitude changes in VR illusions, exergames could provide a personalized rehabilitation experience.
Background:Rehabilitation interventions to improve standing balance are often tedious and complex, limiting user engagement and increasing the burden of the clinicians delivering them. Virtual reality (VR) has been incorporated into such practices as a solution and VR illusions have emerged as a method for perturbing balance within interventions. However, the influence of VR illusions on balance performance, such as center of pressure (CoP), and user experience metrics remain under explored.Objective:This study aimed to evaluate the impact of the VR illusions on standing balance and immersive user experience in young adults.Methods:Young healthy adults (N=15, aged 18‐35 years) played a VR table tennis game while standing on a force plate and were provided with eight directional and magnitude-based VR illusions scaled according to participants’ heights. VR illusions were generated by offsetting the position of the playing hand in VR and were provided through 8 trials for each participant. Each VR illusion was delivered throughout final 50 seconds of each 70-second trial. Absolute CoP displacements, directional tendency of CoP displacement, and game performance were analyzed to evaluate the impact of the VR illusions. Responses to the User Experience Questionnaire, Slater-Usoh-Steed Presence Questionnaire, NASA Task Load Index, and Virtual Reality Sickness Questionnaire were analyzed to assess the immersive user experience.Results:Both the magnitude of VR illusion and changes in VR illusion direction led to significantly greater CoP displacements, with high illusion magnitudes, and anterior and posterior directional illusions associated with higher CoP displacements. Conversely, those illusion magnitudes and directions were associated with low game performance. The directional tendency of the CoP displacements varied across the illusion directions but showed a significant association with the illusion directions. Questionnaire responses showed that participants had moderate to high immersive user experience within the VR illusion paradigm.Conclusions:This study provides a novel approach for the future development of more effective VR-based balance rehabilitation interventions. The results provide inspiration for the development of future VR-based exergames that can perturbate CoP direction and magnitude. By adjusting the difficulty level through directional and magnitude changes in VR illusions, exergames could provide a personalized rehabilitation experience.
Rehabilitation interventions to improve standing balance are often tedious and complex, limiting user engagement and increasing the burden of the clinicians delivering them. Virtual reality (VR) has been incorporated into such practices as a solution and VR illusions have emerged as a method for perturbing balance within interventions. However, the influence of VR illusions on balance performance, such as center of pressure (CoP), and user experience metrics remain under explored.BackgroundRehabilitation interventions to improve standing balance are often tedious and complex, limiting user engagement and increasing the burden of the clinicians delivering them. Virtual reality (VR) has been incorporated into such practices as a solution and VR illusions have emerged as a method for perturbing balance within interventions. However, the influence of VR illusions on balance performance, such as center of pressure (CoP), and user experience metrics remain under explored.This study aimed to evaluate the impact of the VR illusions on standing balance and immersive user experience in young adults.ObjectiveThis study aimed to evaluate the impact of the VR illusions on standing balance and immersive user experience in young adults.Young healthy adults (N=15, aged 18-35 years) played a VR table tennis game while standing on a force plate and were provided with eight directional and magnitude-based VR illusions scaled according to participants' heights. VR illusions were generated by offsetting the position of the playing hand in VR and were provided through 8 trials for each participant. Each VR illusion was delivered throughout final 50 seconds of each 70-second trial. Absolute CoP displacements, directional tendency of CoP displacement, and game performance were analyzed to evaluate the impact of the VR illusions. Responses to the User Experience Questionnaire, Slater-Usoh-Steed Presence Questionnaire, NASA Task Load Index, and Virtual Reality Sickness Questionnaire were analyzed to assess the immersive user experience.MethodsYoung healthy adults (N=15, aged 18-35 years) played a VR table tennis game while standing on a force plate and were provided with eight directional and magnitude-based VR illusions scaled according to participants' heights. VR illusions were generated by offsetting the position of the playing hand in VR and were provided through 8 trials for each participant. Each VR illusion was delivered throughout final 50 seconds of each 70-second trial. Absolute CoP displacements, directional tendency of CoP displacement, and game performance were analyzed to evaluate the impact of the VR illusions. Responses to the User Experience Questionnaire, Slater-Usoh-Steed Presence Questionnaire, NASA Task Load Index, and Virtual Reality Sickness Questionnaire were analyzed to assess the immersive user experience.Both the magnitude of VR illusion and changes in VR illusion direction led to significantly greater CoP displacements, with high illusion magnitudes, and anterior and posterior directional illusions associated with higher CoP displacements. Conversely, those illusion magnitudes and directions were associated with low game performance. The directional tendency of the CoP displacements varied across the illusion directions but showed a significant association with the illusion directions. Questionnaire responses showed that participants had moderate to high immersive user experience within the VR illusion paradigm.ResultsBoth the magnitude of VR illusion and changes in VR illusion direction led to significantly greater CoP displacements, with high illusion magnitudes, and anterior and posterior directional illusions associated with higher CoP displacements. Conversely, those illusion magnitudes and directions were associated with low game performance. The directional tendency of the CoP displacements varied across the illusion directions but showed a significant association with the illusion directions. Questionnaire responses showed that participants had moderate to high immersive user experience within the VR illusion paradigm.This study provides a novel approach for the future development of more effective VR-based balance rehabilitation interventions. The results provide inspiration for the development of future VR-based exergames that can perturbate CoP direction and magnitude. By adjusting the difficulty level through directional and magnitude changes in VR illusions, exergames could provide a personalized rehabilitation experience.ConclusionsThis study provides a novel approach for the future development of more effective VR-based balance rehabilitation interventions. The results provide inspiration for the development of future VR-based exergames that can perturbate CoP direction and magnitude. By adjusting the difficulty level through directional and magnitude changes in VR illusions, exergames could provide a personalized rehabilitation experience.
Rehabilitation interventions to improve standing balance are often tedious and complex, limiting user engagement and increasing the burden of the clinicians delivering them. Virtual reality (VR) has been incorporated into such practices as a solution and VR illusions have emerged as a method for perturbing balance within interventions. However, the influence of VR illusions on balance performance, such as center of pressure (CoP), and user experience metrics remain under explored. This study aimed to evaluate the impact of the VR illusions on standing balance and immersive user experience in young adults. Young healthy adults (N=15, aged 18-35 years) played a VR table tennis game while standing on a force plate and were provided with eight directional and magnitude-based VR illusions scaled according to participants' heights. VR illusions were generated by offsetting the position of the playing hand in VR and were provided through 8 trials for each participant. Each VR illusion was delivered throughout final 50 seconds of each 70-second trial. Absolute CoP displacements, directional tendency of CoP displacement, and game performance were analyzed to evaluate the impact of the VR illusions. Responses to the User Experience Questionnaire, Slater-Usoh-Steed Presence Questionnaire, NASA Task Load Index, and Virtual Reality Sickness Questionnaire were analyzed to assess the immersive user experience. Both the magnitude of VR illusion and changes in VR illusion direction led to significantly greater CoP displacements, with high illusion magnitudes, and anterior and posterior directional illusions associated with higher CoP displacements. Conversely, those illusion magnitudes and directions were associated with low game performance. The directional tendency of the CoP displacements varied across the illusion directions but showed a significant association with the illusion directions. Questionnaire responses showed that participants had moderate to high immersive user experience within the VR illusion paradigm. This study provides a novel approach for the future development of more effective VR-based balance rehabilitation interventions. The results provide inspiration for the development of future VR-based exergames that can perturbate CoP direction and magnitude. By adjusting the difficulty level through directional and magnitude changes in VR illusions, exergames could provide a personalized rehabilitation experience.
Author Dick, Taylor J M
Abayasiri, R Achintha M
Padilha Lanari Bo, Antonio
Baghaei, Nilufar
Author_xml – sequence: 1
  givenname: R Achintha M
  orcidid: 0000-0003-1781-5241
  surname: Abayasiri
  fullname: Abayasiri, R Achintha M
– sequence: 2
  givenname: Antonio
  orcidid: 0000-0001-8229-0512
  surname: Padilha Lanari Bo
  fullname: Padilha Lanari Bo, Antonio
– sequence: 3
  givenname: Taylor J M
  orcidid: 0000-0002-7662-9716
  surname: Dick
  fullname: Dick, Taylor J M
– sequence: 4
  givenname: Nilufar
  orcidid: 0000-0003-1776-7075
  surname: Baghaei
  fullname: Baghaei, Nilufar
BackLink https://www.ncbi.nlm.nih.gov/pubmed/40576982$$D View this record in MEDLINE/PubMed
BookMark eNpd0ltrFDEUB_AgFXtxv4IERPBlNLfJzPi2lqoLBcVaxachk5zULJlkTSbifot-ZGcvFvHpHMKPf04u5-gkxAAILSh5xWgnXzeEN_IROmOso1XHmu7kn_4ULXJeE0KooFLK9gk6FaRuZNeyM3S_CtYXCBpwtPirS1NRHn8G5d20xSvvS3YxZBwDfqu82rlPkGxM475XweDVOELK7hfg2wwJX_3eQHL7RBfw91jCHV6a4qf8Bi_xNzf9cKG6KcMa9HTEI4Rp3vVmKmb7FD22ymdYHOsFun139eXyQ3X98f3qcnldaS7bqRKsEW3NqFRDDcpaTgTYtmOagqkp4d1gdV1r1SlZU2Msk-2guJactUzJVvMLtDrkmqjW_WYeQqVtH5Xr9wsx3fUqTU576K3phIBmLjURgtkBBgamHRrVGCGtmrNeHrI2Kf4skKd-dFmDn-8LYsk9Z0zItpaUzfT5f3QdSwrzSXeqkZRTQmb17KjKMIJ5GO_vu83gxQHoFHNOYB8IJf3uS_T7L8H_AIzep5U
Cites_doi 10.1371/journal.pone.0054446
10.1145/3322276.3322361
10.1145/3613904.3642948
10.1145/3613905.3651131
10.3389/fnins.2023.1237053
10.1207/s15326969eco103&4_9
10.1186/s12984-015-0035-3
10.1186/s12984-021-00848-w
10.14814/phy2.15067
10.1007/s11916-023-01192-5
10.1016/B978-0-444-63916-5.00005-7
10.3390/app14167182
10.1038/s41598-023-33747-2
10.1080/02640414.2023.2275486
10.1080/17483107.2020.1765419
10.3390/s23052506
10.1038/s41598-023-29713-7
10.1038/s41582-020-0370-2
10.1038/s41598-020-71611-9
10.1016/j.apergo.2017.12.016
10.1523/JNEUROSCI.0800-05.2005
10.3389/fneur.2015.00164
10.3389/frobt.2022.906424
10.1007/s00426-009-0238-y
10.1152/jn.00292.2018
10.1016/j.gaitpost.2018.07.182
10.3389/fpsyg.2019.00158
10.1145/3613904.3641974
10.1007/978-3-319-07668-3_37
10.3390/brainsci10010001
10.1109/TVCG.2016.2518135
10.1016/bs.pbr.2019.04.023
10.1152/jn.2002.88.3.1097
10.1371/journal.pone.0021659
10.1145/3562939.3565638
10.3389/fpsyg.2024.1396873
10.2147/CIA.S220890
10.1080/10447318.2019.1699746
10.1145/3290605.3300404
10.1016/j.jbiomech.2021.110485
10.1016/j.humov.2017.03.004
10.3390/bs9110113
10.3389/fphys.2022.803185
10.1080/17434440.2018.1425613
10.3389/fnins.2018.00171
10.3389/frvir.2021.645042
10.3389/fneur.2017.00005
10.1016/j.jbiomech.2020.109727
10.1111/ggi.13082
10.1371/journal.pone.0010564
10.1038/s41598-020-72408-6
10.1109/mcg.2009.55
10.1371/journal.pone.0083840
10.1145/3613904.3642281
10.2522/ptj.20130288
10.3389/fnhum.2021.692181
10.2196/24950
10.1523/JNEUROSCI.3040-10.2010
10.1016/j.apergo.2018.01.009
10.1016/j.humov.2017.10.020
10.1145/3411763.3451704
10.3390/brainsci14050429
10.1152/jn.00283.2021
10.1177/154193120605000909
10.1159/000447124
10.3389/frvir.2021.641650
10.1098/rsos.161018
10.1159/000521001
10.1097/WCO.0b013e328315a293
10.1016/j.humov.2019.102546
ContentType Journal Article
Copyright R Achintha M Abayasiri, Antonio Padilha Lanari Bo, Taylor J M Dick, Nilufar Baghaei. Originally published in JMIR Serious Games (https://games.jmir.org).
2025. This work is licensed under https://creativecommons.org/licenses/by/4.0/ (the “License”). Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License.
Copyright_xml – notice: R Achintha M Abayasiri, Antonio Padilha Lanari Bo, Taylor J M Dick, Nilufar Baghaei. Originally published in JMIR Serious Games (https://games.jmir.org).
– notice: 2025. This work is licensed under https://creativecommons.org/licenses/by/4.0/ (the “License”). Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License.
DBID AAYXX
CITATION
NPM
3V.
7RV
7X7
7XB
8FI
8FJ
8FK
ABUWG
AFKRA
AZQEC
BENPR
CCPQU
DWQXO
FYUFA
GHDGH
K9.
KB0
M0S
NAPCQ
PHGZM
PHGZT
PIMPY
PKEHL
PPXIY
PQEST
PQQKQ
PQUKI
PRINS
7X8
DOA
DOI 10.2196/70376
DatabaseName CrossRef
PubMed
ProQuest Central (Corporate)
Nursing & Allied Health Database
ProQuest Health & Medical
ProQuest Central (purchase pre-March 2016)
Hospital Premium Collection
Hospital Premium Collection (Alumni Edition)
ProQuest Central (Alumni) (purchase pre-March 2016)
ProQuest Central (Alumni)
ProQuest Central UK/Ireland
ProQuest Central Essentials
ProQuest Central Collection
ProQuest One
ProQuest Central
Proquest Health Research Premium Collection
Health Research Premium Collection (Alumni)
ProQuest Health & Medical Complete (Alumni)
Nursing & Allied Health Database (Alumni Edition)
Health & Medical Collection (Alumni)
Nursing & Allied Health Premium
Proquest Central Premium
ProQuest One Academic (New)
Publicly Available Content Database
ProQuest One Academic Middle East (New)
ProQuest One Health & Nursing
ProQuest One Academic Eastern Edition (DO NOT USE)
ProQuest One Academic
ProQuest One Academic UKI Edition
ProQuest Central China
MEDLINE - Academic
DOAJ Directory of Open Access Journals
DatabaseTitle CrossRef
PubMed
Publicly Available Content Database
ProQuest One Academic Middle East (New)
ProQuest Central Essentials
ProQuest Health & Medical Complete (Alumni)
ProQuest Central (Alumni Edition)
ProQuest One Community College
ProQuest One Health & Nursing
ProQuest Central China
ProQuest Central
Health Research Premium Collection
Health and Medicine Complete (Alumni Edition)
ProQuest Central Korea
ProQuest Central (New)
ProQuest One Academic Eastern Edition
ProQuest Nursing & Allied Health Source
ProQuest Hospital Collection
Health Research Premium Collection (Alumni)
ProQuest Hospital Collection (Alumni)
Nursing & Allied Health Premium
ProQuest Health & Medical Complete
ProQuest One Academic UKI Edition
ProQuest Nursing & Allied Health Source (Alumni)
ProQuest One Academic
ProQuest One Academic (New)
ProQuest Central (Alumni)
MEDLINE - Academic
DatabaseTitleList
Publicly Available Content Database
MEDLINE - Academic
PubMed
Database_xml – sequence: 1
  dbid: DOA
  name: DOAJ Directory of Open Access Journals
  url: https://www.doaj.org/
  sourceTypes: Open Website
– sequence: 2
  dbid: NPM
  name: PubMed
  url: https://proxy.k.utb.cz/login?url=http://www.ncbi.nlm.nih.gov/entrez/query.fcgi?db=PubMed
  sourceTypes: Index Database
– sequence: 3
  dbid: BENPR
  name: ProQuest Central
  url: http://www.proquest.com/pqcentral?accountid=15518
  sourceTypes: Aggregation Database
DeliveryMethod fulltext_linktorsrc
Discipline Medicine
EISSN 2291-9279
EndPage e70376
ExternalDocumentID oai_doaj_org_article_fd944e7fd950442fbeb2ed8b7a7d46fa
40576982
10_2196_70376
Genre Journal Article
GroupedDBID 53G
5VS
7RV
7X7
8FI
8FJ
AAFWJ
AAYXX
ABDBF
ABUWG
ACUHS
ADBBV
AFKRA
AFPKN
ALMA_UNASSIGNED_HOLDINGS
AOIJS
BAWUL
BCNDV
BENPR
CCPQU
CITATION
DIK
FYUFA
GROUPED_DOAJ
HMCUK
HYE
KQ8
M~E
NAPCQ
OK1
PGMZT
PHGZM
PHGZT
PIMPY
PPXIY
PUEGO
RPM
UKHRP
ALIPV
NPM
3V.
7XB
8FK
AZQEC
DWQXO
K9.
M48
PKEHL
PQEST
PQQKQ
PQUKI
PRINS
7X8
ID FETCH-LOGICAL-c368t-427485216ab5eaff304ef892c1ed51039bfc55ca9a651ddf268ba3c63282a68c3
IEDL.DBID 7X7
ISSN 2291-9279
IngestDate Wed Aug 27 01:29:18 EDT 2025
Fri Sep 05 15:47:21 EDT 2025
Fri Jul 25 08:58:55 EDT 2025
Thu Jul 31 01:53:21 EDT 2025
Wed Sep 10 05:23:21 EDT 2025
IsDoiOpenAccess true
IsOpenAccess true
IsPeerReviewed true
IsScholarly true
Keywords virtual reality
VR Illusions
balance
center of pressure
user experience
Language English
License R Achintha M Abayasiri, Antonio Padilha Lanari Bo, Taylor J M Dick, Nilufar Baghaei. Originally published in JMIR Serious Games (https://games.jmir.org).
LinkModel DirectLink
MergedId FETCHMERGED-LOGICAL-c368t-427485216ab5eaff304ef892c1ed51039bfc55ca9a651ddf268ba3c63282a68c3
Notes ObjectType-Article-1
SourceType-Scholarly Journals-1
ObjectType-Feature-2
content type line 14
content type line 23
ORCID 0000-0003-1781-5241
0000-0002-7662-9716
0000-0003-1776-7075
0000-0001-8229-0512
OpenAccessLink https://www.proquest.com/docview/3227613100?pq-origsite=%requestingapplication%
PMID 40576982
PQID 3227613100
PQPubID 4997114
ParticipantIDs doaj_primary_oai_doaj_org_article_fd944e7fd950442fbeb2ed8b7a7d46fa
proquest_miscellaneous_3224685612
proquest_journals_3227613100
pubmed_primary_40576982
crossref_primary_10_2196_70376
PublicationCentury 2000
PublicationDate 2025-Jun-27
PublicationDateYYYYMMDD 2025-06-27
PublicationDate_xml – month: 06
  year: 2025
  text: 2025-Jun-27
  day: 27
PublicationDecade 2020
PublicationPlace Canada
PublicationPlace_xml – name: Canada
– name: Toronto
PublicationTitle JMIR serious games
PublicationTitleAlternate JMIR Serious Games
PublicationYear 2025
Publisher JMIR Publications
Publisher_xml – name: JMIR Publications
References Quijoux (R63); 9
Slater (R69); 29
Ehrsson (R50); 25
Arnold (R59); 14
Chander (R18); 9
Winter (R26); 18
Hernan (R9); 14
R62
Bastian (R34); 21
Hart (R43); 50
Noamani (R64); 68
Rose (R25); 69
Borrelli (R45); 104
Tieri (R71); 15
Boumer (R73); 66
R29
Canning (R21); 16
R28
Rao (R22); 10
Mohebbi (R15); 127
Thompson (R23); 54
R6
Phu (R61); 14
Gago (R20); 6
Osaba (R41); 10
Kunz (R54); 8
Gerards (R3); 17
Keshner (R13); 2
Avraham (R37); 11
R72
R30
R32
Poljac (R57); 73
Slater (R48); 5
R38
Svensson (R52); 17
Ehioghae (R10); 28
Doré (R31); 23
Ivanenko (R2); 12
Brand (R53); 56
Blenkinsop (R65); 4
Peterka (R66); 88
Chiarovano (R17); 8
Richmond (R5); 123
R42
Chiarovano (R16); 6
Huesmann (R56); 15
R46
Fregna (R27); 9
Wilson (R55); 41
Steed (R44); 22
Dobricki (R47); 8
Schoner (R58); 10
cr-split#-R39.2
Darekar (R11); 12
cr-split#-R39.1
Peterson (R14); 120
Finotti (R51); 13
Rohde (R49); 6
Bronstein (R67); 248
Rogers (R1); 159
Ketterer (R19); 13
Kim (R40); 69
Hunt (R8); 94
Assländer (R12); 13
Kim (R33); 36
Lubetzky (R68); 17
Sylcott (R60); 8
Moore (R35); 15
Weech (R70); 10
Tokur (R4); 69
Wachholz (R7); 10
Madshaven (R24); 2
Sarlegna (R36); 30
References_xml – volume: 8
  issue: 2
  ident: R54
  article-title: Does perceptual-motor calibration generalize across two different forms of locomotion? Investigations of walking and wheelchairs
  publication-title: PLoS ONE
  doi: 10.1371/journal.pone.0054446
– ident: R38
  doi: 10.1145/3322276.3322361
– ident: R32
  doi: 10.1145/3613904.3642948
– ident: R29
  doi: 10.1145/3613905.3651131
– volume: 17
  ident: R52
  article-title: The rubber hand illusion evaluated using different stimulation modalities
  publication-title: Front Neurosci
  doi: 10.3389/fnins.2023.1237053
– volume: 10
  start-page: 323
  issue: 3
  ident: R58
  article-title: Action-perception patterns emerge from coupling and adaptation
  publication-title: Ecol Psych
  doi: 10.1207/s15326969eco103&4_9
– volume: 12
  start-page: 1
  issue: 1
  ident: R11
  article-title: Efficacy of virtual reality-based intervention on balance and mobility disorders post-stroke: a scoping review
  publication-title: J NeuroEngineering Rehabil
  doi: 10.1186/s12984-015-0035-3
– ident: R46
– volume: 18
  start-page: 68
  issue: 1
  ident: R26
  article-title: Immersive virtual reality during gait rehabilitation increases walking speed and motivation: a usability evaluation with healthy participants and patients with multiple sclerosis and stroke
  publication-title: J NeuroEngineering Rehabil
  doi: 10.1186/s12984-021-00848-w
– volume: 9
  issue: 22
  ident: R63
  article-title: A review of center of pressure (COP) variables to quantify standing balance in elderly people: algorithms and open-access code
  publication-title: Physiol Rep
  doi: 10.14814/phy2.15067
– volume: 28
  start-page: 37
  issue: 1
  ident: R10
  article-title: Effectiveness of virtual reality-based rehabilitation interventions in improving postoperative outcomes for orthopedic surgery patients
  publication-title: Curr Pain Headache Rep
  doi: 10.1007/s11916-023-01192-5
– volume: 159
  ident: R1
  article-title: Balance perturbations
  publication-title: Handb Clin Neurol
  doi: 10.1016/B978-0-444-63916-5.00005-7
– volume: 14
  start-page: 7182
  issue: 16
  ident: R59
  article-title: Virtual reality training affects center of pressure (COP)-based balance parameters in older individuals
  publication-title: Appl Sci (Basel)
  doi: 10.3390/app14167182
– volume: 13
  issue: 1
  ident: R51
  article-title: Temporal dynamics of the rubber hand illusion
  publication-title: Sci Rep
  doi: 10.1038/s41598-023-33747-2
– volume: 41
  start-page: 1471
  issue: 15
  ident: R55
  article-title: An examination of perceptual-motor recalibration in a 1-vs-1 anticipation test
  publication-title: J Sports Sci
  doi: 10.1080/02640414.2023.2275486
– volume: 17
  start-page: 74
  issue: 1
  ident: R68
  article-title: Contextual sensory integration training via head mounted display for individuals with vestibular disorders: a feasibility study
  publication-title: Disabil Rehabil Assist Technol
  doi: 10.1080/17483107.2020.1765419
– volume: 23
  issue: 5
  ident: R31
  article-title: Acceptability, feasibility, and effectiveness of immersive virtual technologies to promote exercise in older adults: a systematic review and meta-analysis
  publication-title: Sensors (Basel)
  doi: 10.3390/s23052506
– volume: 13
  issue: 1
  ident: R12
  article-title: Estimation of the visual contribution to standing balance using virtual reality
  publication-title: Sci Rep
  doi: 10.1038/s41598-023-29713-7
– volume: 16
  start-page: 409
  issue: 8
  ident: R21
  article-title: Virtual reality in research and rehabilitation of gait and balance in Parkinson disease
  publication-title: Nat Rev Neurol
  doi: 10.1038/s41582-020-0370-2
– volume: 10
  issue: 1
  ident: R22
  article-title: Sensorimotor conflict tests in an immersive virtual environment reveal subclinical impairments in mild traumatic brain injury
  publication-title: Sci Rep
  doi: 10.1038/s41598-020-71611-9
– volume: 69
  ident: R40
  article-title: Virtual reality sickness questionnaire (VRSQ): Motion sickness measurement index in a virtual reality environment
  publication-title: Appl Ergon
  doi: 10.1016/j.apergo.2017.12.016
– volume: 25
  start-page: 10564
  issue: 45
  ident: R50
  article-title: Touching a rubber hand: feeling of body ownership is associated with activity in multisensory brain areas
  publication-title: J Neurosci
  doi: 10.1523/JNEUROSCI.0800-05.2005
– volume: 6
  ident: R16
  article-title: Maintaining balance when looking at a virtual reality three-dimensional display of a field of moving dots or at a virtual reality scene
  publication-title: Front Neurol
  doi: 10.3389/fneur.2015.00164
– volume: 9
  ident: R27
  article-title: A novel immersive virtual reality environment for the motor rehabilitation of stroke patients: A feasibility study
  publication-title: Front Robot AI
  doi: 10.3389/frobt.2022.906424
– volume: 73
  start-page: 578
  issue: 4
  ident: R57
  article-title: Understanding the flexibility of action-perception coupling
  publication-title: Psychol Res
  doi: 10.1007/s00426-009-0238-y
– volume: 120
  start-page: 1998
  issue: 4
  ident: R14
  article-title: Transient visual perturbations boost short-term balance learning in virtual reality by modulating electrocortical activity
  publication-title: J Neurophysiol
  doi: 10.1152/jn.00292.2018
– volume: 66
  ident: R73
  article-title: Influence of feet position on COP measures in post-stroke patients in quiet standing
  publication-title: Gait Posture
  doi: 10.1016/j.gaitpost.2018.07.182
– volume: 10
  ident: R70
  article-title: Presence and cybersickness in virtual reality are negatively related: a review
  publication-title: Front Psychol
  doi: 10.3389/fpsyg.2019.00158
– ident: R28
  doi: 10.1145/3613904.3641974
– ident: R42
  doi: 10.1007/978-3-319-07668-3_37
– volume: 10
  start-page: 1
  issue: 1
  ident: R7
  article-title: Should the minimal intervention principle be considered when investigating dual-tasking effects on postural control?
  publication-title: Brain Sci
  doi: 10.3390/brainsci10010001
– volume: 22
  start-page: 1406
  issue: 4
  ident: R44
  article-title: An “In the Wild” experiment on presence and embodiment using consumer virtual reality equipment
  publication-title: IEEE Trans Vis Comput Graph
  doi: 10.1109/TVCG.2016.2518135
– volume: 248
  ident: R67
  article-title: A conceptual model of the visual control of posture
  publication-title: Prog Brain Res
  doi: 10.1016/bs.pbr.2019.04.023
– volume: 88
  start-page: 1097
  issue: 3
  ident: R66
  article-title: Sensorimotor integration in human postural control
  publication-title: J Neurophysiol
  doi: 10.1152/jn.2002.88.3.1097
– volume: 6
  issue: 6
  ident: R49
  article-title: The rubber hand illusion: feeling of ownership and proprioceptive drift do not go hand in hand
  publication-title: PLoS ONE
  doi: 10.1371/journal.pone.0021659
– ident: R6
  doi: 10.1145/3562939.3565638
– volume: 15
  ident: R56
  article-title: Perception-action coupling in anticipation research: a classification and its application to racket sports
  publication-title: Front Psychol
  doi: 10.3389/fpsyg.2024.1396873
– volume: 14
  ident: R61
  article-title: Balance training using virtual reality improves balance and physical performance in older adults at high risk of falls
  publication-title: Clin Interv Aging
  doi: 10.2147/CIA.S220890
– volume: 36
  start-page: 893
  issue: 10
  ident: R33
  article-title: A systematic review of A virtual reality system from the perspective of user experience
  publication-title: International Journal of Human–Computer Interaction
  doi: 10.1080/10447318.2019.1699746
– ident: R62
  doi: 10.1145/3290605.3300404
– volume: 123
  ident: R5
  article-title: The assessment of center of mass and center of pressure during quiet stance: current applications and future directions
  publication-title: J Biomech
  doi: 10.1016/j.jbiomech.2021.110485
– volume: 54
  ident: R23
  article-title: Do kinematic metrics of walking balance adapt to perturbed optical flow?
  publication-title: Hum Mov Sci
  doi: 10.1016/j.humov.2017.03.004
– volume: 9
  issue: 11
  ident: R18
  article-title: Virtual-reality-induced visual perturbations impact postural control system behavior
  publication-title: Behav Sci (Basel)
  doi: 10.3390/bs9110113
– volume: 13
  ident: R19
  article-title: Sinusoidal optic flow perturbations reduce transient but not continuous postural stability: a virtual reality-based study
  publication-title: Front Physiol
  doi: 10.3389/fphys.2022.803185
– volume: 15
  start-page: 107
  issue: 2
  ident: R71
  article-title: Virtual reality in cognitive and motor rehabilitation: facts, fiction and fallacies
  publication-title: Expert Rev Med Devices
  doi: 10.1080/17434440.2018.1425613
– volume: 12
  ident: R2
  article-title: Human postural control
  publication-title: Front Neurosci
  doi: 10.3389/fnins.2018.00171
– volume: 2
  ident: R24
  article-title: Investigating the user experience of virtual reality rehabilitation solution for biomechatronics laboratory and home environment
  publication-title: Front Virtual Real
  doi: 10.3389/frvir.2021.645042
– volume: 8
  ident: R17
  article-title: Balance in virtual reality: effect of age and bilateral vestibular loss
  publication-title: Front Neurol
  doi: 10.3389/fneur.2017.00005
– volume: 104
  ident: R45
  article-title: Extending the center of pressure to incorporate handhold forces: derivation and sample application
  publication-title: J Biomech
  doi: 10.1016/j.jbiomech.2020.109727
– volume: 17
  start-page: 2294
  issue: 12
  ident: R3
  article-title: Perturbation-based balance training for falls reduction among older adults: current evidence and implications for clinical practice
  publication-title: Geriatr Gerontol Int
  doi: 10.1111/ggi.13082
– volume: 5
  issue: 5
  ident: R48
  article-title: First person experience of body transfer in virtual reality
  publication-title: PLOS ONE
  doi: 10.1371/journal.pone.0010564
– volume: 10
  issue: 1
  ident: R41
  article-title: Age-related differences in gait adaptations during overground walking with and without visual perturbations using a virtual reality headset
  publication-title: Sci Rep
  doi: 10.1038/s41598-020-72408-6
– volume: 29
  start-page: 76
  issue: 3
  ident: R69
  article-title: Visual realism enhances realistic response in an immersive virtual environment
  publication-title: IEEE Comput Graph Appl
  doi: 10.1109/mcg.2009.55
– volume: 8
  issue: 12
  ident: R47
  article-title: The structure of conscious bodily self-perception during full-body illusions
  publication-title: PLOS ONE
  doi: 10.1371/journal.pone.0083840
– ident: #cr-split#-R39.1
  doi: 10.1145/3613904.3642281
– volume: 94
  start-page: 1489
  issue: 10
  ident: R8
  article-title: Variability in postural control with and without balance-based torso- weighting in people with multiple sclerosis and healthy controls
  publication-title: Phys Ther
  doi: 10.2522/ptj.20130288
– volume: 15
  ident: R35
  article-title: Individual differences in sensorimotor adaptation are conserved over time and across force-field tasks
  publication-title: Front Hum Neurosci
  doi: 10.3389/fnhum.2021.692181
– ident: #cr-split#-R39.2
  doi: 10.1145/3613904.3642281
– volume: 8
  issue: 4
  ident: R60
  article-title: Investigating the use of virtual reality headsets for postural control assessment: instrument validation study
  publication-title: JMIR Rehabil Assist Technol
  doi: 10.2196/24950
– volume: 30
  start-page: 11555
  issue: 35
  ident: R36
  article-title: On the link between sensorimotor adaptation and sensory recalibration
  publication-title: J Neurosci
  doi: 10.1523/JNEUROSCI.3040-10.2010
– volume: 69
  ident: R25
  article-title: Immersion of virtual reality for rehabilitation - review
  publication-title: Appl Ergon
  doi: 10.1016/j.apergo.2018.01.009
– volume: 56
  start-page: 54
  issue: Pt B
  ident: R53
  article-title: Recalibration in functional perceptual-motor tasks: a systematic review
  publication-title: Hum Mov Sci
  doi: 10.1016/j.humov.2017.10.020
– ident: R30
  doi: 10.1145/3411763.3451704
– volume: 14
  issue: 5
  ident: R9
  article-title: Virtual reality-based interventions to improve balance in patients with traumatic brain injury: a scoping review
  publication-title: Brain Sci
  doi: 10.3390/brainsci14050429
– volume: 127
  start-page: 1159
  issue: 4
  ident: R15
  article-title: Identification of human balance control responses to visual inputs using virtual reality
  publication-title: J Neurophysiol
  doi: 10.1152/jn.00283.2021
– volume: 50
  start-page: 904
  issue: 9
  ident: R43
  article-title: NASA-Task Load Index (NASA-TLX); 20 years later
  publication-title: Proceedings of the Human Factors and Ergonomics Society Annual Meeting
  doi: 10.1177/154193120605000909
– volume: 6
  start-page: 252
  issue: 2
  ident: R20
  article-title: Compensatory postural adjustments in an oculus virtual reality environment and the risk of falling in Alzheimer’s disease
  publication-title: Dement Geriatr Cogn Dis Extra
  doi: 10.1159/000447124
– volume: 2
  ident: R13
  article-title: The untapped potential of virtual reality in rehabilitation of balance and gait in neurological disorders
  publication-title: Front Virtual Real
  doi: 10.3389/frvir.2021.641650
– volume: 4
  issue: 7
  ident: R65
  article-title: Balance control strategies during perturbed and unperturbed balance in standing and handstand
  publication-title: R Soc Open Sci
  doi: 10.1098/rsos.161018
– volume: 68
  start-page: 1233
  issue: 11
  ident: R64
  article-title: Instrumented functional test for objective outcome evaluation of balance rehabilitation in elderly fallers: a clinical study
  publication-title: Gerontology
  doi: 10.1159/000521001
– volume: 21
  start-page: 628
  issue: 6
  ident: R34
  article-title: Understanding sensorimotor adaptation and learning for rehabilitation
  publication-title: Curr Opin Neurol
  doi: 10.1097/WCO.0b013e328315a293
– ident: R72
– volume: 69
  ident: R4
  article-title: Review of balance recovery in response to external perturbations during daily activities
  publication-title: Hum Mov Sci
  doi: 10.1016/j.humov.2019.102546
– volume: 11
  ident: R37
  publication-title: Elife
SSID ssj0001416668
Score 2.299793
Snippet Rehabilitation interventions to improve standing balance are often tedious and complex, limiting user engagement and increasing the burden of the clinicians...
Background:Rehabilitation interventions to improve standing balance are often tedious and complex, limiting user engagement and increasing the burden of the...
Abstract BackgroundRehabilitation interventions to improve standing balance are often tedious and complex, limiting user engagement and increasing the burden...
SourceID doaj
proquest
pubmed
crossref
SourceType Open Website
Aggregation Database
Index Database
StartPage e70376
SubjectTerms Application programming interface
Biomechanics
Data collection
Intervention
Personal computers
Questionnaires
Realism
Rehabilitation
Table tennis
User experience
Virtual reality
Young adults
SummonAdditionalLinks – databaseName: DOAJ Directory of Open Access Journals
  dbid: DOA
  link: http://utb.summon.serialssolutions.com/2.0.0/link/0/eLvHCXMwrV1LaxRBEC4khyCI-HY0hhK8DumdfkxPbhsxZIWIiKu5DT39wIUwG7K7B_-FPzlVPbObvYgXTwPTfSj6q-r-qrq6CuCDr4UmAXWZInk6qklkUlGqMqSG6LPzUuZXrpdfzMVcfb7SV3utvjgnbCgPPCzcSQqNUrGmjxZKVakjVzAG29WuDsqkTI1EI_acqRxdUXwdZg_hEec6k5adkGZzXZG9wyfX6P87scwHzPkTeDwyQ5wOEj2FB7F_BoeX4933c_gz2_YTwWXCH4tbfvmB32Im0ji7vt5w4GuFyx7POF-R5n29fxWArg84y1Fq2t9wTpqH92WOcdFjtnuccj2O1SlO8edi_WvRl7SzcKhmnDy0AkDOPvz9Aubnn75_vCjHfgqll8auS0UeqKXj2riO8ElJChWTbSo_iYEL6zVd8lp71zijJyGkytjOSW8kuWXOWC9fwkG_7ONrQOcJFaGtUCkoJ2RXhaQ7oiZ1VISVLOB4u9DtzVA2oyV3g5FoMxIFnPHy7wa5ynX-Qdi3I_btv7Av4GgLXjua3qqlHaomjjIRooD3u2EyGr4JcX1cbvIcZSw3Bi3g1QD6ThJmsKax1Zv_IeFbeFhxw2Bhyqo-goP17Sa-Ixaz7o6zwt4BesnzjQ
  priority: 102
  providerName: Directory of Open Access Journals
Title Influence of Virtual Reality Illusions on Balance Performance and Immersive User Experience in Young Adults: A Within-Subject Experimental Study
URI https://www.ncbi.nlm.nih.gov/pubmed/40576982
https://www.proquest.com/docview/3227613100
https://www.proquest.com/docview/3224685612
https://doaj.org/article/fd944e7fd950442fbeb2ed8b7a7d46fa
Volume 13
hasFullText 1
inHoldings 1
isFullTextHit
isPrint
link http://utb.summon.serialssolutions.com/2.0.0/link/0/eLvHCXMwfV1LbxMxEB5BK1VICPFmoURG4rrqZu31ermgBLVqkFpVFYHcVn5CpGq35HHov-hPZsZxEi5wXVtey_PwNw_PAHy0dVHhBqs8eLR0RBNQpDwXuQsNwmdtOY-vXC8u5flUfJ1Vs-RwW6a0yq1OjIra9ZZ85CfIeGhxkzv68-3vnLpGUXQ1tdB4CIdDRCLUuqGe1Xsfi6CgmDqCx5TxjLx2gvxN1UX-uoJipf5_w8t4zZw9hScJH7LRhqDP4IHvnsPRRYqAv4D7ybarCOsD-z5f0PsPdu0jnGaTm5s1ub-WrO_YmLIWcd7V_m0A051jk-irRi3Hpsh_bF_smM07FqWfjagqx_ITG7Ef89WveZejfiGHTZq8aQjAKAfx7iVMz06_fTnPU1eF3HKpVrlAO1ThpS21QSqFwAvhg2pKO_SOyus1JtiqsrrRsho6F0qpjOZWcjTOtFSWv4KDru_8G2DaNgIBnypEcEIX3JQuVAYBSu1FHRzPYLA96PZ2UzyjRaODKNFGSmQwpuPfDVKt6_ihX_xsk-i0weFfPK7XVIUQZTDelN4pU-vaCRl0Bsdb4rVJAJftnl0y-LAbRtGheIjufL-Oc4RU1B40g9cbou92QjhWNqp8-__F38GjkhoCFzIv62M4WC3W_j2ilJUZRFYcwOH49PLqehBt_T9ynOu-
linkProvider ProQuest
linkToHtml http://utb.summon.serialssolutions.com/2.0.0/link/0/eLvHCXMwtV1Zb9QwEB6VIhUkhLgbKMVI8Bg1TRzHQUJoC1Qb2q0Q6sK-pY4PulKVlD2E-i_4JfxGZpxklxd462tsOZbn8FyeD-CVzqIUN5iGzqKnw3OHImUTHhqXo_msdJL4V66jEzEc80-TdLIBv_u3MFRW2etEr6hNoylGvoeMhx43haPfXf4ICTWKsqs9hEbLFkf26ie6bPO3xQek7-s4Pvx4-n4YdqgCoU6EXIQc_TCJl5ZQFe7SOfTnrZN5rPetofZyeeV0mmqVK5HuG-NiISuVaJGgc6KE1AmuewNuckoxovxkk2wd0-GUhJNbcIcqrJG391CeqJvJX1eeRwb4tznrr7XDe3C3s0fZoGWg-7Bh6wewNeoy7g_hV9GjmLDGsa_TGb03YV-sN99ZcXGxpHDbnDU1O6AqSZz3ef0WganasMLHxlGrsjHyO1s3V2bTmnltwwbUBWT-hg3Yt-nifFqHqM8oQNRNbgEIGNU8Xj2C8bWc92PYrJvabgNTOudoYMqIO8NVlFSxcWmFBlFmeeZMEsBuf9DlZduso0QnhyhRekoEcEDHvxqk3tr-QzP7XnaiWjqDf7G4Xp5GnMeuslVsjawylRkunApgpyde2Qn8vFyzZwAvV8MoqpR_UbVtln4OF5LgSAN40hJ9tROym0Uu46f_X_wF3Bqejo7L4-Lk6BncjgmMOBJhnO3A5mK2tM_RQlpUu54tGZxdtxz8AUnjJk0
linkToPdf http://utb.summon.serialssolutions.com/2.0.0/link/0/eLvHCXMwtV3db9MwED-NTaqQEOKbwBhGgseoneM4CdKEWrZqYayqJgp7C05sQ6UpGf0Q2n-xv2t_FXeu0_ICb3uNLSfxffjufHc_gLdV0ovxA-PQGvR0RGZRpEwkQm0zNJ9VFUWuyvV0JI8n4tN5fL4FN20tDKVVtjrRKWrdVBQj7yLjocdN4eiu9WkR48Phh8tfISFI0U1rC6ehPMyCPnDtxnyRx4m5-o3u3PwgP0Tav-N8ePTl43HoEQfCKpLpIhToo6V4oElV4h9Yi76-sWnGq32jqfVcVtoqjiuVKRnva225TEsVVTJCx0XJtIpw3Tuwk-Cpj47gzuBoND7bRHwEXdGlHbhH-dfI-V2UNup18teB6HAD_m3sukNv-ADue2uV9Vfs9RC2TP0IOqf-Pv4xXOctxglrLPs6nVE1Cjszzrhn-cXFkoJxc9bUbEA5lDhvvKlUYKrWLHeRc9S5bILSwDatl9m0Zk4XsT71CJm_Z332bbr4Oa1D1HYUPvKTV_AEjDIir57A5FZ2_Cls101tngNTVSbQ_Ex7wmqhelHJtY1LNJcSIxKrowD22o0uLletPAp0gYgShaNEAAPa_vUgdd52D5rZj8ILcmE1vsXgelncE4Lb0pTc6LRMVKKFtCqA3ZZ4hVcH82LDvAG8WQ-jINPtjKpNs3RzhEwJrDSAZyuir7-ErGqZpfzF_xd_DR2UieJzPjp5CXc5IRX3ZMiTXdhezJbmFZpPi3LP8yWD77ctCn8Ar34xKA
openUrl ctx_ver=Z39.88-2004&ctx_enc=info%3Aofi%2Fenc%3AUTF-8&rfr_id=info%3Asid%2Fsummon.serialssolutions.com&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Ajournal&rft.genre=article&rft.atitle=Influence+of+Virtual+Reality+Illusions+on+Balance+Performance+and+Immersive+User+Experience+in+Young+Adults%3A+A+Within-Subject+Experimental+Study&rft.jtitle=JMIR+serious+games&rft.au=R+Achintha+M+Abayasiri&rft.au=Antonio+Padilha+Lanari+Bo&rft.au=Dick%2C+Taylor+J+M&rft.au=Baghaei%2C+Nilufar&rft.date=2025-06-27&rft.pub=JMIR+Publications&rft.eissn=2291-9279&rft.volume=13&rft.spage=e70376&rft_id=info:doi/10.2196%2F70376&rft.externalDBID=HAS_PDF_LINK
thumbnail_l http://covers-cdn.summon.serialssolutions.com/index.aspx?isbn=/lc.gif&issn=2291-9279&client=summon
thumbnail_m http://covers-cdn.summon.serialssolutions.com/index.aspx?isbn=/mc.gif&issn=2291-9279&client=summon
thumbnail_s http://covers-cdn.summon.serialssolutions.com/index.aspx?isbn=/sc.gif&issn=2291-9279&client=summon