52 research outputs found
Body ownership increases the interference between observed and executed movements
When we successfully achieve willed actions, the feeling that our moving body parts belong to the self (i.e., body ownership) is barely required. However, how and to what extent the awareness of our own body contributes to the neurocognitive processes subserving actions is still debated. Here we capitalized on immersive virtual reality in order to examine whether and how body ownership influences motor performance (and, secondly, if it modulates the feeling of voluntariness). Healthy participants saw a virtual body either from a first or a third person perspective. In both conditions, they had to draw continuously straight vertical lines while seeing the virtual arm doing the same action (i.e., drawing lines) or deviating from them (i.e., drawing ellipses). Results showed that when there was a mismatch between the intended and the seen movements (i.e., participants had to draw lines but the avatar drew ellipses), motor performance was strongly 'attracted' towards the seen (rather than the performed) movement when the avatar's body part was perceived as own (i.e., first person perspective). In support of previous studies, here we provide direct behavioral evidence that the feeling of body ownership modulates the interference of seen movements to the performed movements
Comparing intensities and modalities within the sensory attenuation paradigm: Preliminary evidence
It is well-documented that the intensity of a self-generated somatosensory stimulus is perceived to be attenuated in respect to an identical stimulus generated by others. At present, it is not clear whether such a phenomenon, known as somatosensory attenuation, is based not only on feedforward motor signals but also on re-afferences towards the body. To answer this question, in the present pilot investigation on twelve healthy subjects, three types of stimulations (sensory non-nociceptive electrical – ES, nociceptive electrical – NES, and vibrotactile – VTS) and intensities (1 = sensory threshold ∗ 2.5 + 2 mA, 2 = sensory threshold ∗ 2.5 + 3 mA, 3 = sensory threshold ∗ 2.5 + 4 mA for ES and NES; 1 = sensory threshold ∗ 2 Hz, 2 = sensory threshold ∗ 3 Hz, 3 = sensory threshold ∗ 4 Hz for VTS) have been directly compared in a somatosensory attenuation paradigm. The results show that the attenuation effect emerged only with electrical stimuli and that it increased with higher intensities. These pilot findings suggest that, depending on the type and the intensity of stimulation, re-afferences can have a role in somatosensory attenuation. Additionally, it is possible to speculate the effect is present only with electrical stimuli because those stimuli are prospectively judged as potentially dangerous. This, in turn, would optimize planning successful reactions to incoming threatening stimuli
Shared neurocognitive mechanisms of attenuating self-touch and illusory self-touch
Despite the fact that any successful achievement of willed actions necessarily entails the sense of body ownership (the feeling of owning the moving body parts), it is still unclear how this happens. To address this issue at both behavioral and neural levels, we capitalized on sensory attenuation (SA) phenomenon (a self-generated stimulus is perceived as less intense than an identical externally generated stimulus). We compared the intensity of somatosensory stimuli produced by one's own intended movements and by movements of an embodied fake hand. Then, we investigated if in these two conditions SA was equally affected by interfering with the activity of the supplementary motor area (SMA; known to be related to motor intention and SA) using single-pulse transcranial magnetic stimulation. We showed that ownership of the fake hand triggered attenuation of somatosensory stimuli generated by its movements that were comparable to the attenuation of self-generated stimuli. Furthermore, disrupting the SMA eliminated the SA effect regardless of whether it was triggered by actual participant's movements or by illusory ownership. Our findings suggest that SA triggered by body ownership relies, at least in part, on the activation of the same brain structures as SA triggered by motor-related signals
Changing your body changes your eating attitudes: embodiment of a slim virtual avatar induces avoidance of high-calorie food
The virtual-reality full-body illusion paradigm has been suggested to not only trigger the illusory ownership of the avatar's body but also the attitudinal and behavioral components stereotypically associated to that kind of virtual body. In the present study, we investigated whether this was true for stereotypes related to body size: body satisfaction and eating control behavior. Healthy participants underwent the full-body illusion paradigm with an avatar having either a larger or a slimmer body than their own, and were assessed for implicit attitudes towards body image and food calorie content at baseline and after each full-body illusion session. Results showed that the illusion emerged regardless of the avatar's body size, whereas the perceived dimension of the own body size changed according to the avatar's body size (i.e., participants felt to be slimmer after embodying their slim avatar and larger after embodying their large avatar). Crucially, we found that implicit attitudes towards food, but not those towards one's own body, were modulated by the size of the virtual body. Compared to baseline, ownership of a slimmer avatar increased the avoidance of high-calorie food, whereas ownership of a larger avatar did not induce changes. Our findings suggest that the illusory feeling of being slimmer drives also the food-related stereotypes associated with that body size, increasing the regulation of eating behaviors
Editorial: Virtual, mixed, and augmented reality in cognitive neuroscience and neuropsychology.
INTRODUCTION : Among many endeavors in scientific research, virtual reality (VR) is one of the most compelling and fruitful scenario for cognitive neuroscience and neuropsychology (Bohil et al., 2011; Parsons et al., 2020). Because of its flexibility and adaptability to different scopes, VR technology has advanced from mere display-VR; where the simulation is implemented on a 2D monitor with depthless interaction, to immersive virtual reality (IVR), that mimics and overlaps with the physical world that fully engages the physical body (Slater, 2009). [...
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