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2022 ◽  
Vol 6 (GROUP) ◽  
pp. 1-28
Author(s):  
Abhinav Choudhry ◽  
Jinda Han ◽  
Xiaoyu Xu ◽  
Yun Huang

Virtual Influencers (VIs) are computer-generated characters, many of which are often visually indistinguishable from humans and interact with the world in the first-person perspective as social media influencers. They are gaining popularity by creating content in various areas, including fashion, music, art, sports, games, environmental sustainability, and mental health. Marketing firms and brands increasingly use them to capitalise on their millions of followers. Yet, little is known about what prompts people to engage with these digital beings. In this paper, we present our interview study with online users who followed different VIs on Instagram beyond the fashion application domain. Our findings show that the followers are attracted to VIs due to a unique mixture of visual appeal, sense of mystery, and creative storytelling that sets VI content apart from that of real human influencers. Specifically, VI content enables digital artists and content creators by removing the constraints of bodies and physical features. The followers not only perceived VIs' rising popularity in commercial industries, but also are supportive of VI involvement in non-commercial causes and campaigns. However, followers are reluctant to attribute trustworthiness to VIs in general though they display trust in limited domains, e.g., technology, music, games, and art. This research highlights VI's potential as innovative digital content, carrying influence and employing more varied creators, an appeal that could be harnessed by diverse industries and also by public interest organisations.


2022 ◽  
Vol 12 (2) ◽  
pp. 711
Author(s):  
Iván F. Mondragón Bernal ◽  
Natalia E. Lozano-Ramírez ◽  
Julian M. Puerto Cortés ◽  
Sergio Valdivia ◽  
Rodrigo Muñoz ◽  
...  

Safety-focused training is essential for the operation and maintenance concentrated on the reliability of critical infrastructures, such as power grids. This paper introduces and evaluates a system for power substation operational training by exploring and interacting with realistic models in virtual worlds using serious games. The virtual reality (VR) simulator used building information modelling (BIM) from a 115 kV substation to develop a scenario with high technical detail suitable for professional training. This system created interactive models that could be explored using a first-person-perspective serious game in a cave automatic virtual environment (CAVE). Different operational missions could be carried out in the serious game, allowing several skills to be coached. The suitability for vocational training carried out by utility companies was evaluated in terms of usability and engagement. The evaluation used a System Usability Scale (SUS) and a Game Engagement Questionnaire (GEQ) filled by 16 power substation operators demonstrating marginally acceptable usability, with improvement opportunities and high acceptance (by utility technicians) of this system for operation training focused on safety in such hazardous tasks.


2022 ◽  
Vol 12 (1) ◽  
Author(s):  
Izzy Gainsburg ◽  
Walter J. Sowden ◽  
Brittany Drake ◽  
Warren Herold ◽  
Ethan Kross

AbstractDoes stepping back to evaluate a situation from a distanced perspective lead us to be selfish or fair? This question has been of philosophical interest for centuries, and, more recently, the focus of extensive empirical inquiry. Yet, extant research reveals a puzzle: some studies suggest that adopting a distanced perspective will produce more rationally self-interested behavior, whereas others suggest that it will produce more impartial behavior. Here we adjudicate between these perspectives by testing the effects of adopting a third-person perspective on decision making in a task that pits rational self-interest against impartiality: the dictator game. Aggregating across three experiments (N = 774), participants who used third-person (i.e., distanced) vs. first-person (i.e., immersed) self-talk during the dictator game kept more money for themselves. We discuss these results in light of prior research showing that psychological distance can promote cooperation and fairmindedness and how the effect of psychological distance on moral decision-making may be sensitive to social context.


Author(s):  
Marianne Elisabeth Klinke ◽  
Anthony Vincent Fernandez

Abstract Phenomenology has been adapted for use in qualitative health research, where it’s often used as a method for conducting interviews and analyzing interview data. But how can phenomenologists study subjects who cannot accurately reflect upon or report their own experiences, for instance, because of a psychiatric or neurological disorder? For conditions like these, qualitative researchers may gain more insight by conducting observational studies in lieu of, or in conjunction with, interviews. In this article, we introduce a phenomenological approach to conducting this kind of observational research. The approach relies on conceptual grounding to focus a study on specific aspects of the participants’ experiences. Moreover, the approach maintains the openness to novel discoveries that qualitative research requires while also providing a structured framework for data collection and analysis. To illustrate its practical application, we use examples of hemispatial neglect—a neurologic disorder in which patients characteristically lack awareness of their own illness and bodily capacities. However, the approach that we describe can be applied more broadly to the study of complex illness experiences and other experiential alterations.


2022 ◽  
Vol 15 ◽  
Author(s):  
Benjamin Jainta ◽  
Sophie Siestrup ◽  
Nadiya El-Sourani ◽  
Ima Trempler ◽  
Moritz F. Wurm ◽  
...  

Intuitively, we assume that we remember episodes better when we actively participated in them and were not mere observers. Independently of this, we can recall episodes from either the first-person perspective (1pp) or the third-person perspective (3pp). In this functional magnetic resonance imaging (fMRI) study, we tested whether agency and perspective modulate neural activity during memory retrieval and subsequently enhance memory performance. Subjects encoded a set of different episodes by either imitating or only observing videos that showed short toy stories. A week later, we conducted fMRI and cued episodic retrieval by presenting the original videos, or slightly modified versions thereof, from 1pp or from 3pp. The hippocampal formation was sensitive to self-performed vs. only observed actions only when there was an episodic mismatch. In a post-fMRI memory test a history of self-performance did not improve behavioral memory performance. However, modified videos were often (falsely) accepted as showing truly experienced episodes when: (i) they were already presented in this modified version during fMRI or (ii) they were presented in their original form during fMRI but from 3pp. While the overall effect of modification was strong, the effects of perspective and agency were more subtle. Together, our findings demonstrate that self-performance and self-perspective modulate the strength of a memory trace in different ways. Even when memory performance remains the same for different agentive states, the brain is capable of detecting mismatching information. Re-experiencing the latter impairs memory performance as well as retrieving encoded episodes from 3pp.


2022 ◽  
Vol 15 ◽  
Author(s):  
Ege Tekgün ◽  
Burak Erdeniz

Out-of-body experiences (OBEs) provide fascinating insights into our understanding of bodily self-consciousness and the workings of the brain. Studies that examined individuals with brain lesions reported that OBEs are generally characterized by participants experiencing themselves outside their physical body (i.e., disembodied feeling) (Blanke and Arzy, 2005). Based on such a characterization, it has been shown that it is possible to create virtual OBEs in immersive virtual environments (Ehrsson, 2007; Ionta et al., 2011b; Bourdin et al., 2017). However, the extent to which body-orientation influences virtual OBEs is not well-understood. Thus, in the present study, 30 participants (within group design) experienced a full-body ownership illusion (synchronous visuo-tactile stimulation only) induced with a gender-matched full-body virtual avatar seen from the first-person perspective (1PP). At the beginning of the experiment, participants performed a mental ball dropping (MBD) task, seen from the location of their virtual avatar, to provide a baseline measurement. After this, a full-body ownership illusion (embodiment phase) was induced in all participants. This was followed by the virtual OBE illusion phase of the experiment (disembodiment phase) in which the first-person viewpoint was switched to a third-person perspective (3PP), and participants' disembodied viewpoint was gradually raised to 14 m above the virtual avatar, from which altitude they repeated the MBD task. During the experiment, this procedure was conducted twice, and the participants were allocated first to the supine or the standing body position at random. Results of the MBD task showed that the participants experienced increased MBD durations during the supine condition compared to the standing condition. Furthermore, although the findings from the subjective reports confirmed the previous findings of virtual OBEs, no significant difference between the two postures was found for body ownership. Taken together, the findings of the current study make further contributions to our understanding of both the vestibular system and time perception during OBEs.


Author(s):  
Yu Wang ◽  
Ziran Hu ◽  
Pengyu Li ◽  
Shouwen Yao ◽  
Hui Liu

AbstractVirtual reality (VR) has been proved as a promising tool for industrial design, but the traditional VR interface of first-person perspective (1PP) is not efficient to support assemblability assessment in narrow assembly spaces. In this paper, we proposed the multi-perspectives interface (MPI) which integrates the 1PP and the third-person perspective (3PP) using the handheld world-in-miniature (WIM). The MPI allows users to simulate the assembly operations in a natural manner similar to 1PP, while providing users with an overview of the assembly status through the WIM to assess the assemblability with superior spatial awareness. Two studies were conducted to test the performance of the proposed MPI. The first study tested user’s interaction performance in MPI using a common interaction task, which reveals stronger spatial awareness in MPI than in 1PP without the cost of losing natural interaction. Based on the results of the first study, the second study tested the performance, usability, and workload of MPI in an assemblability assessment task. The results show the advantages of MPI in the reachability evaluation in the narrow spaces. The main contribution of this paper is improving the interface and user-interface interaction in VR-aided assembly assessment system to improve user’s interaction performance and assessment ability in narrow assembly spaces.


2022 ◽  
pp. 42-56
Author(s):  
Denise Francis

This chapter provides strategies, tips, and language through the IEP process from the first person perspective of a parent turned parent-advocate. This chapter shares with educators what the experience is like from a parent side of the table and the emotions involved. It also is meant to help build a knowledge base for parents and encouragement from the author's perspective as a parent. Lastly, this chapter shows that there are ways to bring the student's voice into their IEP regardless of their communication ability.


2021 ◽  
Author(s):  
Wlodzislaw Duch

Lack of vivid sensory imagery has recently become an active subject of research, under the name of aphantasia. Extremely vivid imagery, or hyperphantasia, is at the other end of the spectrum of individual differences. While most research has focused on visual imagery in this paper I argue that from a neuropsychological perspective this phenomenon is much more widespread, and should be categorized as imagery sensory agnosia. After over twenty years of learning to play music phenomenology of auditory imagery agnosia is described from the first-person perspective. Reflections on other forms of imagery agnosia and deficits of autobiographical memories are presented and a hypothesis about putative brain processes that can account for such phenomena is discussed. Extreme individual differences in imagery and in autobiographical memory have implications for many fields of study, from consciousness research to education.


2021 ◽  
Author(s):  
Kazuki Yamamoto ◽  
Takashi Nakao

Sense of body ownership, i.e., the feeling that “my body belongs to me,” has been examined by both the rubber hand illusion (RHI) and full body illusion (FBI). In a study that examined the relationship between RHI and depersonalization, a symptom in which people experience a lower sense of body ownership, the degree of illusion was higher in people with a high depersonalization tendency. However, other reports have suggested that people with depersonalization disorder have difficulty feeling the sense of body ownership. Examination of depersonalization suggests that the negative body recognition in people with depersonalization may make them less likely to feel a sense of body ownership, but this has not yet been examined. In this study, by manipulating top-down recognition (e.g., instructing participants to recognize a fake body as theirs), we clarified the cause of the reduced sense of body ownership in people with a high depersonalization tendency. The FBI procedure was conducted in a virtual reality environment using an avatar as a fake body. The avatar was presented from a third-person perspective, and visual-tactile stimuli were presented to create an illusion. To examine the degree of illusion, we measured the skin conductance responses to the fear stimulus presented after the visual-tactile stimuli presentation. The degree of depersonalization was measured using the Japanese version of the Cambridge Depersonalization Scale. To manipulate the top-down recognition to the avatar, we provided self-association instructions before the presentation of the visual-tactile stimuli. The results showed that participants with a high depersonalization tendency had a lower degree of illusion (rho = -.589, p < .01) in the self-association condition, and a higher one (rho = .552, p < .01) in the non-association instruction condition. This indicates that although people with a high depersonalization tendency are more likely to feel a sense of body ownership through the integration of visual-tactile stimuli, top-down recognition of the body as one’s own leads to a decrease in the sense of body ownership.


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