Neurophysiology and Neuroengineering of Human-Technology Interaction Research Unit, Campus Bio-Medico University, via Alvaro del Portillo, 5, 00128, Rome, Italy.
Sci Rep. 2019 Dec 13;9(1):19030. doi: 10.1038/s41598-019-55478-z.
Humans increasingly often act through virtual and robotic avatars, which can feed back to their user only virtual sensory information. Since avatar is user's embodiment and body image is mostly based on senses, how virtualization of sensory inputs affects avatar self-attribution is a key question for understanding nowadays human behavior. By manipulating visual and tactile inputs in a series of experiments fashioned after the rubber hand illusion, we assessed the relative weight of the virtualization of sight (Real, Robotic, Virtual) and of touch (Real, Virtual) on artificial hand embodiment. Virtualization decreased embodiment, but unexpectedly lowest embodiment was found when only one sense was virtual. Discordant levels of virtualization of sight and touch elicited revulsion, extending the concept of the uncanny valley to avatar embodiment. Besides timing, spatial constraints and realism of feedback, a matched degree of virtualization of seen and felt stimuli is a further constraint in building the representation of the body.
人类越来越频繁地通过虚拟和机器人化身来行动,这些化身只能向用户反馈虚拟的感官信息。由于化身是用户的体现,而身体形象大多基于感官,因此,感官输入的虚拟化如何影响化身的自我归因是理解当今人类行为的关键问题。通过在一系列模仿橡胶手错觉的实验中操纵视觉和触觉输入,我们评估了视觉(真实、机器人、虚拟)和触觉(真实、虚拟)的虚拟化对人工手体现的相对重要性。虚拟化会降低体现感,但出乎意料的是,只有一种感觉是虚拟的情况下,体现感最低。视觉和触觉的不一致的虚拟化水平会引起反感,将诡异谷现象扩展到化身体现。除了反馈的时间、空间限制和真实性之外,所见和所感刺激的匹配程度的虚拟化也是构建身体表象的进一步限制。