Recent studies have shown that a fake body part can be incorporated into human body representation through synchronous multisensory stimulation on the fake and corresponding real body part – the most famous example being the Rubber Hand Illusion. However, the extent to which gross asymmetries in the fake body can be assimilated remains unknown. Participants experienced, through a head-tracked stereo head-mounted display a virtual body coincident with their real body. There were 5 conditions in a between-groups experiment, with 10 participants per condition. In all conditions there was visuo-motor congruence between the real and virtual dominant arm. In an Incongruent condition (I), where the virtual arm length was equal to the real length, there was visuo-tactile incongruence. In four Congruent conditions there was visuo-tactile congruence, but the virtual arm lengths were either equal to (C1), double (C2), triple (C3) or quadruple (C4) the real ones. Questionnaire scores and defensive withdrawal movements in response to a threat showed that the overall level of ownership was high in both C1 and I, and there was no significant difference between these conditions. Additionally, participants experienced ownership over the virtual arm up to three times the length of the real one, and less strongly at four times the length. The illusion did decline, however, with the length of the virtual arm. In the C2–C4 conditions although a measure of proprioceptive drift positively correlated with virtual arm length, there was no correlation between the drift and ownership of the virtual arm, suggesting different underlying mechanisms between ownership and drift. Overall, these findings extend and enrich previous results that multisensory and sensorimotor information can reconstruct our perception of the body shape, size and symmetry even when this is not consistent with normal body proportions.
BackgroundBody change illusions have been of great interest in recent years for the understanding of how the brain represents the body. Appropriate multisensory stimulation can induce an illusion of ownership over a rubber or virtual arm, simple types of out-of-the-body experiences, and even ownership with respect to an alternate whole body. Here we use immersive virtual reality to investigate whether the illusion of a dramatic increase in belly size can be induced in males through (a) first person perspective position (b) synchronous visual-motor correlation between real and virtual arm movements, and (c) self-induced synchronous visual-tactile stimulation in the stomach area.MethodologyTwenty two participants entered into a virtual reality (VR) delivered through a stereo head-tracked wide field-of-view head-mounted display. They saw from a first person perspective a virtual body substituting their own that had an inflated belly. For four minutes they repeatedly prodded their real belly with a rod that had a virtual counterpart that they saw in the VR. There was a synchronous condition where their prodding movements were synchronous with what they felt and saw and an asynchronous condition where this was not the case. The experiment was repeated twice for each participant in counter-balanced order. Responses were measured by questionnaire, and also a comparison of before and after self-estimates of belly size produced by direct visual manipulation of the virtual body seen from the first person perspective.ConclusionsThe results show that first person perspective of a virtual body that substitutes for the own body in virtual reality, together with synchronous multisensory stimulation can temporarily produce changes in body representation towards the larger belly size. This was demonstrated by (a) questionnaire results, (b) the difference between the self-estimated belly size, judged from a first person perspective, after and before the experimental manipulation, and (c) significant positive correlations between these two measures. We discuss this result in the general context of body ownership illusions, and suggest applications including treatment for body size distortion illnesses.
Advances in computer graphics algorithms and virtual reality (VR) systems, together with the reduction in cost of associated equipment, have led scientists to consider VR as a useful tool for conducting experimental studies in fields such as neuroscience and experimental psychology. In particular virtual body ownership, where the feeling of ownership over a virtual body is elicited in the participant, has become a useful tool in the study of body representation in cognitive neuroscience and psychology, concerning how the brain represents the body. Although VR has been shown to be a useful tool for exploring body ownership illusions, integrating the various technologies necessary for such a system can be daunting. In this paper, we discuss the technical infrastructure necessary to achieve virtual embodiment. We describe a basic VR system and how it may be used for this purpose, and then extend this system with the introduction of real-time motion capture, a simple haptics system and the integration of physiological and brain electrical activity recordings.
Recent progress in modelling, animation and rendering means that rich, high fidelity virtual worlds are found in many interactive graphics applications. However, the viewer's experience of a 3D world is dependent on the nature of the virtual cinematography, in particular, the camera position, orientation and motion in relation to the elements of the scene and the action. Camera control encompasses viewpoint computation, motion planning and editing. We present a range of computer graphics applications and draw on insights from cinematographic practice in identifying their different requirements with regard to camera control. The nature of the camera control problem varies depending on these requirements, which range from augmented manual control (semi-automatic) in interactive applications, to fully automated approaches. We review the full range of solution techniques from constraint-based to optimization-based approaches, and conclude with an examination of occlusion management and expressiveness in the context of declarative approaches to camera control.
This study investigates the effects of fruits and vegetables (FaVs) abnormality on consumer perceptions and purchasing behavior. For the purposes of this study, a virtual grocery store was created with a fresh FaVs section, where 142 participants became immersed using an Oculus Rift DK2 Head-Mounted Display (HMD) software. Participants were presented either "normal", "slightly" misshapen, "moderately" misshapen or "severely" misshapen" FaVs. The study findings indicate that shoppers tend to purchase a similar number of FaVs whatever their level of deformity. However, perceptions of the appearance and quality of the FaVs depend on the degree of abnormality. "Moderately" misshapen FaVs are perceived as significantly better than those that are "heavily" misshapen but also "slightly" misshapen (except for the appearance of fruits).
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.
hi@scite.ai
334 Leonard St
Brooklyn, NY 11211
Copyright © 2024 scite LLC. All rights reserved.
Made with 💙 for researchers
Part of the Research Solutions Family.