In the Rubber Hand Illusion, the feeling of ownership of a rubber hand displaced from a participant's real occluded hand is evoked by synchronously stroking both hands with paintbrushes. A change of perceived finger location towards the rubber hand (proprioceptive drift) has been reported to correlate with this illusion. To measure the time course of proprioceptive drift during the Rubber Hand Illusion, we regularly interrupted stroking (performed by robot arms) to measure perceived finger location. Measurements were made by projecting a probe dot into the field of view (using a semi-transparent mirror) and asking participants if the dot is to the left or to the right of their invisible hand (Experiment 1) or to adjust the position of the dot to that of their invisible hand (Experiment 2). We varied both the measurement frequency (every 10 s, 40 s, 120 s) and the mode of stroking (synchronous, asynchronous, just vision). Surprisingly, with frequent measurements, proprioceptive drift occurs not only in the synchronous stroking condition but also in the two control conditions (asynchronous stroking, just vision). Proprioceptive drift in the synchronous stroking condition is never higher than in the just vision condition. Only continuous exposure to asynchronous stroking prevents proprioceptive drift and thus replicates the differences in drift reported in the literature. By contrast, complementary subjective ratings (questionnaire) show that the feeling of ownership requires synchronous stroking and is not present in the asynchronous stroking condition. Thus, subjective ratings and drift are dissociated. We conclude that different mechanisms of multisensory integration are responsible for proprioceptive drift and the feeling of ownership. Proprioceptive drift relies on visuoproprioceptive integration alone, a process that is inhibited by asynchronous stroking, the most common control condition in Rubber Hand Illusion experiments. This dissociation implies that conclusions about feelings of ownership cannot be drawn from measuring proprioceptive drift alone.
After exposure to asynchronous sound and light stimuli, perceived audio-visual synchrony changes to compensate for the asynchrony. Here we investigate to what extent this audio-visual recalibration effect transfers to visual-tactile and audio-tactile simultaneity perception in order to infer the mechanisms responsible for temporal recalibration. Results indicate that audio-visual recalibration of simultaneity can transfer to audio-tactile and visual-tactile stimuli depending on the way in which the multisensory stimuli are presented. With presentation of co-located multisensory stimuli, we found a change in the perceptual latency of the visual stimuli. Presenting auditory stimuli through headphones, on the other hand, induced a change in the perceptual latency of the auditory stimuli. We argue that the difference in transfer depends on the relative trust in the auditory and visual estimates. Interestingly, these findings were confirmed by showing that audio-visual recalibration influences simple reaction time to visual and auditory stimuli. Presenting co-located stimuli during asynchronous exposure induced a change in reaction time to visual stimuli, while with headphones the change in reaction time occurred for the auditory stimuli. These results indicate that the perceptual latency is altered with repeated exposure to asynchronous audio-visual stimuli in order to compensate (at least in part) for the presented asynchrony.
We review four current computational models that simulate the response of mechanoreceptors in the glabrous skin to tactile stimulation. The aim is to inform researchers in psychology, sensorimotor science and robotics who may want to implement this type of quantitative model in their research. This approach proves relevant to understanding of the interaction between skin response and neural activity as it avoids some of the limitations of traditional measurement methods of tribology, for the skin, and neurophysiology, for tactile neurons. The main advantage is to afford new ways of looking at the combined effects of skin properties on the activity of a population of tactile neurons, and to examine different forms of coding by tactile neurons. Here, we provide an overview of selected models from stimulus application to neuronal spiking response, including their evaluation in terms of existing data, and their applicability in relation to human tactile perception.
Most commercial virtual reality applications with self avatars provide users with a “one-size fits all” avatar. While the height of this body may be scaled to the user's height, other body proportions, such as limb length and hand size, are rarely customized to fit an individual user. Prior research has shown that mismatches between users' avatars and their actual bodies can affect size perception and feelings of body ownership. In this paper, we consider how concepts related to the virtual hand illusion, user experience, and task efficiency are influenced by variations between the size of a user's actual hand and their avatar's hand. We also consider how using a tracked controller or tracked gestures affect these concepts. We conducted a 2×3 within-subjects study (n=20), with two levels of input modality: using tracked finger motion vs. a hand-held controller (Glove vs. Controller), and three levels of hand scaling (Small, Fit, and Large). Participants completed 2 block-assembly trials for each condition (for a total of 12 trials). Time, mistakes, and a user experience survey were recorded for each trial. Participants experienced stronger feelings of ownership and realism in the Glove condition. Efficiency was higher in the Controller condition and supported by play data of more time spent, blocks grabbed, and blocks dropped in the Glove condition. We did not find enough evidence for a change in agency and the intensity of the virtual hand illusion depending on hand size. Over half of the participants indicated preferring the Glove condition over the Controller condition, mentioning fun and efficiency as factors in their choices. Preferences on hand scaling were mixed but often attributed to efficiency. Participants liked the appearance of their virtual hand more while using the Fit instead of Large hands. Several interaction effects were observed between input modality and hand scaling, for example, for smaller hands, tracked hands evoked stronger feelings of ownership compared to using a controller. Our results show that the virtual hand illusion is stronger when participants are able to control a hand directly rather than with a hand-held device, and that the virtual reality task must first be considered to determine which modality and hand size are the most applicable.
The brain receives information about the environment from all the sensory modalities, including vision, touch, and audition. To interact efficiently with the environment, this information must eventually converge to form a reliable and accurate multimodal percept. This process is often complicated by the existence of noise at every level of signal processing, which makes the sensory information derived from the world unreliable and inaccurate. There are several ways in which the nervous system may minimize the negative consequences of noise in terms of reliability and accuracy. Two key strategies are to combine redundant sensory estimates and to use prior knowledge. This chapter elaborates further on how these strategies may be used by the nervous system to obtain the best possible estimates from noisy signals.