Abstract

It is currently not fully understood where people precisely locate themselves in their bodies, particularly in virtual reality. To investigate this, we asked participants to point directly at themselves and to several of their body parts with a virtual pointer, in two virtual reality (VR) setups, a VR headset and a large-screen immersive display (LSID). There was a difference in distance error in pointing to body parts depending on VR setup. Participants pointed relatively accurately to many of their body parts (i.e., eyes, nose, chin, shoulders, and waist). However, in both VR setups when pointing to the feet and the knees they pointed too low, and for the top of the head too high (to larger extents in the VR headset). Taking these distortions into account, the locations found for pointing to self were considered in terms of perceived bodies, based on where the participants had pointed to their body parts in the two VR setups. Pointing to self in terms of the perceived body was mostly to the face, the upper followed by the lower, as well as some to the torso regions. There was no significant overall effect of VR condition for pointing to self in terms of the perceived body (but there was a significant effect of VR if only the physical body (as measured) was considered). In a paper-and-pencil task outside of VR, performed by pointing on a picture of a simple body outline (body template task), participants pointed most to the upper torso. Possible explanations for the differences between pointing to self in the VR setups and the body template task are discussed. The main finding of this study is that the VR setup influences where people point to their body parts, but not to themselves, when perceived and not physical body parts are considered.

Highlights

  • In recent years, virtual reality technology has been increasingly used for basic and clinical neuroscience and behavioral research, see e.g., reviews by Alsmith and Longo (2019), Bohil et al (2011), Slater and Sanchez-Vives (2016), and Ehrsson (2012)

  • The main finding of this study is that the virtual reality (VR) setup influences where people point to their body parts, but not to themselves

  • We found that estimations of the boundaries of the body seem to be heavily distorted in a VR headset and to a lesser extent in an large-screen immersive display (LSID)

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Summary

Introduction

Virtual reality technology has been increasingly used for basic and clinical neuroscience and behavioral research, see e.g., reviews by Alsmith and Longo (2019), Bohil et al (2011), Slater and Sanchez-Vives (2016), and Ehrsson (2012). Heydrich et al (2013) directly compared headsets using video-generated vs computergenerated visual information and discussed the potential differences these technologies introduce to the study of bodily self-consciousness, while other studies have used largescreen immersive displays (LSIDs) to study body and space perception (Piryankova et al, 2013; Mölbert et al, 2017). For the panoramic LSID (Pano-LSID) employed in the current study, Piryankova et al (2013) found that the distance to the screen influenced distance estimates such that these distances were “pulled toward” the distance to the screen. Mohler et al (2010) and Ries et al (2008) demonstrated that experience with a self-animated avatar improves distance estimates in VR headsets, the reason for this is not fully known

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