virtual body
Recently Published Documents


TOTAL DOCUMENTS

166
(FIVE YEARS 53)

H-INDEX

23
(FIVE YEARS 3)

Author(s):  
Ege Tekgün ◽  
Muhtar Ç. Uludağlı ◽  
Hüseyin Akcan ◽  
Burak Erdeniz
Keyword(s):  

2021 ◽  
Vol 11 (1) ◽  
Author(s):  
Geoffrey Gorisse ◽  
Gizem Senel ◽  
Domna Banakou ◽  
Alejandro Beacco ◽  
Ramon Oliva ◽  
...  

AbstractThe proportion of the population who experience persecutory thoughts is 10–15%. People then engage in safety-seeking behaviours, typically avoiding social interactions, which prevents disconfirmatory experiences and hence paranoia persists. Here we show that persecutory thoughts can be reduced if prior to engaging in social interaction in VR participants first see their virtual body-double doing so. Thirty non-clinical participants were recruited to take part in a study, where they were embodied in a virtual body that closely resembled themselves, and asked to interact with members of a crowd. In the Random condition (n = 15) they observed their body-double wandering around but not engaging with the crowd. In the Targeted condition the body-double correctly interacted with members of the crowd. The Green Paranoid Thoughts Scale was measured 1 week before and 1 week after the exposure and decreased only for those in the Targeted condition. The results suggest that the observation of the body-double correctly carrying out a social interaction task in VR may lead to anxiety-reducing mental rehearsal for interaction thus overcoming safety behaviours. The results also extend knowledge of the effects of vicarious agency, suggesting that identification with the actions of body-double can influence subsequent psychological state.


2021 ◽  
pp. 096372142110469
Author(s):  
Mel Slater ◽  
Domna Banakou

The Golden Rule of ethics in its negative form states that you should not do to others what you would not want others to do to you, and in its positive form states that you should do to others as you would want them to do to you. The Golden Rule is an ethical principle, but in virtual reality (VR), it can also be thought of as a paradigm for the promotion of prosocial behavior. This is because in VR, you can directly experience harm that you inflicted or were complicit in inflicting from the embodied perspective of the victim. This use of what we refer to as the Golden Rule Embodiment Paradigm (GREP) relies on participants in VR having the illusion of body ownership over a virtual body. In this article, we introduce virtual embodiment and the consequent illusion of ownership over the virtual body, and describe how this phenomenon has been utilized to influence implicit attitudes. We then introduce the GREP and give examples of studies in which it enhanced helping behavior.


2021 ◽  
Vol 2 ◽  
Author(s):  
Anna I. Bellido Rivas ◽  
Xavi Navarro ◽  
Domna Banakou ◽  
Ramon Oliva ◽  
Veronica Orvalho ◽  
...  

Virtual Reality can be used to embody people in different types of body—so that when they look towards themselves or in a mirror they will see a life-sized virtual body instead of their own, and that moves with their own movements. This will typically give rise to the illusion of body ownership over the virtual body. Previous research has focused on embodiment in humanoid bodies, albeit with various distortions such as an extra limb or asymmetry, or with a body of a different race or gender. Here we show that body ownership also occurs over a virtual body that looks like a cartoon rabbit, at the same level as embodiment as a human. Furthermore, we explore the impact of embodiment on performance as a public speaker in front of a small audience. Forty five participants were recruited who had public speaking anxiety. They were randomly partitioned into three groups of 15, embodied as a Human, as the Cartoon rabbit, or from third person perspective (3PP) with respect to the rabbit. In each condition they gave two talks to a small audience of the same type as their virtual body. Several days later, as a test condition, they returned to give a talk to an audience of human characters embodied as a human. Overall, anxiety reduced the most in the Human condition, the least in the Cartoon condition, and there was no change in the 3PP condition, taking into account existing levels of trait anxiety. We show that embodiment in a cartoon character leads to high levels of body ownership from the first person perspective and synchronous real and virtual body movements. We also show that the embodiment influences outcomes on the public speaking task.


2021 ◽  
Vol 33 (5) ◽  
pp. 1004-1012
Author(s):  
Yasuyuki Inoue ◽  
◽  
Michiteru Kitazaki

In virtual reality (VR), a virtual mirror is often used to display the VR avatar to the user for enhancing the embodiment. The reflected image of the synchronization of the virtual body with the user’s movement is expected to be recognized as the user’s own reflection. In addition to the visuo-motor synchrony, there are some mirror reflection factors that are probably involved in avatar embodiment. This paper reviews literature on the psychological studies that involve mirror-specific self-identification and embodied perception to clarify how the reflected image of the virtual body is embodied. Furthermore, subjective misconceptions about mirror reflections reported in naïve optics have also been reviewed to discuss the potential of virtual mirror displays to modulate avatar embodiment.


2021 ◽  
Vol 12 ◽  
Author(s):  
Dominik Gall ◽  
Daniel Roth ◽  
Jan-Philipp Stauffert ◽  
Julian Zarges ◽  
Marc Erich Latoschik

Modulating emotional responses to virtual stimuli is a fundamental goal of many immersive interactive applications. In this study, we leverage the illusion of illusory embodiment and show that owning a virtual body provides means to modulate emotional responses. In a single-factor repeated-measures experiment, we manipulated the degree of illusory embodiment and assessed the emotional responses to virtual stimuli. We presented emotional stimuli in the same environment as the virtual body. Participants experienced higher arousal, dominance, and more intense valence in the high embodiment condition compared to the low embodiment condition. The illusion of embodiment thus intensifies the emotional processing of the virtual environment. This result suggests that artificial bodies can increase the effectiveness of immersive applications psychotherapy, entertainment, computer-mediated social interactions, or health applications.


2021 ◽  
Vol 2 ◽  
Author(s):  
Fabian Unruh ◽  
Maximilian Landeck ◽  
Sebastian Oberdörfer ◽  
Jean-Luc Lugrin ◽  
Marc Erich Latoschik

Psycho-pathological conditions, such as depression or schizophrenia, are often accompanied by a distorted perception of time. People suffering from this conditions often report that the passage of time slows down considerably and that they are “stuck in time.” Virtual Reality (VR) could potentially help to diagnose and maybe treat such mental conditions. However, the conditions in which a VR simulation could correctly diagnose a time perception deviation are still unknown. In this paper, we present an experiment investigating the difference in time experience with and without a virtual body in VR, also known as avatar. The process of substituting a person’s body with a virtual body is called avatar embodiment. Numerous studies demonstrated interesting perceptual, emotional, behavioral, and psychological effects caused by avatar embodiment. However, the relations between time perception and avatar embodiment are still unclear. Whether or not the presence or absence of an avatar is already influencing time perception is still open to question. Therefore, we conducted a between-subjects design with and without avatar embodiment as well as a real condition (avatar vs. no-avatar vs. real). A group of 105 healthy subjects had to wait for seven and a half minutes in a room without any distractors (e.g., no window, magazine, people, decoration) or time indicators (e.g., clocks, sunlight). The virtual environment replicates the real physical environment. Participants were unaware that they will be asked to estimate their waiting time duration as well as describing their experience of the passage of time at a later stage. Our main finding shows that the presence of an avatar is leading to a significantly faster perceived passage of time. It seems to be promising to integrate avatar embodiment in future VR time-based therapy applications as they potentially could modulate a user’s perception of the passage of time. We also found no significant difference in time perception between the real and the VR conditions (avatar, no-avatar), but further research is needed to better understand this outcome.


2021 ◽  
Vol 12 ◽  
Author(s):  
Lori R. Kogan ◽  
Cori Bussolari

Numerous recent studies have shown that COVID-19 and the accompanying mandated lifestyle changes have resulted in significant negative effects on people’s mental health. To meet the increased need for mental health support, while also maintaining physical safety, a variety of telehealth services have been created or expanded. A body scan mindfulness program is an intervention that can easily be modified to be offered virtually. This study was designed to determine if a virtual body scan mindfulness exercise, with participants’ holding their dog or a pillow/blanket, could reduce their stress and anxiety as well as that of the facilitators. Significant differences in pre/post-State Anxiety Assessment scores for participants and facilitators were found. These results are discussed within the framework of the human animal bond and the potential of this form of intervention as a useful virtual tool for participants and facilitators alike.


Sign in / Sign up

Export Citation Format

Share Document