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Bound by Experience: Updating the Body Representation When Using Virtual Objects

Objective Four web-based experiments investigated flexibility of disembodiment of a virtual object that is no longer actively controlled. Emphasis was on possibilities to modify the timescale of this process. Background Interactions with virtual objects are commonplace in settings like teleoperation...

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Bibliographic Details
Published in:Human factors 2025-02, Vol.67 (2), p.115-140
Main Authors: Eck, Julia, Pfister, Roland
Format: Article
Language:English
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Summary:Objective Four web-based experiments investigated flexibility of disembodiment of a virtual object that is no longer actively controlled. Emphasis was on possibilities to modify the timescale of this process. Background Interactions with virtual objects are commonplace in settings like teleoperation, rehabilitation, and computer-aided design. These objects are quickly integrated into the operator’s body schema (embodiment). Less is known about how long such embodiment lasts. Understanding the dynamics of this process is crucial because different applied settings either profit from fast or slow disembodiment. Method To induce embodiment, participants moved a 2D virtual hand through operating a computer mouse or touchpad. After initial embodiment, participants either stopped or continued moving for a fixed period of time. Embodiment ratings were collected continuously during each trial. Results Results across all experiments indicated that embodiment for the virtual hand gradually increased during active use and gradually decreased after stopping to use it. Disembodiment unfolded nearly twice as fast as embodiment and showed a curved decay pattern. These dynamics remained unaffected by anticipation of active control that would be required in an upcoming task. Conclusion The results highlight the importance of continuously experiencing active control in virtual interactions if aiming at inducing stable embodiment of a virtual object. Application Our findings suggest that applications of virtual disembodiment such as virtual tools or interventions to affect a person’s body representation critically depend on continuous updating of sensorimotor experience. However, if switching between virtual objects, for example, during teleoperation or video gaming, after-effects are unlikely to affect performance.
ISSN:0018-7208
1547-8181
1547-8181
DOI:10.1177/00187208241258315