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1.
PLoS One ; 14(5): e0216288, 2019.
Article in English | MEDLINE | ID: mdl-31150399

ABSTRACT

Therapy for public speaking phobia using virtual reality exposure (VRE) has focused on distress arousal rather than distress habituation. Understanding habituation will help optimise session duration, making treatment more affordable and accessible. This pilot study utilised within-speech repeated measures to examine distress habituation during three brief public speaking scenarios in a non-clinical sample (n = 19; 18-76 years). VRE elicited significant distress in all three scenarios. Although within-scenario distress habituation was not observed, between-scenario habituation was partially supported. An increase in distress during the second scenario indicated that three consecutive speech performances were critical in achieving habituation. Brief repeated VRE scenarios using an agent audience were effective in eliciting public speaking distress, as well as habituation.


Subject(s)
Speech , Virtual Reality , Adolescent , Adult , Aged , Anxiety/prevention & control , Anxiety/therapy , Habituation, Psychophysiologic , Humans , Middle Aged , Pilot Projects , Teaching , Virtual Reality Exposure Therapy/methods , Young Adult
2.
Front Hum Neurosci ; 10: 392, 2016.
Article in English | MEDLINE | ID: mdl-27536228

ABSTRACT

We designed an observational study where participants (n = 17) were exposed to pictures and look-alike avatars pictures of themselves, a familiar friend or an unfamiliar person. By measuring participants' brain activity with electroencephalography (EEG), we found face-recognition event related potentials (ERPs) in the visual cortex, around 200-250 ms, to be prominent for the different familiarity levels. A less positive component was found for self-recognized pictures (P200) than pictures of others, showing similar effects in both real faces and look-alike avatars. A rapid adaptation in the same component was found when comparing the neural processing of avatar faces vs. real faces, as if avatars in general were assimilated as real face representations over time. ERP results also showed that in the case of the self-avatar, the P200 component correlated with more complex conscious encodings of self-representation, i.e., the difference in voltage in the P200 between the self-avatar and the self-picture was reduced in participants that felt the avatar looked like them. This study is put into context within the literature of self-recognition and face recognition in the visual cortex. Additionally, the implications of these results on look-alike avatars are discussed both for future virtual reality (VR) and neuroscience studies.

3.
Sci Rep ; 6: 28879, 2016 07 01.
Article in English | MEDLINE | ID: mdl-27364767

ABSTRACT

Agency, the attribution of authorship to an action of our body, requires the intention to carry out the action, and subsequently a match between its predicted and actual sensory consequences. However, illusory agency can be generated through priming of the action together with perception of bodily action, even when there has been no actual corresponding action. Here we show that participants can have the illusion of agency over the walking of a virtual body even though in reality they are seated and only allowed head movements. The experiment (n = 28) had two factors: Perspective (1PP or 3PP) and Head Sway (Sway or NoSway). Participants in 1PP saw a life-sized virtual body spatially coincident with their own from a first person perspective, or the virtual body from third person perspective (3PP). In the Sway condition the viewpoint included a walking animation, but not in NoSway. The results show strong illusions of body ownership, agency and walking, in the 1PP compared to the 3PP condition, and an enhanced level of arousal while the walking was up a virtual hill. Sway reduced the level of agency. We conclude with a discussion of the results in the light of current theories of agency.


Subject(s)
Illusions/physiology , Posture/physiology , User-Computer Interface , Walking/physiology , Adult , Body Image , Female , Humans , Male , Photic Stimulation , Surveys and Questionnaires , Young Adult
4.
Perception ; 43(4): 275-94, 2014.
Article in English | MEDLINE | ID: mdl-25109018

ABSTRACT

It has been shown that it is possible to induce a strong illusion that a virtual body (VB) is one's own body. However, the relative influence of a first-person-perspective (1PP) view of the VB and spatial coincidence of the real body and VB remains unclear. We demonstrate a method that permits separation of these two factors. It provides a 1PP view of a VB, supporting visuomotor synchrony between real body and VB movements, but where the entire scene including the body is rotated 15 degrees upwards through the axis connecting the eyes, so that the VB and real body are coincident only through this axis. In a within-subjects study that compared this 15 degrees rotation with a 0 degrees rotation condition, participants reported only slightly diminished levels of perceived ownership of the VB in the rotated condition and did not detect the rotation of the scene. These results indicate that strong spatial coincidence of the virtual and real bodies is not necessary for a full-body ownership illusion. The rotation method used, similar to the effects of vertical prisms, did not produce significant negative side-effects, thus providing a useful methodology for further investigations of body ownership.


Subject(s)
Body Image , Discrimination Learning , Kinesthesis , Optical Illusions , Orientation , Pattern Recognition, Visual , User-Computer Interface , Figural Aftereffect , Humans , Identification, Psychological , Psychomotor Performance , Psychophysics
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