11 research outputs found
Drift and ownership toward a distant virtual body.
In body ownership illusions participants feel that a mannequin or virtual body (VB) is their own. Earlier results suggest that body ownership over a body seen from behind in extra personal space is possible when the surrogate body is visually stroked and tapped on its back, while spatially and temporal synchronous tactile stimulation is applied to the participant's back. This result has been disputed with the claim that the results can be explained by self-recognition rather than somatic body ownership. We carried out an experiment with 30 participants in a between-groups design. They all saw the back of a VB 1.2 m in front, that moved in real-time determined by upper body motion capture. All felt tactile stimulation on their back, and for 15 of them this was spatially and temporally synchronous with stimulation that they saw on the back of the VB, but asynchronous for the other 15. After 3 min a revolving fan above the VB descended and stopped at the position of the VB neck. A questionnaire assessed referral of touch to the VB, body ownership, the illusion of drifting forwards toward the VB, and the VB drifting backwards. Heart rate deceleration (HRD) and the amount of head movement during the threat period were used to assess the response to the threat from the fan. Results showed that although referral of touch was significantly greater in the synchronous condition than the asynchronous, there were no other differences between the conditions. However, a further multivariate analysis revealed that in the visuotactile synchronous condition HRD and head movement increased with the illusion of forward drift and decreased with backwards drift. Body ownership contributed positively to these drift sensations. Our conclusion is that the setup results in a contradiction-somatic feelings associated with a distant body-that the brain attempts to resolve by generating drift illusions that would make the two bodies coincide
A Virtual Umbilical Cord
English: Immersive Virtual Reality applied to study body representation in humans] Immersive Virtual Reality (IVR) techniques have been applied successfully in many areas as phobia treatment and pain alleviation. Our main aim is to use IVR to study the representation that our brain has of our body representation. In this project we study the plasticity our brain has to change the bodily image. To proceed with the study, we built a virtual reality (VR) application that involves software components, hardware VR devices, haptics and physio sensors
Touching the void: exploring virtual objects through a vibrotactile glove
This paper describes a simple low-cost approach to
adding an element of haptic interaction within a virtual
environment. Using off-the-shelf hardware and software we
describe a simple setup that can be used to explore physically virtual objects in space. This setup comprises of a prototype glove with a number of vibrating actuators to provide the haptic feedback, a Kinect camera for the tracking of the user's hand and a virtual reality development environment. As proof of concept and to test the efficiency of the system as well as its potential applications, we developed a simple application where we created 4 different shapes within a virtual environment in order to try to
explore them and guess their shape through touch alone
Influence of Music on Anxiety Induced by Fear of Heights in Virtual Reality
Music is a potent mood regulator that can induce relaxation and reduce anxiety in different situations. While several studies demonstrate that certain types of music have a subjective anxiolytic effect, the reported results from physiological responses are less conclusive. Virtual reality allows us to study diverse scenarios of real life under strict experimental control while preserving high ecological validity. We aimed to study the modulating effect of music on the anxiety responses triggered by an immersive virtual reality scenario designed to induce fear of heights. Subjects experienced a virtual scenario depicting an exterior elevator platform ascending and descending the total height of its 350 meters tall supporting structure. Participants were allocated to either a group that experienced the elevator ride with background music or without, in a between-groups design. Furthermore, each group included participants with different degrees of fear of heights, ranging from low to high fear. Recordings of heart rate, galvanic skin response, body balance, and head movements were obtained during the experiments. Subjective anxiety was measured by means of three questionnaires. The scenario produced significant changes in subjective and physiological measures, confirming its efficacy as a stressor. A significant increase in state anxiety was found between pre and post-assessment in the silence group, but not in the music group, indicating that post-stress recovery was faster in the musical group. Results suggest that music can ameliorate the subjective anxiety produced by fear of heights
A Virtual Umbilical Cord
English: Immersive Virtual Reality applied to study body representation in humans] Immersive Virtual Reality (IVR) techniques have been applied successfully in many areas as phobia treatment and pain alleviation. Our main aim is to use IVR to study the representation that our brain has of our body representation. In this project we study the plasticity our brain has to change the bodily image. To proceed with the study, we built a virtual reality (VR) application that involves software components, hardware VR devices, haptics and physio sensors
Drift and ownership toward a distant virtual body.
In body ownership illusions participants feel that a mannequin or virtual body (VB) is their own. Earlier results suggest that body ownership over a body seen from behind in extra personal space is possible when the surrogate body is visually stroked and tapped on its back, while spatially and temporal synchronous tactile stimulation is applied to the participant's back. This result has been disputed with the claim that the results can be explained by self-recognition rather than somatic body ownership. We carried out an experiment with 30 participants in a between-groups design. They all saw the back of a VB 1.2 m in front, that moved in real-time determined by upper body motion capture. All felt tactile stimulation on their back, and for 15 of them this was spatially and temporally synchronous with stimulation that they saw on the back of the VB, but asynchronous for the other 15. After 3 min a revolving fan above the VB descended and stopped at the position of the VB neck. A questionnaire assessed referral of touch to the VB, body ownership, the illusion of drifting forwards toward the VB, and the VB drifting backwards. Heart rate deceleration (HRD) and the amount of head movement during the threat period were used to assess the response to the threat from the fan. Results showed that although referral of touch was significantly greater in the synchronous condition than the asynchronous, there were no other differences between the conditions. However, a further multivariate analysis revealed that in the visuotactile synchronous condition HRD and head movement increased with the illusion of forward drift and decreased with backwards drift. Body ownership contributed positively to these drift sensations. Our conclusion is that the setup results in a contradiction-somatic feelings associated with a distant body-that the brain attempts to resolve by generating drift illusions that would make the two bodies coincide
Touching the void: exploring virtual objects through a vibrotactile glove
This paper describes a simple low-cost approach to
adding an element of haptic interaction within a virtual
environment. Using off-the-shelf hardware and software we
describe a simple setup that can be used to explore physically virtual objects in space. This setup comprises of a prototype glove with a number of vibrating actuators to provide the haptic feedback, a Kinect camera for the tracking of the user's hand and a virtual reality development environment. As proof of concept and to test the efficiency of the system as well as its potential applications, we developed a simple application where we created 4 different shapes within a virtual environment in order to try to
explore them and guess their shape through touch alone
Immersive journalism: immersive virtual reality for the first-person experience of news
This paper introduces the concept, and discusses the implications of Immersive Journalism, that is the production of news in a form in which people can gain first- 2 person experiences of the events or situation described in news stories. The fundamental idea of Immersive Journalism is to allow the participant, typically represented as a digital avatar, to actually enter a virtually recreated scenario representing the news story. The sense of presence obtained through an immersive system (whether a Cave, head-tracked head-mounted displays (HMD) and online virtual worlds, such as video games and online virtual worlds) affords the participant unprecedented access to the sights and sounds, and possibly feelings and emotions, that accompany the news. The paper surveys current approaches to interactive journalism and the theoretical background supporting claims regarding avatar experience in immersive systems. We also provide a specific demonstration: giving participants the experience of being in an interrogation room in an offshore prison. By both describing current approaches and demonstrating an immersive journalism experience, we open a new avenue for research into how presence can be utilized in the field of news and non-fiction. Keywords Immersive journalism, journalism, interaction, virtual reality, presence, body ownershi