scholarly journals Insights on embodiment induced by visuo-tactile stimulation during robotic telepresence

2021 ◽  
Vol 11 (1) ◽  
Author(s):  
D. Farizon ◽  
P. F. Dominey ◽  
J. Ventre-Dominey

AbstractUsing a simple neuroscience-inspired procedure to beam human subjects into robots, we previously demonstrated by visuo-motor manipulations that embodiment into a robot can enhance the acceptability and closeness felt towards the robot. In that study, the feelings of likeability and closeness toward the robot were significantly related to the sense of agency, independently of the sensations of enfacement and location. Here, using the same paradigm we investigated the effect of a purely sensory manipulation on the sense of robotic embodiment associated to social cognition. Wearing a head-mounted display, participants saw the visual scene captured from the robot eyes. By positioning a mirror in front of the robot, subjects saw themselves as a robot. Tactile stimulation was provided by stroking synchronously or not with a paintbrush the same location of the subject and robot faces. In contrast to the previous motor induction of embodiment which particularly affected agency, tactile induction yields more generalized effects on the perception of ownership, location and agency. Interestingly, the links between positive social feelings towards the robot and the strength of the embodiment sensations were not observed. We conclude that the embodiment into a robot is not sufficient in itself to induce changes in social cognition.

Author(s):  
Daniel Gracia De Luna ◽  
Roel Tijernia ◽  
Alley Butler ◽  
Emmett Tomai ◽  
Douglas Timmer ◽  
...  

Abstract This paper reports on an experiment in human subject balance and coordination using a HTC Vive head mounted display to create a virtual environment. For the experiment, 30 male human subjects of college age and 30 female subjects of college age were asked to navigate along a clear path in a virtual world using a controller with their dominant hand and asked to balance a virtual ball on a virtual plate using the other controller in the non-dominant hand. The test subjects moved along a clearly marked path, with three surprise obstacles occurring: a large rock landing near the path, and explosion near the path, and a flock of birds coming across the path. Data included 6 degree of freedom trajectories for the head, and both hands, as well as data gathered by the computer system on ball location and velocity, plate location and velocity and ball status. Likert scale questionnaires were answered by the test subjects relative to video game experience, sense of presence, and ease of managing the ball movement. Statistics showed that the male students dropped the ball less frequently at p = 0.0254 and p = 0.0036. In contrast, female students were aware of their performance with correlation levels of 0.632 and 0.588.


2006 ◽  
Vol 16 (1-2) ◽  
pp. 23-28 ◽  
Author(s):  
W. Geoffrey Wright ◽  
Paul DiZio ◽  
James R. Lackner

We evaluated the influence of moving visual scenes and knowledge of spatial and physical context on visually induced self-motion perception in an immersive virtual environment. A sinusoidal, vertically oscillating visual stimulus induced perceptions of self-motion that matched changes in visual acceleration. Subjects reported peaks of perceived self-motion in synchrony with peaks of visual acceleration and opposite in direction to visual scene motion. Spatial context was manipulated by testing subjects in the environment that matched the room in the visual scene or by testing them in a separate chamber. Physical context was manipulated by testing the subject while seated in a stable, earth-fixed desk chair or in an apparatus capable of large linear motions, however, in both conditions no actual motion occurred. The compellingness of perceived self-motion was increased significantly when the spatial context matched the visual input and actual body displacement was possible, however, the latency and amplitude of perceived self-motion were unaffected by the spatial or physical context. We propose that two dissociable processes are involved in self-motion perception: one process, primarily driven by visual input, affects vection latency and path integration, the other process, receiving cognitive input, drives the compellingness of perceived self-motion.


2020 ◽  
Vol 1 (1) ◽  
pp. 70-80
Author(s):  
Ekerin Oluseye Michael ◽  
Heidi Tan Yeen-Ju ◽  
Neo Tse Kian

Over the years educators have adopted a variety of technologies in a bid to improve student engagement, interest and understanding of abstract topics taught in the classroom. There has been an increasing interest in immersive technology such as Virtual Reality (VR), Augmented Reality (AR), and Mixed Reality (MR). The ability of VR to bring ideas to life in three dimensional spaces in a way that is easy for students to understand the subject matter makes it one of the important tools available today for education. A key feature of VR is the ability to provide multi-sensory visuals and virtual interaction to students wearing a Head Mounted Display thus providing students better learning experience and connection to the subject matter. Virtual Reality has been used for training purposes in the health sector, military, workplace training, gamification and exploration of sites and countless others. With the potential benefits of virtual technology in visualizing abstract concepts in a realistic virtual world, this paper presents a plan to study the use of situated cognition theory as a learning framework to develop an immersive VR application that would be used to train and prepare students studying Telecommunications Engineering for the workplace. This paper presents a review of literature in the area of Virtual Reality in education, offers insight into the motivation behind this research and the planned methodology in carrying out the research.


2004 ◽  
Vol 2 (1) ◽  
pp. 305-316
Author(s):  
Krysytna Najder-Stefaniak

The paper presents the notion of human subjects. The author emphasizes the fact, that the thinking in ecological paradigm demand of own notion of the subject so as to substantiate the notion of responsibility and creative possibility of man. Autor state that in thinking the metaphor of an ecosystem is indispensable the notion of subjectivity fits in with the nation of man.


2021 ◽  
Vol 11 (3-4) ◽  
pp. 181-195
Author(s):  
Anetta Jedličková

Abstract The current coronavirus disease 2019 (COVID-19) pandemic has led to essential adjustments in clinical research involving human subjects. The pandemic is substantially affecting most procedures of ongoing, as well as new clinical trials related to diseases other than COVID-19. Procedural changes and study protocol modifications may significantly impact ethically salient fundamentals, such as the risk-benefit profile and safety of clinical trial participants, which raise key ethical challenges the subject-matter experts must face. This article aims to acquaint a wide audience of clinical research professionals, ethicists, as well as the general public interested in this topic with the legal, ethical and practical considerations in the field of clinical trials during the COVID-19 pandemic and to support the clinical researchers and study sponsors to fulfil their responsibilities in conducting clinical trials in a professional way that does not conflict with any legal or ethical obligations.


PeerJ ◽  
2020 ◽  
Vol 8 ◽  
pp. e10363
Author(s):  
Martin Kucharik ◽  
Zuzana Kosutzka ◽  
Jozef Pucik ◽  
Michal Hajduk ◽  
Marian Saling

Background The ability to maintain balance in an upright stance gradually worsens with age and is even more difficult for patients with cognitive disorders. Cognitive impairment plays a probable role in the worsening of stability. The purpose of this study was to expose subjects with mild cognitive impairment (MCI) and healthy, age-matched controls to moving visual scenes in order to examine their postural adaptation abilities. Methods We observed postural responses to moving visual stimulation while subjects stood on a force platform. The visual disturbance was created by interposing a moving picture in four directions (forward, backward, right, and left). The pre-stimulus (a static scene for 10 s), stimulus (a dynamic visual scene for 20 seconds) and post-stimulus (a static scene for 20 seconds) periods were evaluated. We separately analyzed the total path (TP) of the center of pressure (COP) and the root mean square (RMS) of the COP displacement in all four directions. Results We found differences in the TP of the COP during the post-stimulus period for all stimulus directions except in motion towards the subject (left p = 0.006, right p = 0.004, and away from the subject p = 0.009). Significant RMS differences between groups were also observed during the post-stimulus period in all directions except when directed towards the subject (left p = 0.002, right p = 0.007, and away from the subject p = 0.014). Conclusion Exposing subjects to a moving visual scene induced greater destabilization in MCI subjects compared to healthy elderly controls. Surprisingly, the moving visual scene also induced significant aftereffects in the MCI group. Our findings indicate that the MCI group had diminished adaptation to the dynamic visual scene and recovery. These results suggest that even mild cognitive deficits can impair sensory information integration and alter the sensory re-weighing process.


2005 ◽  
Vol 15 (4) ◽  
pp. 185-195 ◽  
Author(s):  
W.G. Wright ◽  
P. DiZio ◽  
J.R. Lackner

We evaluated visual and vestibular contributions to vertical self motion perception by exposing subjects to various combinations of 0.2 Hz vertical linear oscillation and visual scene motion. The visual stimuli presented via a head-mounted display consisted of video recordings of the test chamber from the perspective of the subject seated in the oscillator. In the dark, subjects accurately reported the amplitude of vertical linear oscillation with only a slight tendency to underestimate it. In the absence of inertial motion, even low amplitude oscillatory visual motion induced the perception of vertical self-oscillation. When visual and vestibular stimulation were combined, self-motion perception persisted in the presence of large visual-vestibular discordances. A dynamic visual input with magnitude discrepancies tended to dominate the resulting apparent self-motion, but vestibular effects were also evident. With visual and vestibular stimulation either spatially or temporally out-of-phase with one another, the input that dominated depended on their amplitudes. High amplitude visual scene motion was almost completely dominant for the levels tested. These findings are inconsistent with self-motion perception being determined by simple weighted summation of visual and vestibular inputs and constitute evidence against sensory conflict models. They indicate that when the presented visual scene is an accurate representation of the physical test environment, it dominates over vestibular inputs in determining apparent spatial position relative to external space.


1998 ◽  
Vol 201 (13) ◽  
pp. 2021-2032 ◽  
Author(s):  
T Matheson

Locusts, Schistocerca gregaria, in common with many limbed vertebrates, can make directed scratching movements in response to tactile stimulation. For instance, stimulation of different sites on a wing elicits different movements that are accurately targeted so that the hindleg tarsus passes across the stimulus site. I have analysed these limb movements to define the ability of a locust to target stimulus sites correctly under a range of experimental conditions. In particular, I describe aspects of the behaviour that reveal possible neuronal pathways underlying the responses. These neuronal pathways will be the subject of further physiological analyses. Limb targeting during scratching is continuously graded in form; different patterns of movement are not separated by sharp transitions. The computation of limb trajectory takes into account the starting posture of the hindleg, so that different trajectories can be used to reach a common stimulus site from different starting postures. Moreover, the trajectories of the two hindlegs moving simultaneously from different starting postures in response to a single stimulus can be different, so that their tarsi converge onto the common stimulus site. Different trajectories can be used to reach a common stimulus site from the same start posture. Targeting information from a forewing is passed not only down the nerve cord to the ipsilateral hindleg but also across the nerve cord, so that the contralateral hindleg can also make directed movements. This contralateral transmission does not rely on peripheral sensory feedback. When the stimulus site moves during a rhythmical scratch, the targeting of subsequent cycles reflects this change. Both ipsilateral and contralateral hindlegs can retarget their movements. The trajectory of a single cycle of scratching directed towards a particular stimulus site can be modified after it has begun, so that the tarsus is redirected towards a new stimulus site.


Author(s):  
Bronwyn Davies

This paper re-visits the problem of how we re-conceptualize human subjects within poststructuralist research. The turn to poststructuralist theory to inform research in the social sciences is complicated by the difficulty in thinking through what it means to put the subject under erasure. Drawing on a study in a Reggio Emilia inspired preschool in Sweden, and a study of neoliberalism's impact on academic work, this paper opens up thought about poststructuralism's subject. It argues that agency is the province of that subject. 


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