Predicting the bodily self in space and time.
D M L De Boer, Patrick Johnston, Farhang Namdar, Graham Kerr, Axel Cleeremans
Scientific Reports June 27, 2024 DOI: 10.1038/s41598-024-65607-y (opens in new tab)
Study at a glance
AI-extracted from the abstract| Characteristics | Experimental study using virtual reality and full-body motion capture Peer reviewed |
|---|---|
| Population | Healthy adult volunteers |
| Keywords | Humans Illusions Self concept Body image Movement Female Young adult Social cognition Bodily self-consciousness Self-location Virtual reality vr Full-body illusion fbi Embodied gaming Prospective agency |
| Key findings | Motion control (prospective agency) was causally linked to self-other identification and the ability to locate oneself: participants recognized their movements in a third-person avatar and psychologically aligned with it, yet retained their sense of place, temporal binding, and self/other distinction. The authors propose embodied games and real-time motion simulations could target brain control networks in psychosis and neurodegeneration and support personalized neurorehabilitation. |
Abstract
To understand how the human brain distinguishes itself from external stimulation, it was examined if motor predictions enable healthy adult volunteers to infer self-location and to distinguish their body from the environment (and other agents). By uniquely combining a VR-setup with full-body motion capture, a full-body illusion paradigm (FBI) was developed with different levels of motion control: (A) a standard, passive FBI in which they had no motion control; (B) an active FBI in which they made simple, voluntary movements; and (C) an immersive game in which they real-time controlled a human-sized avatar in third person. Systematic comparisons between measures revealed a causal relationship between (i) motion control (prospective agency), (ii) self-other identification, and (iii) the ability to locate oneself. Healthy adults could recognise their movements in a third-person avatar and psychologically align with it (action observation); but did not lose a sense of place (self-location), time (temporal binding), nor who they are (self/other). Instead, motor predictions enabled them to localise their body and to distinguish self from other. In the future, embodied games could target and strengthen the brain's control networks in psychosis and neurodegeneration; real-time motion simulations could help advance neurorehabilitation techniques by fine-tuning and personalising therapeutic settings.
Citations in the library
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