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THE NEURAL CORRELATES OF BODILY SELF-CONSCIOUSNESS IN VIRTUAL WORLDS

Robert O. Duncan & Evan A. Owens

York College (CUNY) and The CUNY Graduate Center

rduncan@york.cuny.edu

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“GBL works because students are in a state of flow, immersed in the game world…”

-Some academic

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How do you know you exist?

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How do you know this �body is yours?

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How do you know you are located here, in this room, �in this chair?

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Solipsism

  • There is no way to prove that you’re not in “the matrix”
  • All of this could be an illusion, and you might be a brain in a jar on a shelf.
  • We buy into the illusion of reality because sensory feedback is consistent with our experience of what the world is.
  • This happens via development.
  • What happens if sensory feedback is altered?

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Virtual reality

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https://www.statista.com/outlook/amo/ar-vr/worldwide#revenue

Grandviewresearch.com

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Balasubramaniam et al., 2021

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Operational Definitions

Bodily Self-Consciousness (BSC) is the perception of bodily awareness that arises from the integration of neuronal signals in multiple sensory modalities

Embodiment is feeling ownership towards a real or virtual extremity

Presence is the feeling of being located in space

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Rubber Hand Illusion

Early studies altered subjective experiences of embodiment using the classic rubber hand illusion (Botvinick & Cohen, 1998; Armel & Ramachandran, 2003)

Armel, K. C., & Ramachandran, V. S. (2003)

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Behavioral Presence Studies

Early presence studies altered perceptions of presence by changing the perspective at which participants either viewed their actual body, a virtual avatar, non-corporeal space, or a rubber mannequin (Ehrsson, 2007; Lenggenhager et al., 2007; Lenggenhager et al., 2009).

Lenggenhager et al., 2007

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Proposed Models of BSC

  • Coupled Network Models
    • Guterstam et al., 2015
    • Park and Blanke 2019
    • Blanke et al., 2015
  • Decoupled Network Models
    • Serino et al., 2013

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Guterstam et al. (2015)

Guterstam et al., (2019)

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“I can’t be somewhere �unless I am something”

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Methods

  • Subjects

N = 11

Mean age = 33.8

  • Apparatus

This experiment was conducted using an HTC Vive Pro head mounted display

The HMD was accompanied by hand-held controllers and other accessories that were used to track the hands in virtual space.

Retrieved from https://www.pinterest.com/pin/195484440059331716/

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EMBODIMENT STEP PROCEDURE

Embodiment Step 0

Embodiment Step 9

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PRESENCE STEP PROCEDURE

Presence Step 0

Presence Step 9

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REACTION TIME RESULTS

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ACCURACY RESULTS

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Methods

  • Subjects

Same as before

  • Apparatus

The stimulus was similar, but changes were made to optimize the paradigm for use in the MR environment.

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  • Images collected using a Siemens 3-Tesla Prisma MRI Scanner
  • Visual stimuli not presented using a HMD
  • Responses indicated using an MR-compatible computer mouse

Cambridge Research Systems

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  • 8 scans total
  • High-Embodiment example:

LE (20s)

HE

(20s)

4.3 mins

HE (20s)

START

1 Epoch

1 Run

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EMBODIMENT BEHAVIORAL RESULTS

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PRESENCE BEHAVIORAL RESULTS

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EMBODIMENT fMRI RESULTS

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PRESENCE fMRI RESULTS

TPJ

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Control ROI =>

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FMRI EMBODIMENT RESULTS

Embodiment ROI

P Value (< .025)

L LOC

.00768*

R LOC

<.001*

L Intraparietal Sulcus

.00043*

R Intraparietal Sulcus

<.001*

L PMv

<.001*

L Anterior IPS

<.001*

L Mid. Frontal Gyrus

.0052*

R Mid. Frontal Gyrus

.0052*

L. Supra. Gyrus

<.001*

Embodiment ROI

P Value (< .025)

L Hippocampus

.045

L Inf. Parietal Lobe

<.001*

L Insula

.0019*

R Insula

.0045*

L Intraparietal Sulcus

.00043*

R Intraparietal Sulcus

<.001*

L Posterior Cingulate

.017*

R Posterior Cingulate

<.066

R PMd

.0207*

Embodiment ROI

P Value (< .025)

L. Area PFt

<.001*

L ACC

<.001*

R ACC

.012*

L Premotor Cortex

<.001*

L Postcentral Gyrus

<.001*

L Anterior Insula

<.001*

R Anterior Insula

.0052*

L Middle Insula

.0021*

R Middle Insula

<.001*

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FMRI PRESENCE RESULTS

Presence ROI

P Value (< .025)

L Parietal Operculum

.79

L Postcentral Gyrus

.0064*

R Postcentral Gyrus

.002*

R Intraparietal Sulcus

<.001*

L Anterior Insula

<.001*

R Anterior Insula

<.001*

R LOC

<.001*

L Middle Insula

<.002*

R Middle Insula

<.001*

Presence ROI

P Value (< .025)

L Hippocampus

.363

R Hippocampus

.058

L Intraparietal Sulcus

.00212*

R Intraparietal Sulcus

<.001*

L Posterior Cingulate

.22

R Posterior Cingulate

***�

L Supra Gyrus

<.001*

L Precuneus

.14

R Precuneus

.01238*

Presence ROI

P Value (< .025)

L RSC

.305

R RSC

.62

L TPJ

.027

R TPJ

.00187*

L LOC

<.001*

R LOC

<.001*

R LOC

<.001*

R Mid. Frontal Gyrus

.063

R Sup Prec Sulcus

.354

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Effect sizes

  • The effect size of the embodiment manipulation on presence ROIs (M = .0231; SD = .022) was larger than that for the presence manipulation on embodiment ROIs (M = .0067; SD = .0043), t(11.16) = 2.41, p = .034.
  • Cohen’s d was computed (d = .94) using the pooled standard deviation (SD = .0176), which is a large effect size for the difference in mean effect sizes for each group.
  • Thus, the effect of embodiment manipulations on ROIs associated with presence is larger than the effect of presence manipulations on ROIs associated with embodiment.
  • Manipulations to embodiment affect presence, but not necessarily vice versa.
  • This data supports a hierarchical model where the perception of presence is predicated upon the perception of embodiment.

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How can I use this for the classroom?

  • We should always be designing for immersion
  • Design for flow
  • Scale difficulty to support immersion and flow
  • Provide short-term (sensory) feedback
  • Provide long-term (cognitive) feedback
  • Etc.

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Thank you!

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