Laboratory of Cognitive Science and Immersive Virtual Reality, CS-IVR, Department of Psychology, University of Campania L. Vanvitelli, Viale Ellittico, 31, 81100, Caserta, Italy.
Exp Brain Res. 2021 Mar;239(3):1035-1045. doi: 10.1007/s00221-021-06040-9. Epub 2021 Feb 1.
The representation of the reachable space near the body or peripersonal space (PPS) plays an important role in action with objects and interaction with other people. Here we explored whether the representation of other people's PPS involves a simulation of their action possibility depending on the distance between the observer's body and the other person. We hypothesized that a simulation of action possibilities of others should be activated when they share the PPS of observers. In two experiments using Immersive Virtual Reality, the avatars were shown with their arms free or blocked (motor interference) at a reachable (i.e., Near/shared PPS) or not-reachable (i.e., Far/not-shared PPS) distance by the participants. Participants had to locate a glass in relation to the midline of the avatar's body, i.e., assuming the perspective of the avatar. To directly compare the representation of one's own and others' PPS, in Experiment 1 participants had to locate the glass in relation to themselves with their arms free or blocked. The glass was always within the PPS of either participants or avatars. The results showed that the localization of the glass from the avatar's perspective was slower with the blocked than free arm only when the avatar was in the near shared PPS, similar to the localization from one's own first-person perspective. Instead, there was no effect of motor interference in the far, not-shared PPS. This suggests that the representation of other people's PPS can involve motor simulation mechanisms when we share a common peripersonal area.
身体附近或个人空间(PPS)的可达空间表示在与物体的交互作用和与他人的交互作用中起着重要作用。在这里,我们探讨了其他人的 PPS 的表示是否涉及根据观察者的身体和他人之间的距离对其动作可能性的模拟。我们假设,当他人共享观察者的 PPS 时,应该激活对他人动作可能性的模拟。在使用沉浸式虚拟现实的两个实验中,参与者可以看到自己的手臂自由或被阻挡(运动干扰)在可触及的(即近/共享 PPS)或不可触及的(即远/不共享 PPS)距离处。参与者必须根据与虚拟形象的中线关系找到玻璃,即假设虚拟形象的视角。为了直接比较自己和他人 PPS 的表示,在实验 1 中,参与者必须在自己的手臂自由或受阻的情况下根据自己找到玻璃。玻璃始终在参与者或虚拟形象的 PPS 范围内。结果表明,当虚拟形象在近共享 PPS 中时,与自由手臂相比,只有在阻挡手臂时,从虚拟形象的角度定位玻璃的速度较慢,这与从自己的第一人称视角定位玻璃的速度相似。相反,在远的、不共享的 PPS 中,没有运动干扰的影响。这表明,当我们共享一个共同的个人空间区域时,其他人的 PPS 的表示可以涉及运动模拟机制。