scholarly journals MASCULINITY AS AN IDENTITY AND AS A CLUSTER OF TRAITS

2021 ◽  
Vol 5 (1) ◽  
pp. 147-158
Author(s):  
Renata Zieminska

The paper presents the concept of masculinity within the non-binary and multilayered model of gender/sex traits. Within that model, masculinity is not a simple idea, but rather is fragmented into many traits in diverse clusters. The experience of transgender men and men with intersex traits suggests that self-determined male gender identity is a mega trait that is sufficient for being a man. However, masculinity is not only psychological, as the content of the psychological feeling of being a man refers to social norms about how men should be and behave. And male coded traits are described as traits that frequently occur within the group of people identifying as men. Therefore, I claim that there are two interdependent ideas in the concept of masculinity: the self-determined male gender identity (first-person perspective) and a cluster of traits coded as male (third-person perspective). Within non-binary model the interplay between the two interdependent ideas allows to include borderline masculinities.

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.


2021 ◽  
pp. 40-79
Author(s):  
Hilary Kornblith

Knowledge may be examined from the third-person perspective, as psychologists and sociologists do, or it may be examined from the first-person perspective, as each of us does when we reflect on what we ought to believe. This chapter takes the third-person perspective. One obvious source of knowledge is perception, and some general features of how our perceptual systems are able to pick up information about the world around us are highlighted. The role of the study of visual illusions in this research is an important focus of the chapter. Our ability to draw out the consequences of things we know by way of inference is another important source of knowledge, and some general features of how inference achieves its successes are discussed. Structural similarities between the ways in which perception works and the ways in which inference works are highlighted.


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.


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.


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.


2020 ◽  
Vol 54 (5) ◽  
pp. 528-538
Author(s):  
Hye Yoon Park ◽  
Kyoungri Park ◽  
Eunchong Seo ◽  
Se Jun Koo ◽  
Minji Bang ◽  
...  

Objective: Defects in self-referential processing and perspective-taking are core characteristics that may underlie psychotic symptoms and impaired social cognition in schizophrenia. Here, we investigated the neural correlates of self-referential processing regardless of the perspective taken and third-person perspective-taking regardless of the target person to judge relevance in individuals at ultra-high risk for psychosis. We also explored relationships between alterations in neural activity and neurocognitive function and basic self (‘ ipseity’) disorder. Methods: Twenty-two ultra-high-risk individuals and 28 healthy controls completed a functional magnetic resonance imaging task. While being scanned, participants were asked to take a first-person perspective or to put themselves in their close relative’s place thereby adopting a third-person perspective during judgments of the relevance of personality trait adjectives to one’s self and a close relative. Results: For self-referential (vs other-referential) processing, ultra-high-risk individuals showed less neural activity in the left ventromedial prefrontal cortex/medial orbitofrontal cortex, which was correlated with poor working memory performance. When taking a third-person perspective (vs first-person perspective), ultra-high-risk individuals showed more activity in the middle occipital gyrus. Conclusion: Taken together, our findings suggest that ultra-high-risk individuals already show aberrant neural activity during self-referential processing which may possibly be related to engagement of working memory resources.


2006 ◽  
Vol 18 (6) ◽  
pp. 898-910 ◽  
Author(s):  
Nicole David ◽  
Bettina H. Bewernick ◽  
Michael X. Cohen ◽  
Albert Newen ◽  
Silke Lux ◽  
...  

Human self-consciousness relies on the ability to distinguish between oneself and others. We sought to explore the neural correlates involved in self-other representations by investigating two critical processes: perspective taking and agency. Although recent research has shed light on the neural processes underlying these phenomena, little is known about how they overlap or interact at the neural level. In a two-factorial functional magnetic resonance imaging (fMRI) experiment, participants played a ball-tossing game with two virtual characters (“avatars”). During an active/agency (ACT) task, subjects threw a ball to one of the avatars by pressing a button. During a passive/nonagency (PAS) task, they indicated which of the other avatars threw the ball. Both tasks were performed from a first-person perspective (1PP), in which subjects interacted from their own perspective, and a third-person perspective (3PP), in which subjects interacted from the perspective of an avatar with another location in space. fMRI analyses revealed overlapping activity in medial prefrontal regions associated with representations of one's own perspective and actions (1PP and ACT), and overlapping activity in temporal-occipital, premotor, and inferior frontal, as well as posterior parietal regions associated with representation of others' perspectives and actions (3PP and PAS). These findings provide evidence for distinct neural substrates underlying representations of the self and others and provide support for the idea that the medial prefrontal cortex crucially contributes to a neural basis of the self. The lack of a statistically significant interaction suggests that perspective taking and agency represent independent constituents of self-consciousness.


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