Touch refers to whether the subject felt synchronously (TS) or asynchronously (TS′) touched on his shoulder when the standing woman stroked the shoulder of the seated girl ( Figure 2C, 2D, 2F). Movement refers to whether the observed head movements of the virtual girl were synchronous with those of the subject (MS, Figure 2D, 2F) or asynchronous (MS′). Perspective was either first person (1PP, Figure 2A) or third (3PP, Figure 2F) with respect to the seated girl. What they experienced then depended on which of the combinations of three binary factors they had been assigned by the experimental design ( Table 1). (H) Suddenly the woman struck the girl three times around the face - the wide-field-of-view in this image corresponds more precisely to what the subject would have seen. (G) Later the viewpoint shifted near to the ceiling and the woman continued to stroke the shoulder of the girl, but the participant did not feel this. (F) In the 3PP condition they would be located to the right of the girl, and so see her and her reflection in the mirror – in the case shown with her head moves synchronized with their own head moves.
Vr body swap tv#
(E) They were seeing the room and hearing the sounds from the TV from the perspective of the opposite side than in the first two minutes. (D) Looking left they would see the reflection of the girl and the woman in a mirror. (B) Looking up they would now see that the woman (brown sweater) was standing by them. (A) In the 1PP condition their body was substituted by that of the girl's (white shirt), and when looking down at themselves they would see her body. Participants were transferred to the other side of the room. We found that when perspective position is included as a factor in the experimental design the importance of visual-tactile synchronization diminishes in comparison to what would be expected from the literature.įigure 2. The experiment reported here is the first that shows that ownership can be transferred to an entirely virtual body, using an experimental design that separates perspective position from visuotactile stimulation. When there is asynchrony between felt and seen touches changes in ownership do not occur or are less prominent compared to the case of synchrony between both stimuli. These out-of-the-body and the manikin experiments employed synchronous visuotactile stimulation – the illusory visual body was seen to be tapped or stroked in the same place as the real body was felt to be stimulated. There is also evidence that ownership can be attributed to a manikin that appears visually to substitute the person's real body as seen through head-mounted displays coupled to a video camera oriented down at the manikin body.
The examples of out-of-the-body experiences provide indirect evidence that these illusions might apply to the whole body rather than only to body parts. While the vast majority of work in this field has shown that it is possible to incorporate physical objects or video images of these into the body representation, it has also recently been shown that the same methods work with entirely virtual objects,. In conjunction with brain-imaging techniques these manipulations can provide insight into the brain areas involved in body representation, for example as in. These methods have also been used to produce illusions of body morphing, adding supernumery limbs to the body, ,, , and out-of-the-body experiences. When normal correlation between two sensory streams is changed, for example, by seeing a plausibly located rubber hand touched while simultaneously feeling the touch on our out-of-sight real hand, the brain apparently engages in a re-evaluation of probabilities and assigns ownership to the visible rubber limb. Normally when something strikes our body we feel it at the same place that we see it. The funders had no role in study design, data collection and analysis, decision to publish, or preparation of the manuscript.Ĭompeting interests: The authors have declared that no competing interests exist.
The work was also partially supported by MS's European Research Council grant TRAVERSE (227985). This is an open-access article distributed under the terms of the Creative Commons Attribution License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original author and source are credited.įunding: This research was supported by the Integrated Project PRESENCCIA funded under the European Union's Sixth Framework Program, Future and Emerging Technologies (FET), Contract Number 27731.
Received: NovemAccepted: ApPublished: May 12, 2010Ĭopyright: © 2010 Slater et al. Williams, Macquarie University, Australia Citation: Slater M, Spanlang B, Sanchez-Vives MV, Blanke O (2010) First Person Experience of Body Transfer in Virtual Reality.