1,894 research outputs found

    Alexithymia modulates the experience of the rubber hand illusion

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    Alexithymia is associated with lower awareness of emotional and non-emotional internal bodily signals. However, evidence suggesting that alexithymia modulates body awareness at an external level is scarce. This study aimed to investigate whether alexithymia is associated with disrupted multisensory integration by using the rubber hand illusion task.Fifty healthy individuals completed the Toronto Alexithymia Scale and underwent the rubber hand illusion measure. In this measure, one watches a rubber hand being stroked synchronously or asynchronously with one’s own hand, which is hidden from view. Compared to the asynchronous stimulation, the synchronous stimulation results in the illusion that the rubber hand and the participant’s hand are closer together than they really are and that the rubber hand belongs to them. Results revealed that higher levels of alexithymia are associated with a lower ownership illusion. In conclusion, our findings demonstrate that high alexithymia scorers integrate two simultaneous sensory and proprioceptive events into a single experience (lower multisensory integration) to a lesser extent than low alexithymia scorers. Higher susceptibility to the illusion in high alexithymia scorers may -indicate that alexithymia is associated with impaired multisensory integration and that this association results from an abnormal focus of one's own body

    Visual stimulus disrupts the spatial localization of a tactile sensation in Virtual Reality

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    Phantom limb pain is a neuropathic condition in which a person feels pain in a limb that is not present. Cognitive treatments that visually recreate the limb in an attempt to create a cross modal interaction between vision, and touch/proprioception have shown to be effective at alleviating this pain. With improvements in technology, Virtual Mirror Therapy is starting to gain favor, however, there are currently no applications that utilize passive touch in the same way non-virtual reality applications do. This paper investigates whether a visual stimulus can relocate a tactile stimulus to a different location using principles from the rubber hand illusion and mirror therapy. We demonstrate that a displaced visual stimulus in virtual reality can disrupt accurate spatial perception of a physical vibrotactile sensation however the effects are small and require further investigation

    A framework for interactivity and presence in novel bodies

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    Researchers are beginning to explore the consequences of interacting with virtual worlds using non-human bodies. As virtual environments become more advanced, it is possible for participants to interact with their environments in increasingly sophisticated ways. Using trackers, users can control multiple avatar limbs in order to manipulate objects, move through space, and otherwise act in the virtual world. However, these avatar bodies need not conform to the normal human configuration, either in their appearance or in the way the tracked movements of the user are rendered to control the movements of the avatar. In this chapter we use the framework developed by Haans and IJsselsteijn to investigate the experience of self-presence in cases of nonhuman avatars or avatars that otherwise differ in ability or control schema from the user’s own body; for example, avatars with more than two arms. We focus on cases where participants inhabit avatars in which the veridical mapping between tracking and rendering is disrupted

    Body weight distortions in an auditory-driven body illusion in subclinical and clinical eating disorders.

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    Previous studies suggest a stronger influence of visual signals on body image in individuals with eating disorders (EDs) than healthy controls; however, the influence of other exteroceptive sensory signals remains unclear. Here we used an illusion relying on auditory (exteroceptive) signals to manipulate body size/weight perceptions and investigated whether the mechanisms integrating sensory signals into body image are altered in subclinical and clinical EDs. Participants' footstep sounds were altered to seem produced by lighter or heavier bodies. Across two experiments, we tested healthy women assigned to three groups based on self-reported Symptomatology of EDs (SED), and women with Anorexia Nervosa (AN), and used self-report, body-visualization, and behavioural (gait) measures. As with visual bodily illusions, we predicted stronger influence of auditory signals, leading to an enhanced body-weight illusion, in people with High-SED and AN. Unexpectedly, High-SED and AN participants displayed a gait typical of heavier bodies and a widest/heaviest visualized body in the 'light' footsteps condition. In contrast, Low-SED participants showed these patterns in the 'heavy' footsteps condition. Self-reports did not show group differences. The results of this pilot study suggest disturbances in the sensory integration mechanisms, rather than purely visually-driven body distortions, in subclinical/clinical EDs, opening opportunities for the development of novel diagnostic/therapeutic tools

    Augmented body: changing interactive body play

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    This paper investigates the player’s body as a system capable of unfamiliar interactive movement through digital mediation in a playful environment. Body interactions with both digital and non-digital environments are suggested here as a perceptually manipulative exploration area, where by a player altering how they perceive of their body and its operations can create a new playful and original experience. It questions how player interaction can change as perception of the body changes using augmentative technology

    Body-Borne Computers as Extensions of Self

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    The opportunities for wearable technologies go well beyond always-available information displays or health sensing devices. The concept of the cyborg introduced by Clynes and Kline, along with works in various fields of research and the arts, offers a vision of what technology integrated with the body can offer. This paper identifies different categories of research aimed at augmenting humans. The paper specifically focuses on three areas of augmentation of the human body and its sensorimotor capabilities: physical morphology, skin display, and somatosensory extension. We discuss how such digital extensions relate to the malleable nature of our self-image. We argue that body-borne devices are no longer simply functional apparatus, but offer a direct interplay with the mind. Finally, we also showcase some of our own projects in this area and shed light on future challenges
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