The Community for Technology Leaders
RSS Icon
Issue No.04 - April (2013 vol.19)
pp: 597-605
K. Kilteni , Event Lab., Univ. de Barcelona, Barcelona, Spain
I. Bergstrom , Event Lab., Univ. de Barcelona, Barcelona, Spain
M. Slater , Event Lab., Univ. de Barcelona, Barcelona, Spain
It has been shown that it is possible to generate perceptual illusions of ownership in immersive virtual reality (IVR) over a virtual body seen from first person perspective, in other words over a body that visually substitutes the person's real body. This can occur even when the virtual body is quite different in appearance from the person's real body. However, investigation of the psychological, behavioral and attitudinal consequences of such body transformations remains an interesting problem with much to be discovered. Thirty six Caucasian people participated in a between-groups experiment where they played a West-African Djembe hand drum while immersed in IVR and with a virtual body that substituted their own. The virtual hand drum was registered with a physical drum. They were alongside a virtual character that played a drum in a supporting, accompanying role. In a baseline condition participants were represented only by plainly shaded white hands, so that they were able merely to play. In the experimental condition they were represented either by a casually dressed dark-skinned virtual body (Casual Dark-Skinned - CD) or by a formal suited light-skinned body (Formal Light-Skinned - FL). Although participants of both groups experienced a strong body ownership illusion towards the virtual body, only those with the CD representation showed significant increases in their movement patterns for drumming compared to the baseline condition and compared with those embodied in the FL body. Moreover, the stronger the illusion of body ownership in the CD condition, the greater this behavioral change. A path analysis showed that the observed behavioral changes were a function of the strength of the illusion of body ownership towards the virtual body and its perceived appropriateness for the drumming task. These results demonstrate that full body ownership illusions can lead to substantial behavioral and possibly cognitive changes depending on the appearance of the virtual body. This could be important for many applications such as learning, education, training, psychotherapy and rehabilitation using IVR.
Avatars, Rubber, Mirrors, Correlation, Visualization, Instruments,entertainment., Perception, presence, user studies, experimental methods, multimodal interaction, training
K. Kilteni, I. Bergstrom, M. Slater, "Drumming in Immersive Virtual Reality: The Body Shapes the Way We Play", IEEE Transactions on Visualization & Computer Graphics, vol.19, no. 4, pp. 597-605, April 2013, doi:10.1109/TVCG.2013.29
[1] F. Brooks Jr, “What's real about virtual reality?,” Computer Graphics and Applications, IEEE, vol. 19, pp. 16-27, 1999.
[2] T. B. Sheridan, “Musings on Telepresence and Virtual Presence,” Presence: Teleoperators and Virtual Environments, vol. 1, pp. 120-126, 1992.
[3] M. V. Sanchez-Vives and M. Slater, “From presence to consciousness through virtual reality,” Nat Rev Neurosci, vol. 6, pp. 332-9, Apr 2005.
[4] S. Bryson, “Virtual reality in scientific visualization,” Communications of the Acm, vol. 39, pp. 62-71, 1996.
[5] Prabhat, et al. “A comparative study of Desktop, Fishtank, and Cave systems for the exploration of volume rendered confocal data sets,” IEEE Trans Vis Comput Graph, vol. 14, pp. 551-63, May-Jun 2008.
[6] N. Yee and J. N. Bailenson, “The Proteus effect: Self transformations in virtual reality,” Human Communication Research, vol. 33, pp. 271-90, 2007.
[7] S. Gallagher, “Philosophical conceptions of the self: implications for cognitive science,” Trends Cogn Sci, vol. 4, pp. 14-21, Jan 2000.
[8] M. Tsakiris, “My body in the brain: a neurocognitive model of body-ownership,” Neuropsychologia, vol. 48, pp. 703-12, Feb 2010.
[9] O. Blanke, “Multisensory brain mechanisms of bodily selfconsciousness,” Nat Rev Neurosci, vol. 13, pp. 556-71, Aug 2012.
[10] M. Botvinick and J. Cohen, “Rubber hands 'feel' touch that eyes see,” Nature, vol. 391, p. 756, Feb19 1998.
[11] B. Lenggenhager, et al. “Video ergo sum: manipulating bodily selfconsciousness,” Science, vol. 317, pp. 1096-9, Aug24 2007.
[12] H. H. Ehrsson, “The experimental induction of out-of-body experiences,” Science, vol. 317, p. 1048, Aug24 2007.
[13] V. I. Petkova and H. H. Ehrsson, “If I were you: perceptual illusion of body swapping,” PLoS One, vol. 3, p. e3832, 2008.
[14] A. Kalckert and H. H. Ehrsson, “Moving a rubber hand that feels like your own: dissociation of ownership and agency,” Frontiers in Human Neuroscience, vol. 6, 2012-March-14 2012.
[15] T. Dummer, et al. “Movement and the rubber hand illusion,” Perception, vol. 38, pp. 271-80, 2009.
[16] M. Tsakiris, et al. “Having a body versus moving your body: How agency structures body-ownership,” Conscious Cogn, vol. 15, pp. 423-32, Jun 2006.
[17] L. D. Walsh, et al. “Proprioceptive signals contribute to the sense of body ownership,” J Physiol, vol. 589, pp. 3009-21, Jun15 2011.
[18] M. Slater, et al. “Towards a digital body: the virtual arm illusion,” Front Hum Neurosci, vol. 2, p. 6, 2008.
[19] W. Ijsselsteijn, et al. “Is this my hand I see before me? The rubber hand illusion in Reality, Virtual Reality and Mixed Reality,” Presence-Teleoperators and Virtual Environments, vol. 15, pp. 455-464, 2006.
[20] M. V. Sanchez-Vives, et al. “Virtual hand illusion induced by visuomotor correlations,” PLoS One, vol. 5, p. e10381, 2010.
[21] M. Slater, et al. “First person experience of body transfer in virtual reality,” PLoS ONE, p. e10564. doi:10.1371/journal.pone.0010564, 2010.
[22] J. M. Normand, et al. “Multisensory stimulation can induce an illusion of larger belly size in immersive virtual reality,” PLoS One, vol. 6, p. e16128, 2011.
[23] D. Perez-Marcos, et al. “Is my hand connected to my body? The impact of body continuity and arm alignment on the virtual hand illusion,” Cognitive Neurodynamics, pp. 1-11, 2011.
[24] K. Kilteni, et al. “Extending Body Space in Immersive Virtual Reality: A Very Long Arm Illusion,” PLoS One, vol. 7, p. e40867, 2012.
[25] Y. Yuan and A. Steed, “Is the rubber hand illusion induced by immersive virtual reality?,” in Virtual Reality Conference (VR), 2010 IEEE, pp. 95-102. 2010,
[26] M. González-Franco, et al. “The contribution of real-time mirror reflections of motor actions on virtual body ownership in an immersive virtual environment,” 2010, pp. 111-114.
[27] M. Tsakiris, “Looking for myself: current multisensory input alters selfface recognition,” PLoS One, vol. 3, p. e4040, 2008.
[28] A. Tajadura-Jiménez, et al. “The Other in Me: Interpersonal Multisensory Stimulation Changes the Mental Representation of the Self,” PLoS One, vol. 7, p. e40682, 2012.
[29] H. Farmer, et al. “Beyond the colour of my skin: How skin colour affects the sense of body-ownership,” Conscious Cogn, Jun1 2012.
[30] M. R. Longo, et al. “Self awareness and the body image,” Acta Psychol (Amst) vol. 132, pp. 166-72, Oct 2009.
[31] M. Slater, et al. “Simulating virtual environments within virtual environments as the basis for a psychophysics of presence,” ACM Transactions on Graphics (TOG), vol. 29, p. 92, 2010.
[32] B. J. Mohler, et al. “The Effect of Viewing a Self-Avatar on Distance Judgments in an HMD-Based Virtual Environment,” Presence: Teleoperators and Virtual Environments, vol. 19, pp. 230-242, 2010.
[33] L. Jaron, “You Are Not a Gadget: A Manifesto,” ed: New York: Knopf, 2010.
[34] J. Bailenson, et al. “Transformed social interaction in mediated interpersonal communication,” Mediated Interpersonal Communication, p. 77, 2008.
[35] V. Groom, et al. “The influence of racial embodiment on racial bias in immersive virtual environments,” Social Influence, vol. 4, pp. 231-248, 2009.
[36] J. Fox and J. N. Bailenson, “Virtual self-modeling: The effects of vicarious reinforcement and identification on exercise behaviors,” Media Psychology, vol. 12, pp. 1-25, 2009.
[37] H. E. Hershfield, et al. “Increasing saving behavior through age-progressed renderings of the future self,” Journal of Marketing Research, vol. 48, pp. 23-37.
[38] J. Fox, et al. “Virtual experiences, physical behaviors: The effect of presence on imitation of an eating avatar,” Presence: Teleoperators and Virtual Environments, vol. 18, pp. 294-303, 2009.
[39] S. J. Ahn, “Embodied Experiences in Immersive Virtual Environments: Effects on Pro-Environmental Attitude and Behavior,” PhD, Stanford University, 2011.
[40] K. M. Lee, “Presence, explicated,” Communication Theory, vol. 14, pp. 27-50, 2004.
[41] E. R. Miranda and M. M. Wanderley,, New digital musical instruments: control and interaction beyond the keyboard vol. 21: AR Editions, Inc., 2006.
[42] M. Nusseck and M. M. Wanderley, “Music and motion-how music-related ancillary body movements contribute to the experience of music,” Music Perception, vol. 26, pp. 335-353, 2009.
[43] M. Schutz, “Seeing music? What musicians need to know about vision,” 2008.
[44] F. J. Varela, et al., The embodied mind: Cognitive science and human experience: MIT press, 1999.
[45] K. Hall,“Performativity,” Journal of Linguistic Anthropology, vol. 9, pp. 184-187, 1999.
[46] R. Eves, “Engendering Gesture: Gender Performativity and Bodily Regimes from New Ireland,” The Asia Pacific Journal of Anthropology, vol. 11, pp. 1-16.
[47] M. Mauss, “Les techniques du corps,” Journal de psychologie, vol. 32, pp. 365-86, 1936.
[48] N. K. Griffiths, “Posh music should equal posh dress: an investigation into the concert dress and physical appearance of female soloists,” Psychology of Music, vol. 38, pp. 159-177, 2010.
[49] Y. H. Kwon,“The influence of appropriateness of dress and gender on the self-perception of occupational attributes,” Clothing and Textiles Research Journal, vol. 12, pp. 33-39, 1994.
[50] F. Tecchia, et al. “A flexible framework for wide-spectrum vr development,” Presence: Teleoperators and Virtual Environments, vol. 19, pp. 302-312, 2010.
[51] M. Gillies and B. Spanlang, “Comparing and evaluating real-time character engines for virtual environments,” PRESENCE — Teleoperators and Virtual Environments, vol. 19, pp. 95-117, 2010.
[52] T. C. Hudson, et al. “VRPN: a device-independent, network-transparent VR peripheral system,” 2001, pp. 55-61.
[53] J. A. Jones, et al. “The effects of virtual reality, augmented reality, and motion parallax on egocentric depth perception,” 2008, pp. 9-14.
[54] P. T. Costa, et al., Revised neo personality inventory (neo pi-r) and neo five-factor inventory (neo-ffi): Psychological Assessment Resources Odessa, FL, 1992.
[55] C. J. Bohil, et al. “Virtual reality in neuroscience research and therapy,” Nature Reviews Neuroscience, 2011.
42 ms
(Ver 2.0)

Marketing Automation Platform Marketing Automation Tool