scholarly journals “Are You in Your Body?!”. The Study of Biopolitical Interface Design

2021 ◽  
Vol 3 (2) ◽  
pp. 141-165
Author(s):  
Alexander S. Lenkevich

The article considers biopolitical design of interfaces in terms of computer games: the player's body is constructed with the help of a variety of technical instances that support gameplay (for instance, gamepads, haptic controllers, virtual reality devices). Through the interaction with interfaces, the new patterns of sensuality are formed, namely, the new forms of tactile communication with media. The article demonstrates the distinction between the representation of biopolitical processes in games (for instance, in Plague. Inc. and Bio. Inc.) and the process of incorporating biopolitical procedures into technical gaming devices, and through them into our bodies and lifestyle. The setting and narratives of games often tend to rely on biopolitical images. However, the processes that take place in our body during the game are more important than those that are presented on the screen: the new controllers increasingly take into account the physical state of the player in order to regulate the level of difficulty, promising not only entertainment but also care. The article raises the question of what the body feels and does not feel when it is included into the game, since the existing interfaces and controllers allow us to simulate a complex perceptual experience which includes not only audiovisual elements, but also touch, smell and so forth. After all, the (self-) control practices embedded in game controllers allow us to view them as technical dispositives through which we master the bodies of the future. The author of the article proposes the concept of a “touch-image" which captures a new dimension of hi-tech sensibility.

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.


2017 ◽  
Vol 22 (5) ◽  
pp. 48-56
Author(s):  
V.G. Pahomova

The article investigates the problem of interaction between a modern primary school-aged child and the field of virtual reality gaming and, in particular, the impact of virtual reality on the formation of self-image. Our study enabled us to explore the differences in the self-image in active and non-active players of roleplaying video games. The outcomes proved that there are certain changes in the self-image of active players related to their self-identification with characters of computer games according to their individual psychological features, whereas for children who engage in non-role-playing games such identification is not common. It was found that non-active children players generally have positive selfacceptance and do not suffer from feelings of anxiety and abandonment; active players, on the opposite, often demonstrate inadequate self-esteem, anxiety and a tendency to self-actualise in virtual reality gaming.


Author(s):  
Sung-Hoon Kim ◽  
Hye Jin Kim ◽  
Gisoo Shin

The incidence of type 2 diabetes and gestational diabetes shows an increasing trend worldwide, and women diagnosed with gestational diabetes are more likely to develop type 2 diabetes within 5 years of delivery. This is closely related to lifestyle habits such as dietary intake and physical activity; hence, self-management should be continuously practiced. However, after childbirth, women find it challenging to practice self-management due to physical discomfort and child rearing. Therefore, it is necessary to develop an intervention program that is tailored to the characteristics of each participant and allows them to practice self-health management efficiently without time and space restrictions. This study aimed to develop a self-management mobile virtual reality program and investigate its efficacy in preventing type 2 diabetes after childbirth among women diagnosed with gestational diabetes. Intervention with the self-management mobile virtual reality program was performed for 12 weeks. The data of 57 participants in the experimental group and 62 participants in the control group were analyzed. After 12 weeks, the body weight, body fat, hemoglobin A1c, and fasting glucose were decreased in the experimental group compared with the control group. In addition, the dietary habits and health-promoting lifestyle profile were improved in the experimental group compared with the control group. These findings demonstrated that a self-managed mobile virtual reality program could be used as an intervention method for health promotion. To verify the effectiveness of intervention with the self-management mobile virtual reality program, a follow-up study with a larger number of research subjects should be conducted in the future.


PeerJ ◽  
2020 ◽  
Vol 8 ◽  
pp. e8565
Author(s):  
Sylvie Droit-Volet ◽  
Sophie Monceau ◽  
Michaël Dambrun ◽  
Natalia Martinelli

Using an out-of-body paradigm, the present study provided further empirical evidence for the theory of embodied time by suggesting that the body-self plays a key role in time judgments. Looking through virtual reality glasses, the participants saw the arm of a mannequin instead of their own arm. They had to judge the duration of the interval between two (perceived) touches applied to the mannequin’s body after a series of strokes had been viewed being made to the mannequin and tactile strokes had been administered to the participants themselves. These strokes were administered either synchronously or asynchronously. During the interval, a pleasant (touch with a soft paintbrush) or an unpleasant stimulation (touch with a pointed knife) was applied to the mannequin. The results showed that the participants felt the perceived tactile stimulations in their own bodies more strongly after the synchronous than the asynchronous stroking condition, a finding which is consistent with the out-of-body illusion. In addition, the interval duration was judged longer in the synchronous than in the asynchronous condition. This time distortion increased the greater the individual out-of-body experience was. Our results therefore highlight the importance of the awareness of the body-self in the processing of time, i.e., the significance of embodied time.


2016 ◽  
Vol 3 (1) ◽  
Author(s):  
Lely Ika Mariyati ◽  
Nur Habibah

 SEFT® therapy was given to maximize the effectivity of the body energy system which used the EFT technique (tapping) with spiritual power (pray and surrender). The aim was stabling mind and feeling in order to positivy  the self concept and the self control of early adolescent.  This research was quantitative experimental approach with pretest-posttest one group design.  The variable was SEFT® therapy as the independ ent variable and the smoking prefference as the dependent variable.  The sampling technique was cluster random sampling gotten two Yunior High School in Waru region and random assignment gotten twelve students as experimental group research. The instruments data collection was the prefference smoking scale.  The data was, analyzed by Wilcoxon Mathch Pairs Test,with SPSS 16 program, gotten ( p = 0,004; p<0,01), it was meant that there was the differences between the smoking prefference on early adolescents before and after given SEFT® therapy.  The difference of smoking prefference was seen from the average posttest was lower than pretest (49 < 60), the result of follow up average was lower than the posttest (41 < 49).  The result of the research showed that SEFT® therapy able to decerase the smoking prefference of early adolescents.


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.


2014 ◽  
Author(s):  
Grainne Fitzsimons ◽  
Catherine Shea ◽  
Christy Zhou ◽  
Michelle vanDellen
Keyword(s):  
The Self ◽  

2010 ◽  
Author(s):  
Holly Miller ◽  
Kristina F. Pattison ◽  
Rebecca Rayburn-Reeves ◽  
C. Nathan DeWall ◽  
Thomas Zentall
Keyword(s):  
The Self ◽  

2003 ◽  
Author(s):  
David Walshe ◽  
Elizabeth Lewis ◽  
Kathleen O'Sullivan ◽  
Brenda K. Wiederhold ◽  
Sun I. Kim

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