The Paradox of Virtual Embodiment: The Body Schema in Virtual Reality Aesthetic Experience

2021 ◽  
Vol 66 (2 supplement) ◽  
pp. 131-139
Author(s):  
Sara Incao ◽  
Carlo Mazzola

"New technologies implied in art creation and exhibition are modifying the traditional landmarks on which aesthetics has always focused. In particular, Virtual Reality artworks call the body into question when it comes to living a bodily experience within exhibitions accessible through technological tools that expand the human body’s capabilities and motor potential. The body's status is challenged in its traditional unity, that of a subject of experience living in a world where the spatial configuration is relatively constant. Conversely, in Virtual Reality, the spatial aspect is novel to our body which needs to adapt to unpredicted and disorientating motor schemas. Therefore, the Virtual Reality aesthetic experience takes place into a novel configuration for the human body: hybrid and split into the virtual realm. Keywords: Aesthetics; Virtual Reality; Embodiment; Digital art; Bodily awareness "

2019 ◽  
Author(s):  
Aubrieann Schettler ◽  
Ian Holstead ◽  
John Turri ◽  
Michael Barnett-Cowan

AbstractWe assessed how self-motion affects the visual representation of the self. We constructed a novel virtual reality experiment that systematically varied an avatar’s motion and also biological sex. Participants were presented with pairs of avatars that visually represented the participant (“self avatar”), or another person (“opposite avatar”). Avatar motion either corresponded with the participant’s motion, or was decoupled from the participant’s motion. The results show that participants identified with i) “self avatars” over “opposite avatars”, ii) avatars moving congruently with self-motion over incongruent motion, and importantly iii) identification with the “opposite avatar” over the “self avatar” when the opposite avatar’s motion was congruent with self-motion. Our results suggest that both self-motion and biological sex are relevant to the body schema and body image and that congruent bottom-up visual feedback of self-motion is particularly important for the sense of self and capable of overriding top-down self-identification factors such as biological sex.


2021 ◽  
Vol 2 ◽  
Author(s):  
France Lerner ◽  
Guillaume Tahar ◽  
Alon Bar ◽  
Ori Koren ◽  
Tamar Flash

Many distinct spaces surround our bodies. Most schematically, the key division is between peripersonal space (PPS), the close space surrounding our body, and an extrapersonal space, which is the space out of one’s reach. The PPS is considered as an action space, which allows us to interact with our environment by touching and grasping. In the current scientific literature, PPS’ visual representations are appearing as mere bubbles of even dimensions wrapped around the body. Although more recent investigations of PPS’ upper body (trunk, head, and hands) and lower body (legs and foot) have provided new representations, no investigation has been made yet concerning the estimation of PPS’s overall representation in 3D. Previous findings have demonstrated how the relationship between tactile processing and the location of sound sources in space is modified along a spatial continuum. These findings suggest that similar methods can be used to localize the boundaries of the subjective individual representation of PPS. Hence, we designed a behavioral paradigm in virtual reality based on audio-tactile interactions, which has enabled us to infer a detailed individual 3D audio-tactile representation of PPS. Considering that inadequate body-related multisensory integration processes can produce incoherent spatio–temporal perception, the development of a virtual reality setup and a method to estimate the representation of the subjective PPS volumetric boundaries will be a valuable addition for the comprehension of the mismatches occurring between body physical boundaries and body schema representations in 3D.


2020 ◽  
pp. 1-14
Author(s):  
Aubrieann Schettler ◽  
Ian Holstead ◽  
John Turri ◽  
Michael Barnett-Cowan

Abstract We assessed how self-motion affects the visual representation of the self. We constructed a novel virtual-reality experiment that systematically varied an avatar’s motion and also biological sex. Participants were presented with pairs of avatars that visually represented the participant (‘self-avatar’), or another person (‘opposite avatar’). Avatar motion either corresponded with the participant’s motion, or was decoupled from the participant’s motion. The results show that participants identified with (i) ‘self-avatars’ over ‘opposite-avatars’, (ii) avatars moving congruently with self-motion over incongruent motion, and importantly (iii) with the ‘opposite avatar’ over the ‘self-avatar’ when the opposite avatar’s motion was congruent with self-motion. Our results suggest that both self-motion and biological sex are relevant to the body schema and body image and that congruent bottom-up visual feedback of self-motion is particularly important for the sense of self and capable of overriding top-down self-identification factors such as biological sex.


2019 ◽  
Author(s):  
Marius Rubo ◽  
Matthias Gamer

Previous research showed that full body ownership illusions in virtual reality(VR) can be robustly induced by providing congruent visual stimulation, andthat congruent tactile experiences provide a dispensable extension to an alreadyestablished phenomenon. Here we show that visuo-tactile congruency indeed doesnot add to already high measures for body ownership on explicit measures, butdoes modulate movement behavior when walking in the laboratory. Specifically,participants who took ownership over a more corpulent virtual body with intactvisuo-tactile congruency increased safety distances towards the laboratory’s wallscompared to participants who experienced the same illusion with deterioratedvisuo-tactile congruency. This effect is in line with the body schema morereadily adapting to a more corpulent body after receiving congruent tactileinformation. We conclude that the action-oriented, unconscious body schemarelies more heavily on tactile information compared to more explicit aspects ofbody ownership.


2021 ◽  
Vol 11 (1) ◽  
Author(s):  
Dmitry M. Davydov ◽  
Andrey Boev ◽  
Stas Gorbunov

AbstractSituational or persistent body fluid deficit (i.e., de- or hypo-hydration) is considered a significant health risk factor. Bioimpedance analysis (BIA) has been suggested as an alternative to less reliable subjective and biochemical indicators of hydration status. The present study aimed to compare various BIA models in the prediction of direct measures of body compartments associated with hydration/osmolality. Fish (n = 20) was selected as a biological model for physicochemically measuring proximate body compartments associated with hydration such as water, dissolved proteins, and non-osseous minerals as the references or criterion points. Whole-body and segmental/local impedance measures were used to investigate a pool of BIA models, which were compared by Akaike Information Criterion in their ability to accurately predict the body components. Statistical models showed that ‘volumetric-based’ BIA measures obtained in parallel, such as distance2/Rp, could be the best approach in predicting percent of body moisture, proteins, and minerals in the whole-body schema. However, serially-obtained BIA measures, such as the ratio of the reactance to resistance and the resistance adjusted for distance between electrodes, were the best fitting in predicting the compartments in the segmental schema. Validity of these results should be confirmed on humans before implementation in practice.


2021 ◽  
Vol 27 (4) ◽  
Author(s):  
Francisco Lara

AbstractCan Artificial Intelligence (AI) be more effective than human instruction for the moral enhancement of people? The author argues that it only would be if the use of this technology were aimed at increasing the individual's capacity to reflectively decide for themselves, rather than at directly influencing behaviour. To support this, it is shown how a disregard for personal autonomy, in particular, invalidates the main proposals for applying new technologies, both biomedical and AI-based, to moral enhancement. As an alternative to these proposals, this article proposes a virtual assistant that, through dialogue, neutrality and virtual reality technologies, can teach users to make better moral decisions on their own. The author concludes that, as long as certain precautions are taken in its design, such an assistant could do this better than a human instructor adopting the same educational methodology.


2021 ◽  
pp. 097168582110159
Author(s):  
Sital Mohanty ◽  
Subhasis Sahoo ◽  
Pranay Kumar Swain

Science, technology and human values have been the subject of enquiry in the last few years for social scientists and eventually the relationship between science and gender is the subject of an ongoing debate. This is due to the event of globalization which led to the exponential growth of new technologies like assisted reproductive technology (ART). ART, one of the most iconic technological innovations of the twentieth century, has become increasingly a normal social fact of life. Since ART invades multiple human discourses—thereby transforming culture, society and politics—it is important what is sociological about ART as well as what is biological. This article argues in commendation of sociology of technology, which is alert to its democratic potential but does not concurrently conceal the historical and continuing role of technology in legitimizing gender discrimination. The article draws the empirical insights from local articulations (i.e., Odisha state in eastern India) for the understandings of motherhood, freedom and choice, reproductive right and rights over the body to which ART has contributed. Sociologically, the article has been supplemented within the broader perspectives of determinism, compatibilism alongside feminism.


Sensors ◽  
2021 ◽  
Vol 21 (14) ◽  
pp. 4663
Author(s):  
Janaina Cavalcanti ◽  
Victor Valls ◽  
Manuel Contero ◽  
David Fonseca

An effective warning attracts attention, elicits knowledge, and enables compliance behavior. Game mechanics, which are directly linked to human desires, stand out as training, evaluation, and improvement tools. Immersive virtual reality (VR) facilitates training without risk to participants, evaluates the impact of an incorrect action/decision, and creates a smart training environment. The present study analyzes the user experience in a gamified virtual environment of risks using the HTC Vive head-mounted display. The game was developed in the Unreal game engine and consisted of a walk-through maze composed of evident dangers and different signaling variables while user action data were recorded. To demonstrate which aspects provide better interaction, experience, perception and memory, three different warning configurations (dynamic, static and smart) and two different levels of danger (low and high) were presented. To properly assess the impact of the experience, we conducted a survey about personality and knowledge before and after using the game. We proceeded with the qualitative approach by using questions in a bipolar laddering assessment that was compared with the recorded data during the game. The findings indicate that when users are engaged in VR, they tend to test the consequences of their actions rather than maintaining safety. The results also reveal that textual signal variables are not accessed when users are faced with the stress factor of time. Progress is needed in implementing new technologies for warnings and advance notifications to improve the evaluation of human behavior in virtual environments of high-risk surroundings.


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