Theory review and interaction design space of body image and body schema (BIBS) for embodied cognition in virtual reality

2015 ◽  
Author(s):  
Xin Tong ◽  
Diane Gromala ◽  
Chris D. Shaw ◽  
Owen Williamson ◽  
Ozgun E. Iscen
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.


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.


Perception ◽  
10.1068/p5853 ◽  
2007 ◽  
Vol 36 (10) ◽  
pp. 1547-1554 ◽  
Author(s):  
Francesco Pavani ◽  
Massimiliano Zampini

When a hand (either real or fake) is stimulated in synchrony with our own hand concealed from view, the felt position of our own hand can be biased toward the location of the seen hand. This intriguing phenomenon relies on the brain's ability to detect statistical correlations in the multisensory inputs (ie visual, tactile, and proprioceptive), but it is also modulated by the pre-existing representation of one's own body. Nonetheless, researchers appear to have accepted the assumption that the size of the seen hand does not matter for this illusion to occur. Here we used a real-time video image of the participant's own hand to elicit the illusion, but we varied the hand size in the video image so that the seen hand was either reduced, veridical, or enlarged in comparison to the participant's own hand. The results showed that visible-hand size modulated the illusion, which was present for veridical and enlarged images of the hand, but absent when the visible hand was reduced. These findings indicate that very specific aspects of our own body image (ie hand size) can constrain the multisensory modulation of the body schema highlighted by the fake-hand illusion paradigm. In addition, they suggest an asymmetric tendency to acknowledge enlarged (but not reduced) images of body parts within our body representation.


Body schema refers to the system of sensory-motor functions that enables control of the position of body parts in space, without conscious awareness of those parts. Body image refers to a conscious representation of the way the body appears—a set of conscious perceptions, affective attitudes, and beliefs pertaining to one’s own bodily image. In 2005, Shaun Gallagher published an influential book entitled ‘How the Body Shapes the Mind’. This book not only defined both body schema (BS) and body image (BI), but also explored the complicated relationship between the two. The book also established the idea that there is a double dissociation, whereby body schema and body image refer to two different, but closely related, systems. Given that many kinds of pathological cases can be described in terms of body schema and body image (phantom limbs, asomatognosia, apraxia, schizophrenia, anorexia, depersonalization, and body dysmorphic disorder, among others), we might expect to find a growing consensus about these concepts and the relevant neural activities connected to these systems. Instead, an examination of the scientific literature reveals continued ambiguity and disagreement. This volume brings together leading experts from the fields of philosophy, neuroscience, psychology, and psychiatry in a lively and productive dialogue. It explores fundamental questions about the relationship between body schema and body image, and addresses ongoing debates about the role of the brain and the role of social and cultural factors in our understanding of embodiment.


2019 ◽  
Vol 122 ◽  
pp. 38-50 ◽  
Author(s):  
Kamila R. Irvine ◽  
Kristofor McCarty ◽  
Kirsten J. McKenzie ◽  
Thomas V. Pollet ◽  
Katri K. Cornelissen ◽  
...  

2021 ◽  
Vol 2 ◽  
Author(s):  
Collin Turbyne ◽  
Abe Goedhart ◽  
Pelle de Koning ◽  
Frederike Schirmbeck ◽  
Damiaan Denys

Background: Body image (BI) disturbances have been identified in both clinical and non-clinical populations. Virtual reality (VR) has recently been used as a tool for modulating BI disturbances through the use of eliciting a full body illusion (FBI). This meta-analysis is the first to collate evidence on the effectiveness of an FBI to reduce BI disturbances in both clinical and non-clinical populations.Methods: We performed a literature search in MEDLINE (PubMed), EMBASE, PsychINFO, and Web of Science with the keywords and synonyms for “virtual reality” and “body image” to identify published studies until September 2020. We included studies that (1) created an FBI with a modified body shape or size and (2) reported BI disturbance outcomes both before and directly after the FBI. FBI was defined as a head-mounted display (HMD)-based simulation of embodying a virtual body from an egocentric perspective in an immersive 3D computer-generated environment.Results: Of the 398 identified unique studies, 13 were included after reading full-texts. Four of these studies were eligible for a meta-analysis on BI distortion inducing a small virtual body FBI in healthy females. Significant post-intervention results were found for estimations of shoulder width, hip width, and abdomen width, with the largest reductions in size being the estimation of shoulder circumference (SMD = −1.3; 95% CI: −2.2 to −0.4; p = 0.004) and hip circumference (SMD = −1.0; 95% CI: −1.6 to −0.4; p = 0.004). Mixed results were found in non-aggregated studies from large virtual body FBIs in terms of both estimated body size and BI dissatisfaction and in small virtual body FBI in terms of BI dissatisfaction.Conclusions: The findings presented in this paper suggest that the participants' BIs were able to conform to both an increased as well as a reduced virtual body size. However, because of the paucity of research in this field, the extent of the clinical utility of FBIs still remains unclear. In light of these limitations, we provide implications for future research about the clinical utility of FBIs for modulating BI-related outcomes.


2021 ◽  
Author(s):  
◽  
Gerrit Jacobus van Rooyen

<p>Writing for and designing a methodology for Virtual Reality (VR) can be difficult as the technology around this medium grows at a fast pace. Many game designers and directors of VR experiences still claim to make things up as they go along, with no definitive methodology for content and interaction design existing yet. So far, some guidelines have been set to help prevent discomfort, but clearly not enough has been done to look at how and why we should design for VR specifically. As VR is a very immersive medium that can allow the user to potentially use their entire body as they would in the real world to interact with an experience, we need to take precedents from real world interaction when designing VR experiences. This thesis focuses specifically on game design and content generation by looking at board and table top elements as the realworld precedent. To demonstrate my findings, I have created an experience named My VRchive. Much like a sketchbook an animator uses to save ideas for later use, My VRchive will house small experiences created from my research, into content and interaction design, in a format that can be added to and shared. At the finalisation of this thesis three experiences were created. My theory is that if more designers adopt this strategy, we can all add to this growing methodology of how to develop immersive content and interaction for VR gaming and experiences.</p>


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