9 research outputs found
Embodiment in a virtual body that speaks produces agency over the speaking but does not necessarily influence subsequent real speaking
Previous results have shown that body ownership, induced through first-person perspective (1PP) over a virtual body (VB) that moves synchronously with real body movements, can lead to illusory agency over VB utterances even though the participant does not speak. It was also found that when participants later speak they follow the fundamental frequency (FF) of the voice of their VB, indicating a new motor plan for speaking. To eliminate the contribution of veridical agency over the VB movements, we conducted a study where we induced body ownership using visuotactile (VT) synchrony rather than visuomotor. Participants saw a life-sized VB from 1PP and reflected in a virtual mirror, that spoke with corresponding lip movements. Half of the 36 experimental participants experienced synchronous (Sync) passive VT on their hands and abdomen, and the other half asynchronous (Async). We found that both VT Sync and Async conditions resulted in a strong subjective illusion of body ownership and agency over the VB, but not, however, changes in voice FF in subsequent speaking. This shows that although illusory agency may be associated with body ownership, a change in motor plan is likely to be a generalisation from veridical agency over whole body movements
First Person Perspective of Seated Participants Over a Walking Virtual Body Leads to Illusory Agency Over the Walking
Agency, the attribution of authorship to an action of our body, requires the intention to carry out the action, and subsequently a match between its predicted and actual sensory consequences. However, illusory agency can be generated through priming of the action together with perception of bodily action, even when there has been no actual corresponding action. Here we show that participants can have the illusion of agency over the walking of a virtual body even though in reality they are seated and only allowed head movements. The experiment (n = 28) had two factors: Perspective (1PP or 3PP) and Head Sway (Sway or NoSway). Participants in 1PP saw a life-sized virtual body spatially coincident with their own from a first person perspective, or the virtual body from third person perspective (3PP). In the Sway condition the viewpoint included a walking animation, but not in NoSway. The results show strong illusions of body ownership, agency and walking, in the 1PP compared to the 3PP condition, and an enhanced level of arousal while the walking was up a virtual hill. Sway reduced the level of agency. We conclude with a discussion of the results in the light of current theories of agency
First person perspective of seated participants over a walking virtual body leads to illusory agency over the walking
Agency, the attribution of authorship to an action of our body, requires the intention to carry out the action, and subsequently a match between its predicted and actual sensory consequences. However, illusory agency can be generated through priming of the action together with perception of bodily action, even when there has been no actual corresponding action. Here we show that participants can have the illusion of agency over the walking of a virtual body even though in reality they are seated and only allowed head movements. The experiment (n = 28) had two factors: Perspective (1PP or 3PP) and Head Sway (Sway or NoSway). Participants in 1PP saw a life-sized virtual body spatially coincident with their own from a first person perspective, or the virtual body from third person perspective (3PP). In the Sway condition the viewpoint included a walking animation, but not in NoSway. The results show strong illusions of body ownership, agency and walking, in the 1PP compared to the 3PP condition, and an enhanced level of arousal while the walking was up a virtual hill. Sway reduced the level of agency. We conclude with a discussion of the results in the light of current theories of agency
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Embodiment and Multisensory Perception of Synchronicity: Biological Features Modulate Visual and Tactile Multisensory Interaction in Simultaneity Judgements
The concept of embodiment has been used in multiple scenarios, but in cognitive neuroscience it normally refers to the comprehension of the role of one’s own body in the cognition of everyday situations and the processes involved in that perception. Multisensory research is gradually embracing the concept of embodiment, but the focus has mostly been concentrated upon audiovisual integration. In two experiments, we evaluated how the likelihood of a perceived stimulus to be embodied modulates visuotactile interaction in a Simultaneity Judgement task. Experiment 1 compared the perception of two visual stimuli with and without biological attributes (hands and geometrical shapes) moving towards each other, while tactile stimuli were provided on the palm of the participants’ hand. Participants judged whether the meeting point of two periodically-moving visual stimuli was synchronous with the tactile stimulation in their own hands. Results showed that in the hand condition, the Point of Subjective Simultaneity (PSS) was significantly more distant to real synchrony (60 ms after the Stimulus Onset Asynchrony, SOA) than in the geometrical shape condition (45 ms after SOA). In experiment 2, we further explored the impact of biological attributes by comparing performance on two visual biological stimuli (hands and ears), that also vary in their motor and visuotactile properties. Results showed that the PSS was equally distant to real synchrony in both the hands and ears conditions. Overall, findings suggest that embodied visual biological stimuli may modulate visual and tactile multisensory interaction in simultaneity judgements
Pengaruh Online Review Dan Virtual Reality Terhadap Attitude Toward Destination Dan Intention To Visit Destination
This study aims to validate the effect of online review and application of virtual reality on attitudes towards destinations and canceling intentions to visit destinations. The research approach uses quantitative data and data with survey methods. The sampling technique in this study used purposive sampling which is part of nonprobability sampling. The research sample is a consumer who is active in online activities and can use a website, with a minimum age of 19 years as many as 160 samples. The analysis technique used is anova analysis and regression. The results showed that online reviews and the application of virtual reality had a positive effect on attitudes towards destinations and intention to visit destinations. Then online positive and negative reviews have a significant effect on attitudes towards destinations and intention to visit destinations. Meanwhile, the application of virtual reality also has a significant effect on attitudes towards destinations and intention to visit destinations. This research also shows that the level attitude towards the purpose of visiting tourism can review and weaken the intention to visit the destination. With these results, the perceived attitude of tourist destinations towards tourism can assess or weaken the intention to visit tourist destination
Multisensory Feedback Can Enhance Embodiment Within an Enriched Virtual Walking Scenario
This study investigates how the sense of embodiment in virtual environments can be enhanced by multisensory feedback related to body movements. In particular, we analyze the effect of combined vestibular and proprioceptive afferent signals on the perceived embodiment within an immersive walking scenario. These feedback signals were applied by means of a motion platform and by tendon vibration of lower limbs, evoking illusory leg movements. Vestibular and proprioceptive feedback were provided congruently with a rich virtual scenario reconstructing a real city, rendered on a head-mounted display (HMD). The sense of embodiment was evaluated through both self-reported questionnaires and physiological measurements in two experimental conditions: with all active sensory feedback (highly embodied condition), and with visual feedback only. Participants' self-reports show that the addition of both vestibular and proprioceptive feedback increases the sense of embodiment and the individual's feeling of presence associated with the walking experience. Furthermore, the embodiment condition significantly increased the measured galvanic skin response and respiration rate. The obtained results suggest that vestibular and proprioceptive feedback can improve the participant's sense of embodiment in the virtual experience. </jats:p
A Multi-Modal, Modified-Feedback and Self-Paced Brain-Computer Interface (BCI) to Control an Embodied Avatar's Gait
Brain-computer interfaces (BCI) have been used to control the gait of a virtual self-avatar with the
aim of being used in gait rehabilitation. A BCI decodes the brain signals representing a desire to
do something and transforms them into a control command for controlling external devices.
The feelings described by the participants when they control a self-avatar in an immersive virtual
environment (VE) demonstrate that humans can be embodied in the surrogate body of an avatar
(ownership illusion). It has recently been shown that inducing the ownership illusion and then
manipulating the movements of one’s self-avatar can lead to compensatory motor control
strategies.
In order to maximize this effect, there is a need for a method that measures and monitors
embodiment levels of participants immersed in virtual reality (VR) to induce and maintain a strong
ownership illusion. This is particularly true given that reaching a high level of both BCI
performance and embodiment are inter-connected. To reach one of them, the second must be
reached as well. Some limitations of many existing systems hinder their adoption for
neurorehabilitation: 1- some use motor imagery (MI) of movements other than gait; 2- most
systems allow the user to take single steps or to walk but do not allow both, which prevents users
from progressing from steps to gait; 3- most of them function in a single BCI mode (cue-paced or
self-paced), which prevents users from progressing from machine-dependent to machine-independent
walking. Overcoming the aforementioned limitations can be done by combining
different control modes and options in one single system. However, this would have a negative
impact on BCI performance, therefore diminishing its usefulness as a potential rehabilitation tool.
In this case, there will be a need to enhance BCI performance. For such purpose, many techniques
have been used in the literature, such as providing modified feedback (whereby the presented
feedback is not consistent with the user’s MI), sequential training (recalibrating the classifier as
more data becomes available).
This thesis was developed over 3 studies. The objective in study 1 was to investigate the possibility
of measuring the level of embodiment of an immersive self-avatar, during the performing,
observing and imagining of gait, using electroencephalogram (EEG) techniques, by presenting
visual feedback that conflicts with the desired movement of embodied participants.
The objective of study 2 was to develop and validate a BCI to control single steps and forward
walking of an immersive virtual reality (VR) self-avatar, using mental imagery of these actions, in
cue-paced and self-paced modes. Different performance enhancement strategies were
implemented to increase BCI performance.
The data of these two studies were then used in study 3 to construct a generic classifier that could
eliminate offline calibration for future users and shorten training time.
Twenty different healthy participants took part in studies 1 and 2. In study 1, participants wore an
EEG cap and motion capture markers, with an avatar displayed in a head-mounted display (HMD)
from a first-person perspective (1PP). They were cued to either perform, watch or imagine a single
step forward or to initiate walking on a treadmill. For some of the trials, the avatar took a step with
the contralateral limb or stopped walking before the participant stopped (modified feedback).
In study 2, participants completed a 4-day sequential training to control the gait of an avatar in
both BCI modes. In cue-paced mode, they were cued to imagine a single step forward, using their
right or left foot, or to walk forward. In the self-paced mode, they were instructed to reach a target
using the MI of multiple steps (switch control mode) or maintaining the MI of forward walking
(continuous control mode). The avatar moved as a response to two calibrated regularized linear
discriminant analysis (RLDA) classifiers that used the μ power spectral density (PSD) over the
foot area of the motor cortex as features. The classifiers were retrained after every session. During
the training, and for some of the trials, positive modified feedback was presented to half of the
participants, where the avatar moved correctly regardless of the participant’s real performance.
In both studies, the participants’ subjective experience was analyzed using a questionnaire. Results
of study 1 show that subjective levels of embodiment correlate strongly with the power differences
of the event-related synchronization (ERS) within the μ frequency band, and over the motor and
pre-motor cortices between the modified and regular feedback trials.
Results of study 2 show that all participants were able to operate the cued-paced BCI and the selfpaced
BCI in both modes. For the cue-paced BCI, the average offline performance (classification
rate) on day 1 was 67±6.1% and 86±6.1% on day 3, showing that the recalibration of the classifiers
enhanced the offline performance of the BCI (p < 0.01). The average online performance was
85.9±8.4% for the modified feedback group (77-97%) versus 75% for the non-modified feedback
group. For self-paced BCI, the average performance was 83% at switch control and 92% at
continuous control mode, with a maximum of 12 seconds of control. Modified feedback enhanced
BCI performances (p =0.001). Finally, results of study 3 show that the constructed generic models
performed as well as models obtained from participant-specific offline data. The results show that
there it is possible to design a participant-independent zero-training BCI.Les interfaces cerveau-ordinateur (ICO) ont été utilisées pour contrôler la marche d'un égo-avatar virtuel dans le but d'être utilisées dans la réadaptation de la marche. Une ICO décode les signaux du cerveau représentant un désir de faire produire un mouvement et les transforme en une commande de contrôle pour contrôler des appareils externes.
Les sentiments décrits par les participants lorsqu'ils contrôlent un égo-avatar dans un environnement virtuel immersif démontrent que les humains peuvent être incarnés dans un corps d'un avatar (illusion de propriété). Il a été récemment démontré que provoquer l’illusion de propriété puis manipuler les mouvements de l’égo-avatar peut conduire à des stratégies de contrôle moteur compensatoire.
Afin de maximiser cet effet, il existe un besoin d'une méthode qui mesure et surveille les niveaux d’incarnation des participants immergés dans la réalité virtuelle (RV) pour induire et maintenir une forte illusion de propriété.
D'autre part, atteindre un niveau élevé de performances (taux de classification) ICO et d’incarnation est interconnecté. Pour atteindre l'un d'eux, le second doit également être atteint. Certaines limitations de plusieurs de ces systèmes entravent leur adoption pour la neuroréhabilitation: 1- certains utilisent l'imagerie motrice (IM) des mouvements autres que la marche; 2- la plupart des systèmes permettent à l'utilisateur de faire des pas simples ou de marcher mais pas les deux, ce qui ne permet pas à un utilisateur de passer des pas à la marche; 3- la plupart fonctionnent en un seul mode d’ICO, rythmé (cue-paced) ou auto-rythmé (self-paced). Surmonter les limitations susmentionnées peut être fait en combinant différents modes et options de commande dans un seul système. Cependant, cela aurait un impact négatif sur les performances de l’ICO, diminuant ainsi son utilité en tant qu'outil potentiel de réhabilitation. Dans ce cas, il sera nécessaire d'améliorer les performances des ICO. À cette fin, de nombreuses techniques ont été utilisées dans la littérature, telles que la rétroaction modifiée, le recalibrage du classificateur et l'utilisation d'un classificateur générique.
Le projet de cette thèse a été réalisé en 3 études, avec objectif d'étudier dans l'étude 1, la possibilité de mesurer le niveau d'incarnation d'un égo-avatar immersif, lors de l'exécution, de l'observation et de l'imagination de la marche, à l'aide des techniques encéphalogramme (EEG), en présentant une rétroaction visuelle qui entre en conflit avec la commande du contrôle moteur des sujets incarnés. L'objectif de l'étude 2 était de développer un BCI pour contrôler les pas et la marche vers l’avant d'un égo-avatar dans la réalité virtuelle immersive, en utilisant l'imagerie motrice de ces actions, dans des modes rythmés et auto-rythmés. Différentes stratégies d'amélioration des performances ont été mises en œuvre pour augmenter la performance (taux de classification) de l’ICO.
Les données de ces deux études ont ensuite été utilisées dans l'étude 3 pour construire des classificateurs génériques qui pourraient éliminer la calibration hors ligne pour les futurs utilisateurs et raccourcir le temps de formation.
Vingt participants sains différents ont participé aux études 1 et 2. Dans l'étude 1, les participants portaient un casque EEG et des marqueurs de capture de mouvement, avec un avatar affiché dans un casque de RV du point de vue de la première personne (1PP). Ils ont été invités à performer, à regarder ou à imaginer un seul pas en avant ou la marche vers l’avant (pour quelques secondes) sur le tapis roulant. Pour certains essais, l'avatar a fait un pas avec le membre controlatéral ou a arrêté de marcher avant que le participant ne s'arrête (rétroaction modifiée).
Dans l'étude 2, les participants ont participé à un entrainement séquentiel de 4 jours pour contrôler la marche d'un avatar dans les deux modes de l’ICO. En mode rythmé, ils ont imaginé un seul pas en avant, en utilisant leur pied droit ou gauche, ou la marche vers l’avant . En mode auto-rythmé, il leur a été demandé d'atteindre une cible en utilisant l'imagerie motrice (IM) de plusieurs pas (mode de contrôle intermittent) ou en maintenir l'IM de marche vers l’avant (mode de contrôle continu). L'avatar s'est déplacé en réponse à deux classificateurs ‘Regularized Linear Discriminant Analysis’ (RLDA) calibrés qui utilisaient comme caractéristiques la densité spectrale de puissance (Power Spectral Density; PSD) des bandes de fréquences µ (8-12 Hz) sur la zone du pied du cortex moteur. Les classificateurs ont été recalibrés après chaque session. Au cours de l’entrainement et pour certains des essais, une rétroaction modifiée positive a été présentée à la moitié des participants, où l'avatar s'est déplacé correctement quelle que soit la performance réelle du participant. Dans les deux études, l'expérience subjective des participants a été analysée à l'aide d'un questionnaire.
Les résultats de l'étude 1 montrent que les niveaux subjectifs d’incarnation sont fortement corrélés à la différence de la puissance de la synchronisation liée à l’événement (Event-Related Synchronization; ERS) sur la bande de fréquence μ et sur le cortex moteur et prémoteur entre les essais de rétroaction modifiés et réguliers. L'étude 2 a montré que tous les participants étaient capables d’utiliser le BCI rythmé et auto-rythmé dans les deux modes. Pour le BCI rythmé, la performance hors ligne moyenne au jour 1 était de 67±6,1% et 86±6,1% au jour 3, ce qui montre que le recalibrage des classificateurs a amélioré la performance hors ligne du BCI (p <0,01). La performance en ligne moyenne était de 85,9±8,4% pour le groupe de rétroaction modifié (77-97%) contre 75% pour le groupe de rétroaction non modifié. Pour le BCI auto-rythmé, la performance moyenne était de 83% en commande de commutateur et de 92% en mode de commande continue, avec un maximum de 12 secondes de commande. Les performances de l’ICO ont été améliorées par la rétroaction modifiée (p = 0,001). Enfin, les résultats de l'étude 3 montrent que pour la classification des initialisations des pas et de la marche, il a été possible de construire des modèles génériques à partir de données hors ligne spécifiques aux participants. Les résultats montrent la possibilité de concevoir une ICO ne nécessitant aucun entraînement spécifique au participant
Enhancing our lives with immersive virtual reality
Virtual reality (VR) started about 50 years ago in a form we would recognize today [stereo head-mounted display (HMD), head tracking, computer graphics generated images] – although the hardware was completely different. In the 1980s and 1990s, VR emerged again based on a different generation of hardware (e.g., CRT displays rather than vector refresh, electromagnetic tracking instead of mechanical). This reached the attention of the public, and VR was hailed by many engineers, scientists, celebrities, and business people as the beginning of a new era, when VR would soon change the world for the better. Then, VR disappeared from public view and was rumored to be “dead.” In the intervening 25 years a huge amount of research has nevertheless been carried out across a vast range of applications – from medicine to business, from psychotherapy to industry, from sports to travel. Scientists, engineers, and people working in industry carried on with their research and applications using and exploring different forms of VR, not knowing that actually the topic had already passed away.
The purpose of this article is to survey a range of VR applications where there is some evidence for, or at least debate about, its utility, mainly based on publications in peer-reviewed journals. Of course not every type of application has been covered, nor every scientific paper (about 186,000 papers in Google Scholar): in particular, in this review we have not covered applications in psychological or medical rehabilitation. The objective is that the reader becomes aware of what has been accomplished in VR, where the evidence is weaker or stronger, and what can be done. We start in Section 1 with an outline of what VR is and the major conceptual framework used to understand what happens when people experience it – the concept of “presence.” In Section 2, we review some areas where VR has been used in science – mostly psychology and neuroscience, the area of scientific visualization, and some remarks about its use in education and surgical training. In Section 3, we discuss how VR has been used in sports and exercise. In Section 4, we survey applications in social psychology and related areas – how VR has been used to throw light on some social phenomena, and how it can be used to tackle experimentally areas that cannot be studied experimentally in real life. We conclude with how it has been used in the preservation of and access to cultural heritage. In Section 5, we present the domain of moral behavior, including an example of how it might be used to train professionals such as medical doctors when confronting serious dilemmas with patients. In Section 6, we consider how VR has been and might be used in various aspects of travel, collaboration, and industry. In Section 7, we consider mainly the use of VR in news presentation and also discuss different types of VR. In the concluding Section 8, we briefly consider new ideas that have recently emerged – an impossible task since during the short time we have written this page even newer ideas have emerged! And, we conclude with some general considerations and speculations.
Throughout and wherever possible we have stressed novel applications and approaches and how the real power of VR is not necessarily to produce a faithful reproduction of “reality” but rather that it offers the possibility to step outside of the normal bounds of reality and realize goals in a totally new and unexpected way. We hope that our article will provoke readers to think as paradigm changers, and advance VR to realize different worlds that might have a positive impact on the lives of millions of people worldwide, and maybe even help a little in saving the planet