single-rb.php

JRM Vol.34 No.4 pp. 756-766
doi: 10.20965/jrm.2022.p0756
(2022)

Paper:

Effects of Frequent Changes in Extended Self-Avatar Movements on Adaptation Performance

Agata Marta Soccini*, Alessandro Clocchiatti*, and Tetsunari Inamura**,***

*University of Torino
Corso Svizzera 186, Torino 10149, Italy
2-1-2 Hitotsubashi, Chiyoda-ku, Tokyo 101-8430, Japan

***The Graduate University for Advanced Studies, SOKENDAI
2-1-2 Hitotsubashi, Chiyoda-ku, Tokyo 101-8430, Japan

Received:
March 22, 2022
Accepted:
June 20, 2022
Published:
August 20, 2022
Keywords:
virtual reality, sense of embodiment, self-avatar, hyper-adaptability, motor control and adaptation
Abstract
Effects of Frequent Changes in Extended Self-Avatar Movements on Adaptation Performance

An extended self-avatar movement in VR

Among several perceptive traits of virtual reality, the relationship between the physical body and a self-avatar is unclear. In this study, we investigate a case of hyper-adaptability, i.e., the capability of users to adjust to the movements of an altered self-avatar when such movements abruptly and frequently change. Focusing on movements of the upper limbs, we show experimentally the effect of the frequency of variations in virtual body alterations on adaptability. Moreover, we report a positive evaluation of the sense of embodiment and the overall user experience with virtual reality, and finally underline how these studies can be considered a basis for the design and development of virtual rehabilitation systems.

Cite this article as:
A. Soccini, A. Clocchiatti, and T. Inamura, “Effects of Frequent Changes in Extended Self-Avatar Movements on Adaptation Performance,” J. Robot. Mechatron., Vol.34, No.4, pp. 756-766, 2022.
Data files:
References
  1. [1] S. Shimada, K. Fukuda, and K. Hiraki, “Rubber hand illusion under delayed visual feedback,” PLoS ONE, Vol.4, No.7, e6185, doi: 10.1371/journal.pone.0006185, July 2009.
  2. [2] M. Botvinick and J. Cohen, “Rubber hands ‘feel’ touch that eyes see,” Nature, Vol.391, No.6669, pp. 756-756, doi: 10.1038/35784, February 1998.
  3. [3] D. M. Lloyd, “Spatial limits on referred touch to an alien limb may reflect boundaries of visuo-tactile peripersonal space surrounding the hand,” Brain and Cognition, Vol.64, No.1, pp. 104-109, doi: 10.1016/j.bandc.2006.09.013, June 2007.
  4. [4] M. Slater, B. Spanlang, M. V. Sanchez-Vives, and O. Blanke, “First person experience of body transfer in virtual reality,” PLoS ONE, Vol.5, No.5, e10564, doi: 10.1371/journal.pone.0010564, May 2010.
  5. [5] J.-M. Normand, E. Giannopoulos, B. Spanlang, and M. Slater, “Multisensory stimulation can induce an illusion of larger belly size in immersive virtual reality,” PLoS ONE, Vol.6, No.1, e16128, doi: 10.1371/journal.pone.0016128, January 2011.
  6. [6] K. Kilteni, A. Maselli, K. P. Kording, and M. Slater, “Over my fake body: body ownership illusions for studying the multisensory basis of own-body perception,” Frontiers in Human Neuroscience, Vol.9, doi: 10.3389/fnhum.2015.00141, March 2015.
  7. [7] T. C. Peck, S. Seinfeld, S. M. Aglioti, and M. Slater, “Putting yourself in the skin of a black avatar reduces implicit racial bias,” Consciousness and Cognition, Vol.22, No.3, pp. 779-787, doi: 10.1016/j.concog.2013.04.016, September 2013.
  8. [8] Y. Inoue and M. Kitazaki, “Virtual mirror and beyond: The psychological basis for avatar embodiment via a mirror,” J. Robot. Mechatron., Vol.33, No.5, pp. 1004-1012, doi: 10.20965/jrm.2021.p1004, 2021.
  9. [9] H. Eberle, Y. Hayashi, R. Kurazume, T. Takei, and Q. An, “Modeling of hyper-adaptability: from motor coordination to rehabilitation,” Advanced Robotics, Vol.35, No.13-14, pp. 802-817, doi: 10.1080/01691864.2021.1943710, June 2021.
  10. [10] A. M. Soccini and F. Cena, “The ethics of rehabilitation in virtual reality: the role of self-avatars and deep learning,” 2021 IEEE Int. Conf. on Artificial Intelligence and Virtual Reality (AIVR), pp. 324-328, doi: 10.1109/AIVR52153.2021.00068, 2021.
  11. [11] A. M. Soccini, F. Ferroni, and M. Ardizzi, “From virtual reality to neuroscience and back: a use case on peripersonal hand space plasticity,” 2020 IEEE Int. Conf. on Artificial Intelligence and Virtual Reality (AIVR), doi: 10.1109/aivr50618.2020.00082, December 2020.
  12. [12] K. Kilteni, R. Groten, and M. Slater, “The sense of embodiment in virtual reality,” Presence: Teleoperators and Virtual Environments, Vol.21, No.4, pp. 373-387, doi: 10.1162/pres_a_00124, November 2012.
  13. [13] M. R. Mine, F. P. Brooks, and C. H. Sequin, “Moving objects in space,” Proc. of the 24th Annual Conf. on Computer Graphics and Interactive Techniques (SIGGRAPH’97), doi: 10.1145/258734.258747, 1997.
  14. [14] I. Valori, P. E. McKenna-Plumley, R. Bayramova, C. Z. Callegher, G. Altoè, and T. Farroni, “Proprioceptive accuracy in immersive virtual reality: A developmental perspective,” PLOS ONE, Vol.15, No.1, e0222253, doi: 10.1371/journal.pone.0222253, January 2020.
  15. [15] M. Gonzalez-Franco, B. Cohn, E. Ofek, D. Burin, and A. Maselli, “The self-avatar follower effect in virtual reality,” 2020 IEEE Conf. on Virtual Reality and 3D User Interfaces (VR), doi: 10.1109/vr46266.2020.00019, March 2020.
  16. [16] M. Riemer, J. Trojan, M. Beauchamp, and X. Fuchs, “The rubber hand universe: On the impact of methodological differences in the rubber hand illusion,” Neuroscience & Biobehavioral Reviews, Vol.104, pp. 268-280, doi: 10.1016/j.neubiorev.2019.07.008, September 2019.
  17. [17] T. Inamura, S. Unenaka, S. Shibuya, Y. Ohki, Y. Oouchida, and S. Izumi, “Development of VR platform for cloud-based neurorehabilitation and its application to research on sense of agency and ownership,” Advanced Robotics, Vol.31, No.1-2, pp. 97-106, doi: 10.1080/01691864.2016.1264885, December 2016.
  18. [18] A. M. Soccini, M. Grangetto, T. Inamura, and S. Shimada, “Virtual hand illusion: The alien finger motion experiment,” 2019 IEEE Conf. on Virtual Reality and 3D User Interfaces (VR), doi: 10.1109/vr.2019.8798193, March 2019.
  19. [19] A. M. Soccini, “The induced finger movements effect,” SIGGRAPH Asia 2020 Posters, doi: 10.1145/3415264.3425448, December 2020.
  20. [20] P. Kourtesis, S. Collina, L. A. A. Doumas, and S. E. MacPherson, “Validation of the virtual reality neuroscience questionnaire: Maximum duration of immersive virtual reality sessions without the presence of pertinent adverse symptomatology,” Frontiers in Human Neuroscience, Vol.13, doi: 10.3389/fnhum.2019.00417, November 2019.
  21. [21] A. Kalckert and H. H. Ehrsson, “Moving a rubber hand that feels like your own: A dissociation of ownership and agency,” Frontiers in Human Neuroscience, Vol.6, doi: 10.3389/fnhum.2012.00040, 2012.
  22. [22] M. Gonzalez-Franco and T. C. Peck, “Avatar embodiment. towards a standardized questionnaire,” Frontiers in Robotics and AI, Vol.5, doi: 10.3389/frobt.2018.00074, June 2018.

*This site is desgined based on HTML5 and CSS3 for modern browsers, e.g. Chrome, Firefox, Safari, Edge, Opera.

Last updated on Sep. 27, 2022