scholarly journals First person experience of threat modulates cortical network encoding human peripersonal space

2018 ◽  
Author(s):  
A.W. de Borst ◽  
M.V. Sanchez-Vives ◽  
M. Slater ◽  
B. de Gelder

AbstractPeripersonal space is the area directly surrounding the body, which supports object manipulation and social interaction, but is also critical for threat detection. In the monkey, ventral premotor and intraparietal cortex support initiation of defensive behavior. However, the brain network that underlies threat detection in human peripersonal space still awaits investigation. We combined fMRI measurements with a preceding virtual reality training from either first or third person perspective to manipulate whether approaching human threat was perceived as directed to oneself or another. We found that first person perspective increased body ownership and identification with the virtual victim. When threat was perceived as directed towards oneself, synchronization of brain activity in the human peripersonal brain network was enhanced and connectivity increased from premotor and intraparietal cortex towards superior parietal lobe. When this threat was nearby, synchronization also occurred in emotion-processing regions. Priming with third person perspective reduced synchronization of brain activity in the peripersonal space network and increased top-down modulation of visual areas. In conclusion, our results showed that after first person perspective training peripersonal space is remapped to the virtual victim, thereby causing the fronto-parietal network to predict intrusive actions towards the body and emotion-processing regions to signal nearby threat.

2016 ◽  
Vol 28 (11) ◽  
pp. 1760-1771 ◽  
Author(s):  
Giulia Bucchioni ◽  
Carlotta Fossataro ◽  
Andrea Cavallo ◽  
Harold Mouras ◽  
Marco Neppi-Modona ◽  
...  

Recent studies show that motor responses similar to those present in one's own pain (freezing effect) occur as a result of observation of pain in others. This finding has been interpreted as the physiological basis of empathy. Alternatively, it can represent the physiological counterpart of an embodiment phenomenon related to the sense of body ownership. We compared the empathy and the ownership hypotheses by manipulating the perspective of the observed hand model receiving pain so that it could be a first-person perspective, the one in which embodiment occurs, or a third-person perspective, the one in which we usually perceive the others. Motor-evoked potentials (MEPs) by TMS over M1 were recorded from first dorsal interosseous muscle, whereas participants observed video clips showing (a) a needle penetrating or (b) a Q-tip touching a hand model, presented either in first-person or in third-person perspective. We found that a pain-specific inhibition of MEP amplitude (a significantly greater MEP reduction in the “pain” compared with the “touch” conditions) only pertains to the first-person perspective, and it is related to the strength of the self-reported embodiment. We interpreted this corticospinal modulation according to an “affective” conception of body ownership, suggesting that the body I feel as my own is the body I care more about.


2014 ◽  
Vol 7 (1) ◽  
pp. 3-29 ◽  
Author(s):  
Jordan Zlatev

Abstract Mimetic schemas, unlike the popular cognitive linguistic notion of image schemas, have been characterized in earlier work as explicitly representational, bodily structures arising from imitation of culture-specific practical actions (Zlatev 2005, 2007a, 2007b). We performed an analysis of the gestures of three Swedish and three Thai children at the age of 18, 22 and 26 months in episodes of natural interaction with caregivers and siblings in order to analyze the hypothesis that iconic gestures emerge as mimetic schemas. In accordance with this hypothesis, we predicted that the children's first iconic gestures would be (a) intermediately specific, (b) culture-typical, (c) falling in a set of recurrent types, (d) predominantly enacted from a first-person perspective (1pp) rather than performed from a third-person perspective (3pp), with (e) 3pp gestures being more dependent on direct imitation than 1pp gestures and (f) more often co-occurring with speech. All specific predictions but the last were confirmed, and differences were found between the children's iconic gestures on the one side and their deictic and emblematic gestures on the other. Thus, the study both confirms earlier conjectures that mimetic schemas “ground” both gesture and speech and implies the need to qualify these proposals, limiting the link between mimetic schemas and gestures to the iconic category.


2020 ◽  
Vol 10 (1) ◽  
pp. 55
Author(s):  
Alexey Tumialis ◽  
Alexey Smirnov ◽  
Kirill Fadeev ◽  
Tatiana Alikovskaia ◽  
Pavel Khoroshikh ◽  
...  

The perspective of perceiving one’s action affects its speed and accuracy. In the present study, we investigated the change in accuracy and kinematics when subjects throw darts from the first-person perspective and the third-person perspective with varying angles of view. To model the third-person perspective, subjects were looking at themselves as well as the scene through the virtual reality head-mounted display (VR HMD). The scene was supplied by a video feed from the camera located to the up and 0, 20 and 40 degrees to the right behind the subjects. The 28 subjects wore a motion capture suit to register their right hand displacement, velocity and acceleration, as well as torso rotation during the dart throws. The results indicated that mean accuracy shifted in opposite direction with the changes of camera location in vertical axis and in congruent direction in horizontal axis. Kinematic data revealed a smaller angle of torso rotation to the left in all third-person perspective conditions before and during the throw. The amplitude, speed and acceleration in third-person condition were lower compared to the first-person view condition, before the peak velocity of the hand in the direction toward the target and after the peak velocity in lowering the hand. Moreover, the hand movement angle was smaller in the third-person perspective conditions with 20 and 40 angle of view, compared with the first-person perspective condition just preceding the time of peak velocity, and the difference between conditions predicted the changes in mean accuracy of the throws. Thus, the results of this study revealed that subject’s localization contributed to the transformation of the motor program.


10.2196/18888 ◽  
2020 ◽  
Vol 8 (3) ◽  
pp. e18888
Author(s):  
Susanne M van der Veen ◽  
Alexander Stamenkovic ◽  
Megan E Applegate ◽  
Samuel T Leitkam ◽  
Christopher R France ◽  
...  

Background Visual representation of oneself is likely to affect movement patterns. Prior work in virtual dodgeball showed greater excursion of the ankles, knees, hips, spine, and shoulder occurs when presented in the first-person perspective compared to the third-person perspective. However, the mode of presentation differed between the two conditions such that a head-mounted display was used to present the avatar in the first-person perspective, but a 3D television (3DTV) display was used to present the avatar in the third-person. Thus, it is unknown whether changes in joint excursions are driven by the visual display (head-mounted display versus 3DTV) or avatar perspective during virtual gameplay. Objective This study aimed to determine the influence of avatar perspective on joint excursion in healthy individuals playing virtual dodgeball using a head-mounted display. Methods Participants (n=29, 15 male, 14 female) performed full-body movements to intercept launched virtual targets presented in a game of virtual dodgeball using a head-mounted display. Two avatar perspectives were compared during each session of gameplay. A first-person perspective was created by placing the center of the displayed content at the bridge of the participant’s nose, while a third-person perspective was created by placing the camera view at the participant’s eye level but set 1 m behind the participant avatar. During gameplay, virtual dodgeballs were launched at a consistent velocity of 30 m/s to one of nine locations determined by a combination of three different intended impact heights and three different directions (left, center, or right) based on subject anthropometrics. Joint kinematics and angular excursions of the ankles, knees, hips, lumbar spine, elbows, and shoulders were assessed. Results The change in joint excursions from initial posture to the interception of the virtual dodgeball were averaged across trials. Separate repeated-measures ANOVAs revealed greater excursions of the ankle (P=.010), knee (P=.001), hip (P=.0014), spine (P=.001), and shoulder (P=.001) joints while playing virtual dodgeball in the first versus third-person perspective. Aligning with the expectations, there was a significant effect of impact height on joint excursions. Conclusions As clinicians develop treatment strategies in virtual reality to shape motion in orthopedic populations, it is important to be aware that changes in avatar perspective can significantly influence motor behavior. These data are important for the development of virtual reality assessment and treatment tools that are becoming increasingly practical for home and clinic-based rehabilitation.


2015 ◽  
Vol 63 (4) ◽  
Author(s):  
Richard Moran

AbstractIn philosophy it is widely recognized that a person’s first-person perspective on his own thought and action is importantly different from the third-person perspective we may have on the thought and actions of other people. In daily life it is natural to ask someone what he is doing or what he thinks about something, on the assumption that he knows what he is doing or what he is thinking. Some philosophers, however, argue that it is impossible to speak of knowledge in this context because the idea of knowledge requires a kind of distance between subject and object, a distance that is not present in the first-person context. I argue that this denial of self-knowledge is a paradoxical conclusion that we can resist, while retaining what is distinctive about the first-person.


2007 ◽  
Vol 27 (1) ◽  
pp. 27-35 ◽  
Author(s):  
William S. Terry ◽  
Gretchen P. Horton

The observer perspective of seeing one's self in recollection is often associated with memories that involve anxiety and self-consciousness. Does the observer perspective increase feelings of distress, or does it minimize threat? College student participants recalled emotional but non-traumatic events from the observer (or third person) perspective and from the field (or first person) perspective. Participants rated the perspective of each memory separately, and in comparison to the opposite perspective. Field memories were rated as producing more nervousness, emotionality, and self-consciousness. Even though the frequency of the observer perspective may increase for emotional versus nonemotional memories, this perspective may be adopted because it produces less distress than the field perspective.


2017 ◽  
Vol 39 (2-3) ◽  
pp. 249-262
Author(s):  
James Mensch

Summary In speaking of the social dimensions of human experience, we inevitably become involved in the debate regarding how they are to be studied. Should we embrace the first-person perspective, which is that of the phenomenologists, and begin with the experiences composing our directly experienced lifeworld? Alternately, should we follow the lead of natural scientists and take up the third-person perspective? This is the perspective that asserts that we must begin with what is true for everyone, i.e., with what is available to both me and Others (the “they” that forms the grammatical third person). Both perspectives are one sided in that each presupposes the other for its intelligibility. The third-person perspective is Cartesian and, as I show, privileges space, while the first-person perspective is social in Levinas’s sense and presupposes time. Our reality, I argue, embraces both perspectives and is, in fact, set by their intertwining.


2021 ◽  
Author(s):  
Sima Ebrahimian ◽  
Bradley Mattan ◽  
Mazaher Rezaei

Abstract Background: Lack of empathy is one of the main characteristics of narcissists. However, it is not clear whether there is a similar deficit in other facets of mentalizing, such as perspective-taking.Method: In this study, we measured the taking visual perspectives ascribed to different targets (e.g., first-person self, third-person self-avatar, and third-person stranger avatar). Our study focused on separate groups of individuals with high and low self-reported narcissistic traits. Results: Participants reporting high Narcissism scores showed higher accuracy in a third-person perspective-taking task than did their low-Narcissism counterparts. However, when the first-person perspective was incongruent with the third-person (first person vs. self- tagged avatar), the accuracy of their responses decreased.Conclusions: The discrepancy between the two types of perspective taking of people with high narcissism can probably mean that the narcissistic people perfectly identify / empathize with one object (person, avatar, character, etc.) and therefore their perspective-taking is disrupted when they need to identify with more than one object that represent their self-attributed perspectives.


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