A rich body of research suggests that self-associated stimuli are preferentially processed and therefore responses to such stimuli are typically faster and more accurate. In addition, people have an understanding of what they consider their "Self" and where it is located, namely near the head and upper torso-further boosting the processing of self-related stimuli if they are presented near the felt location of the self. We were interested in whether the same mechanism can be found when people transfer their "Self" into a static avatar. We investigated this in two studies with = 33 and = 39 young, healthy adults, respectively. Taken together, the results showed that (i) people indeed show enhanced processing for self-avatar-related stimuli and (ii) that self-associations are stronger if the to-be-associated stimuli are closer to the avatar's upper torso-suggesting some kind of a projected location of the self in the avatar. This implies that attention is not equally distributed across the avatar. Beyond a theoretical level, this also has implications for practical use. For example, digital games opting for a non-traditional user interface where information is displayed on or in the direct vicinity of the character should take this effect into account when choosing which information to present where (i.e., present the most crucial piece of information close to the self-center of the avatar).
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http://dx.doi.org/10.3389/fpsyg.2022.918688 | DOI Listing |
Bioengineering (Basel)
January 2025
Department of Computer Science and Engineering, Chung-Ang University, Seoul 06974, Republic of Korea.
The motion control of the virtual avatar enhances a sense of embodiment in a virtual reality (VR). Yet, the detailed relationship between motion control, assigned tasks, and the sense of embodiment remains unclear. We aim to investigate the relationships between degrees of control on a full-body avatar and three elements of the sense of embodiment: the sense of self-location, agency, and ownership in standalone and interaction tasks.
View Article and Find Full Text PDFFront Psychiatry
January 2025
Department of Psychiatry, Faculty of Medicine, Masaryk University, Brno, Czechia.
Introduction: Virtual reality (VR) holds significant promise for psychiatric research, treatment, and assessment. Its unique ability to elicit immersion and presence is important for effective interventions. Immersion and presence are influenced by matching-the alignment between provided sensory information and user feedback, and self-presentation-the depiction of a user's virtual body or limbs.
View Article and Find Full Text PDFNurs Crit Care
January 2025
Women's and Newborns Service, Grantley Stable Neonatal Unit, Nursing and Midwifery Research Centre; Royal Brisbane and Women's Hospital, Herston, Australia.
Neonatal peripheral intravenous catheters (PIVCs) can be difficult to insert, often requiring multiple attempts, with each attempt causing pain and delaying treatment. The aim of this study was describe the clinical characteristics of neonates requiring multiple PIVCs during hospitalization. A secondary case series of neonates requiring three or more PIVCs during their admission were identified from a cohort admitted to an Australian Neonatal Unit between October 2020 and February 2021.
View Article and Find Full Text PDFPsychon Bull Rev
January 2025
Department of Education and Psychology, The Open University, 1 University Road, P.O. Box 808, 4353701, Ra'anana, Israel.
Visual perspective taking often involves transitioning between perspectives, yet the cognitive mechanisms underlying this process remain unclear. The current study draws on insights from task- and language-switching research to address this gap. In Experiment 1, 79 participants judged the perspective of an avatar positioned in various locations, observing either the rectangular or the square side of a rectangular cube hanging from the ceiling.
View Article and Find Full Text PDFSoc Sci Med
December 2024
Nursing Administration, Mayo Clinic, Rochester, MN, USA.
Efforts to improve diversity, equity, and inclusion (DEI) in healthcare have increased, targeting healthcare worker biases with the goal of increasing inclusion of employees from racial and ethnic minoritized groups and improving care for patients from these groups. Virtual reality (VR) remains an underutilized mechanism for effecting behavior and attitude change. VR educational interventions work through two primary pathways, behavior rehearsal and embodiment.
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