Publications by authors named "Michiteru Kitazaki"

Virtual walking systems for stationary observers have been developed using multimodal stimulation such as vision, touch, and sound to overcome physical limitation. In previous studies, participants were typically positioned in either a standing or a seated position. It would be beneficial if bedridden users could have enough virtual walking experience.

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Human locomotion is most naturally achieved through walking, which is good for both mental and physical health. To provide a virtual walking experience to seated users, a system utilizing foot vibrations and simulated optical flow was developed. The current study sought to augment this system and examine the effect of an avatar's cast shadow and foot vibrations on the virtual walking experience and cybersickness.

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Visuomotor synchrony in time and space induces a sense of embodiment towards virtual bodies experienced in first-person view using Virtual Reality (VR). Here, we investigated whether temporal visuomotor synchrony affects avatar embodiment even when the movements of the virtual arms are spatially altered from those of the user in a non-human-like manner. In a within-subjects design VR experiment, participants performed a reaching task controlling an avatar whose lower arms bent in inversed and biomechanically impossible directions from the elbow joints.

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Humans feel empathic embarrassment by witnessing others go through embarrassing situations. We examined whether we feel such empathic embarrassment even with robot avatars. Participants observed a human avatar and a robot avatar face a series of embarrassing and non-embarrassing scenarios.

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When humans generate stimuli voluntarily, they perceive the stimuli more weakly than those produced by others, which is called sensory attenuation (SA). SA has been investigated in various body parts, but it is unclear whether an extended body induces SA. This study investigated the SA of audio stimuli generated by an extended body.

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Even if we cannot control them, or when we receive no tactile or proprioceptive feedback from them, limbs attached to our bodies can still provide indirect proprioceptive and haptic stimulations to the body parts they are attached to simply due to the physical connections. In this study we investigated whether such indirect movement and haptic feedbacks from a limb contribute to a feeling of embodiment towards it. To investigate this issue, we developed a 'Joint Avatar' setup in which two individuals were given full control over the limbs in different sides (left and right) of an avatar during a reaching task.

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We explored a concept called "virtual co-embodiment", which enables users to share their virtual avatars with others. Co-embodiment of avatars and robots can be applied for collaboratively performing complicated tasks, skill training, rehabilitation, and aiding disabled users. We conducted an experiment where two users could co-embody one "joint avatar" in first person view and control different arms to collaboratively perform three types of reaching tasks.

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The supernumerary robotic limb system expands the motor function of human users by adding extra artificially designed limbs. It is important for us to embody the system as if it is a part of one's own body and to maintain cognitive transparency in which the cognitive load is suppressed. Embodiment studies have been conducted with an expansion of bodily functions through a "substitution" and "extension".

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Visual perspective taking is inferring how the world looks to another person. To clarify this process, we investigated whether employing a humanoid avatar as the viewpoint would facilitate an imagined perspective shift in a virtual environment, and which factor of the avatar is effective for the facilitation effect. We used a task that involved reporting how an object looks by a simple direction judgment, either from the avatar's position or from the position of an empty chair.

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Visual processing of the body movements of other animals is important for adaptive animal behaviors. It is widely known that animals can distinguish articulated animal movements even when they are just represented by points of light such that only information about biological motion is retained. However, the extent to which nonhuman great apes comprehend the underlying structural and physiological constraints affecting each moving body part, i.

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Peripersonal space (PPS) is important for humans to perform body-environment interactions. However, many previous studies only focused on the specific direction of the PPS, such as the front space, despite suggesting that there were PPSs in all directions. We aimed to measure and compare the peri-trunk PPS in four directions (front, rear, left, and right).

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Illusory ownership can be induced in a virtual body by visuo-motor synchrony. Our aim was to test the possibility of a re-association of the right thumb with a virtual left arm and express the illusory body ownership of the re-associated arm through a synchronous or asynchronous movement of the body parts through action and vision. Participants felt that their right thumb was the virtual left arm more strongly in the synchronous condition than in the asynchronous one, and the feeling of ownership of the virtual arm was also stronger in the synchronous condition.

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Cyber space enables us to "share" bodies whose movements are a consequence of movements by several individuals. But whether and how our motor behavior is affected during body sharing remains unclear. Here we examined this issue in arm reaching performed by a shared avatar, whose movement was generated by averaging the movements of two participants.

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Illusory body ownership can be induced in a body part or a full body by visual-motor synchronisation. A previous study indicated that an invisible full body illusion can be induced by the synchronous movement of only the hands and feet. The difference between body part ownership and the full body illusion has not been explained in detail because there is no method for separating these two illusions.

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Walking is an innate human behavior that propels the body forward. Recent studies have investigated the creation of a walking sensation wherein, the body neither moves nor is forced to move. However, it is unclear which whole-body motions effectively induce the sensation of walking.

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This article reports the first psychological evidence that the combination of oscillating optic flow and synchronous foot vibration evokes a walking sensation. In this study, we first captured a walker's first-person-view scenes with footstep timings. Participants observed the naturally oscillating scenes on a head-mounted display with vibrations on their feet and rated walking-related sensations using a Visual Analogue Scale.

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The limited space immediately surrounding our body, known as peripersonal space (PPS), has been investigated by focusing on changes in the multisensory processing of audio-tactile stimuli occurring within or outside the PPS. Some studies have reported that the PPS representation is extended by body actions such as walking. However, it is unclear whether the PPS changes when a walking-like sensation is induced but the body neither moves nor is forced to move.

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Although social contingency, namely contingent reactions of other to one's own actions, critically affects attachment formation, can it also modulate the perceived distance between self and other? Previous studies have suggested a positive answer. However, these studies are criticized for not showing true top-down effects on perception because of pitfalls such as task demands. We show that social contingency reduced the perceived distance between self and other while avoiding pitfalls.

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Body ownership can be modulated through illusory visual-tactile integration or visual-motor synchronicity/contingency. Recently, it has been reported that illusory ownership of an invisible body can be induced by illusory visual-tactile integration from a first-person view. We aimed to test whether a similar illusory ownership of the invisible body could be induced by the active method of visual-motor synchronicity and if the illusory invisible body could be experienced in front of and facing away from the observer.

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The sense of fairness has been observed in early infancy. Because many studies of fairness in adults have used economic games such as the Ultimatum Game, it has been difficult to compare fairness between adults and infants. Further, recent studies have suggested that social information about actors who behave fairly or unfairly may influence the judgement of fairness in infants.

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This study provides the first physiological evidence of humans' ability to empathize with robot pain and highlights the difference in empathy for humans and robots. We performed electroencephalography in 15 healthy adults who observed either human- or robot-hand pictures in painful or non-painful situations such as a finger cut by a knife. We found that the descending phase of the P3 component was larger for the painful stimuli than the non-painful stimuli, regardless of whether the hand belonged to a human or robot.

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Humans can visually recognize material categories of objects, such as glass, stone, and plastic, easily. However, little is known about the kinds of surface quality features that contribute to such material class recognition. In this paper, we examine the relationship between perceptual surface features and material category discrimination performance for pictures of materials, focusing on temporal aspects, including reaction time and effects of stimulus duration.

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Well-trained experts in pearl grading have been thought to evaluate pearls according to their glossiness, interference color, and shape. However, the characteristics of their evaluations are not fully understood. Using pearl grading experiments, we investigate the consistency of novice (i.

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The spatial luminance relationship between shading patterns and specular highlight is suggested to be a cue for perceptual translucency (Motoyoshi, 2010). Although local image features are also important for translucency perception (Fleming & Bulthoff, 2005), they have rarely been investigated. Here, we aimed to extract spatial regions related to translucency perception from computer graphics (CG) images of objects using a psychophysical reverse-correlation method.

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Although the retinal image changes a great deal with the movement of our head or eyes, we perceive a stable world (a phenomenon known as visual stability or position constancy). Visual stability adaptively changes for each new combination of vision and head motion, or to compensate for manipulated visuo-motor gain. This study aims to investigate the effects of retinal positions on visuo-motor adaptation and to discuss the neural mechanisms involved.

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