Is the rubber hand illusion induced by immersive virtual reality?

The rubber hand illusion is a simple illusion where participants can be induced to report and behave as if a rubber hand is part of their body. The induction is usually done by an experimenter tapping both a rubber hand prop and the participant's real hand: the touch and visual feedback of the taps must be synchronous and aligned to some extent. The illusion is usually tested by several means including a physical threat to the rubber hand. The response to the threat can be measured by galvanic skin response (GSR): those that have the illusion showed a marked rise in GSR. Based on our own and reported experiences with immersive virtual reality (IVR), we ask whether a similar illusion is induced naturally within IVR? Does the participant report and behave as if the virtual arm is part of their body? We show that participants in a HMD-based IVR who see a virtual body can experience similar responses to threats as those in comparable rubber hand illusion experiments. We show that these responses can be negated by replacing the virtual body with an abstract cursor representing the hand, and that the responses are stable under some gradual forced distortion of tracker space so that proprioceptive and visual information are not matched.

[1]  Sharif Razzaque,et al.  The hand is slower than the eye: a quantitative exploration of visual dominance over proprioception , 2005, IEEE Proceedings. VR 2005. Virtual Reality, 2005..

[2]  Jonathan D. Cohen,et al.  Rubber hands ‘feel’ touch that eyes see , 1998, Nature.

[3]  Justin M. Harris,et al.  If I Were You: Perceptual Illusion of Body Swapping , 2008, PloS one.

[4]  Woodrow Barfield,et al.  A Conceptual Model of the Sense of Presence in Virtual Environments , 1999, Presence: Teleoperators & Virtual Environments.

[5]  Mel Slater,et al.  A Virtual Presence Counter , 2000, Presence: Teleoperators & Virtual Environments.

[6]  V. Ramachandran,et al.  Projecting sensations to external objects: evidence from skin conductance response , 2003, Proceedings of the Royal Society of London. Series B: Biological Sciences.

[7]  Mary C. Whitton,et al.  Walking > walking-in-place > flying, in virtual environments , 1999, SIGGRAPH.

[8]  Mary C. Whitton,et al.  Effects of handling real objects and avatar fidelity on cognitive task performance in virtual environments , 2003, IEEE Virtual Reality, 2003. Proceedings..

[9]  Maria V. Sanchez-Vives,et al.  Towards a Digital Body: The Virtual Arm Illusion , 2008, Frontiers in human neuroscience.

[10]  Yvonne de Kort,et al.  Is This My Hand I See Before Me? The Rubber Hand Illusion in Reality, Virtual Reality, and Mixed Reality , 2006, PRESENCE: Teleoperators and Virtual Environments.

[11]  Mel Slater,et al.  The Influence of Body Movement on Subjective Presence in Virtual Environments , 1998, Hum. Factors.

[12]  Peter J. Werkhoven,et al.  Visuomotor Adaptation to Virtual Hand Position in Interactive Virtual Environments , 1998, Presence.

[13]  P. Haggard,et al.  The rubber hand illusion revisited: visuotactile integration and self-attribution. , 2005, Journal of experimental psychology. Human perception and performance.

[14]  John C. Hart,et al.  The CAVE: audio visual experience automatic virtual environment , 1992, CACM.

[15]  R. Passingham,et al.  That's My Hand! Activity in Premotor Cortex Reflects Feeling of Ownership of a Limb , 2004, Science.

[16]  M. Graziano Where is my arm? The relative role of vision and proprioception in the neuronal representation of limb position. , 1999, Proceedings of the National Academy of Sciences of the United States of America.

[17]  J. Maunsell,et al.  Touching a Rubber Hand: Feeling of Body Ownership Is Associated with Activity in Multisensory Brain Areas , 2005, The Journal of Neuroscience.

[18]  Carrie Heeter,et al.  Reflections on Real Presence by a Virtual Person , 2003, Presence: Teleoperators & Virtual Environments.

[19]  Maria V. Sanchez-Vives,et al.  From presence to consciousness through virtual reality , 2005, Nature Reviews Neuroscience.

[20]  Michael Meehan,et al.  Physiological measures of presence in stressful virtual environments , 2002, SIGGRAPH.

[21]  Mel Slater,et al.  Taking steps: the influence of a walking technique on presence in virtual reality , 1995, TCHI.

[22]  Frederick P. Brooks,et al.  Moving objects in space: exploiting proprioception in virtual-environment interaction , 1997, SIGGRAPH.