Self-attribution of distorted reaching movements in immersive virtual reality

Abstract This study explores the extent to which individuals embodied in Virtual Reality tend to self-attribute the movements of their avatar. More specifically, we tested subjects performing goal-directed movements and distorted the mapping between user and avatar movements by decreasing or increasing the amplitude of the avatar hand movement required to reach for a target, while maintaining the apparent amplitude – visual distance – fixed. In two experiments, we asked subjects to report whether the movement that they have seen matched the movement that they have performed, or asked them to classify whether a distortion was making the task easier or harder to complete. Our results show that subjects perform poorly in detecting discrepancies when the nature of the distortion is not made explicit and that subjects are biased to self-attributing distorted movements that make the task easier. These findings, in line with previous accounts on the sense of agency, demonstrate the flexibility of avatar embodiment and open new perspectives for the design of guided interactions in Virtual Reality.

[1]  Larry F. Hodges,et al.  Punching ducks for post-stroke neurorehabilitation: System design and initial exploratory feasibility study , 2013, 2013 IEEE Symposium on 3D User Interfaces (3DUI).

[2]  N. Hogan,et al.  Movement Smoothness Changes during Stroke Recovery , 2002, The Journal of Neuroscience.

[3]  Torsten Ingemann Nielsen,et al.  VOLITION: A NEW EXPERIMENTAL APPROACH , 1963 .

[4]  A. Newen,et al.  I move, therefore I am: A new theoretical framework to investigate agency and ownership , 2008, Consciousness and Cognition.

[5]  Marc Jeannerod,et al.  Agency, simulation and self-identification , 2004 .

[6]  Abderrahmane Kheddar,et al.  Pseudo-haptic feedback: can isometric input devices simulate force feedback? , 2000, Proceedings IEEE Virtual Reality 2000 (Cat. No.00CB37048).

[7]  J. Lanier,et al.  Model of Illusions and Virtual Reality , 2017, Front. Psychol..

[8]  Scott T. Grafton,et al.  Forward modeling allows feedback control for fast reaching movements , 2000, Trends in Cognitive Sciences.

[9]  Mel Slater,et al.  First Person Perspective of Seated Participants Over a Walking Virtual Body Leads to Illusory Agency Over the Walking , 2016, Scientific Reports.

[10]  M. Jeannerod The mechanism of self-recognition in humans , 2003, Behavioural Brain Research.

[11]  D. Wolpert,et al.  Abnormalities in the awareness and control of action. , 2000, Philosophical transactions of the Royal Society of London. Series B, Biological sciences.

[12]  Sharif Razzaque,et al.  Redirected Walking , 2001, Eurographics.

[13]  Massimo Bergamasco,et al.  Evaluating the Impact of Highly Immersive Technologies and Natural Interaction on Player Engagement and Flow Experience in Games , 2015, ICEC.

[14]  Frederick P. Brooks,et al.  Perceptual sensitivity to visual/kinesthetic discrepancy in hand speed, and why we might care , 2006, VRST '06.

[15]  Mary C. Whitton,et al.  Redirected Touching: Training and adaptation in warped virtual spaces , 2013, 2013 IEEE Symposium on 3D User Interfaces (3DUI).

[16]  M. Csíkszentmihályi,et al.  Optimal experience: Psychological studies of flow in consciousness. , 1988 .

[17]  Ronan Boulic,et al.  Characterizing first and third person viewpoints and their alternation for embodied interaction in virtual reality , 2017, PloS one.

[18]  L. Abramson,et al.  Is there a universal positivity bias in attributions? A meta-analytic review of individual, developmental, and cultural differences in the self-serving attributional bias. , 2004, Psychological bulletin.

[19]  Takuji Narumi,et al.  Displaying shapes with various types of surfaces using visuo-haptic interaction , 2014, VRST '14.

[20]  D. Wolpert,et al.  Abnormalities in the awareness of action , 2002, Trends in Cognitive Sciences.

[21]  Mel Slater,et al.  The Sense of Embodiment in Virtual Reality , 2012, PRESENCE: Teleoperators and Virtual Environments.

[22]  A. Newen,et al.  Beyond the comparator model: A multifactorial two-step account of agency , 2008, Consciousness and Cognition.

[23]  P. Haggard,et al.  Sense of agency , 2012, Current Biology.

[24]  Takuji Narumi,et al.  Modifying an identified curved surface shape using pseudo-haptic effect , 2012, 2012 IEEE Haptics Symposium (HAPTICS).

[25]  T. Metzinger,et al.  Full-body illusions and minimal phenomenal selfhood , 2009, Trends in Cognitive Sciences.

[26]  M. Jeannerod The cognitive neuroscience of action , 1997, Trends in Cognitive Sciences.

[27]  W. Cleveland,et al.  Locally Weighted Regression: An Approach to Regression Analysis by Local Fitting , 1988 .

[28]  Maud Marchal,et al.  Toward "Pseudo-Haptic Avatars": Modifying the Visual Animation of Self-Avatar Can Simulate the Perception of Weight Lifting , 2014, IEEE Transactions on Visualization and Computer Graphics.

[29]  H. Pick,et al.  Visual capture produced by prism spectacles , 1965 .

[30]  Mary C. Whitton,et al.  Redirected touching: The effect of warping space on task performance , 2012, 2012 IEEE Symposium on 3D User Interfaces (3DUI).

[31]  Sharif Razzaque,et al.  MACBETH: Management of Avatar Conflict by Employment of a Technique Hybrid , 2007, Int. J. Virtual Real..

[32]  Gerd Bruder,et al.  Estimation of Detection Thresholds for Redirected Walking Techniques , 2010, IEEE Transactions on Visualization and Computer Graphics.

[33]  Olivier Martin,et al.  HEMP - hand-displacement-based pseudo-haptics: A study of a force field application and a behavioural analysis , 2009, Int. J. Hum. Comput. Stud..

[34]  T S Meese,et al.  Using the standard staircase to measure the point of subjective equality: A guide based on computer simulations , 1995, Perception & psychophysics.

[35]  Anatole Lécuyer,et al.  A study of the modification of the speed and size of the cursor for simulating pseudo-haptic bumps and holes , 2008, TAP.

[36]  Mel Slater,et al.  Body ownership causes illusory self-attribution of speaking and influences subsequent real speaking , 2014, Proceedings of the National Academy of Sciences.

[37]  I ROCK,et al.  Vision and Touch: An Experimentally Created Conflict between the Two Senses , 1964, Science.

[38]  Joan López-Moliner,et al.  The Effects of Visuomotor Calibration to the Perceived Space and Body, through Embodiment in Immersive Virtual Reality , 2015, TAP.

[39]  Luv Kohli,et al.  Redirected touching: Warping space to remap passive haptics , 2010, 2010 IEEE Symposium on 3D User Interfaces (3DUI).

[40]  Sharif Razzaque,et al.  The Hand Is More Easily Fooled than the Eye: Users Are More Sensitive to Visual Interpenetration than to Visual-Proprioceptive Discrepancy , 2006, Presence: Teleoperators & Virtual Environments.

[41]  M. Martini,et al.  The Bodily Illusion in Adverse Conditions: Virtual Arm Ownership During Visuomotor Mismatch , 2018, Perception.

[42]  David Lagnado,et al.  Feelings of control: Contingency determines experience of action , 2009, Cognition.

[43]  Kunlin Wei,et al.  Sensorimotor experience in virtual reality enhances sense of agency associated with an avatar , 2017, Consciousness and Cognition.

[44]  R. L. Gregory,et al.  Perceptual filling in of artificially induced scotomas in human vision , 1991, Nature.

[45]  Eyal Ofek,et al.  Haptic Retargeting: Dynamic Repurposing of Passive Haptics for Enhanced Virtual Reality Experiences , 2016, CHI.

[46]  Ronan Boulic,et al.  The Critical Role of Self-Contact for Embodiment in Virtual Reality , 2018, IEEE Transactions on Visualization and Computer Graphics.