Literature DB >> 27708754

Apparent Biological Motion in First and Third Person Perspective.

Emmanuele Tidoni1, Michele Scandola2, Veronica Orvalho3, Matteo Candidi1.   

Abstract

Apparent biological motion is the perception of plausible movements when two alternating images depicting the initial and final phase of an action are presented at specific stimulus onset asynchronies. Here, we show lower subjective apparent biological motion perception when actions are observed from a first relative to a third visual perspective. These findings are discussed within the context of sensorimotor contributions to body ownership.

Entities:  

Keywords:  apparent motion; motor control; perspective; virtual hand illusion; virtual reality

Year:  2016        PMID: 27708754      PMCID: PMC5034332          DOI: 10.1177/2041669516669156

Source DB:  PubMed          Journal:  Iperception        ISSN: 2041-6695


Apparent biological motion (ABM; Shiffrar & Freyd, 1990) allows investigating how the visual system processes observed body movements (Funk, Shiffrar, & Brugger, 2005; Vannuscorps & Caramazza, 2016). Images taken from a third person perspective (3PP) have been typically used, and recent studies with immersive systems investigated action observation and action monitoring mechanisms in first person perspective (1PP; Padrao, Gonzalez-Franco, Sanchez-Vives, Slater, & Rodriguez-Fornells, 2016; Pavone et al., 2016). To date, the role of 1PP in ABM task has not been assessed. Thirteen healthy right-handed volunteers wore an Head Mounted Display (Oculus DK1) and observed two avatars (Alvarez et al., 2011; Orvalho, Bastos, Parke, Oliveira, & Alvarez, 2012): from a 1PP and a 3PP (Figure 1(a)). Participants assessed the plausibility of the perceived ABM (through vs. above an obstacle) for the right index and little finger, in two separate blocks, by pressing two buttons with the middle and ring finger of the left hand. The initial and final positions of the fingers were presented for 90 ms and five stimulus onset asynchronies (SOAs) (100, 400, 700, 1,000, and 1,300 ms; Funk et al., 2005) gradually increased the perception of seeing the finger moving along a trajectory above an obstacle (Figure 1(a)). Two finger movements enabled to verify the generalizability of the results and describe any possible role of motor dexterity on visual perception (i.e., index finger movements are more familiar than little finger actions; Plata Bello, Modroño, Marcano, & González-Mora, 2013; Plata Bello, Modroño, Marcano, & González-Mora, 2015). Blocks order and response buttons were almost counterbalanced across subjects. There were 80 trials for each block (8 trials for each SOA-Finger interaction; 40 for 1PP; 40 for 3PP). Participants were allowed to watch the stimuli for as long as needed, and “perceived ABM” was collected (i.e., plausible ABM “I perceived the finger as moving over the obstacle” vs. implausible ABM “I perceived the finger as moving through the obstacle”). No visible movements of subjects’ right fingers were noted during the experiment. After each block participants verbally rated on a 7-point rating scale their agreement with a set of questions (−3 = completely disagree, 0 = neither agree nor disagree, 3 = completely agree; see Figure 1(b)) in order to control illusory sensations over the virtual bodies.
Figure 1.

(a) An image showing the virtual environment and the initial and final position for index and little fingers in 1PP and 3PP. Obstacle’s size was adjusted to cover ∼40% of the fingers’ length for both 1PP and 3PP. (b) The items participants answered on a −3 to +3 rating scale. Percentage of plausible “above” ABM as a function of SOA (c) and perspective (d). Error bars indicate standard error mean. (e)–(g) Rating values for each item. The horizontal black bars are the medians, and the boxes are the interquartile ranges (IQRs). Whiskers are within 1.5* IQR, and data beyond the end of the whiskers are plotted as points. All asterisks denote p < .05. All p are FDR corrected.

(a) An image showing the virtual environment and the initial and final position for index and little fingers in 1PP and 3PP. Obstacle’s size was adjusted to cover ∼40% of the fingers’ length for both 1PP and 3PP. (b) The items participants answered on a −3 to +3 rating scale. Percentage of plausible “above” ABM as a function of SOA (c) and perspective (d). Error bars indicate standard error mean. (e)–(g) Rating values for each item. The horizontal black bars are the medians, and the boxes are the interquartile ranges (IQRs). Whiskers are within 1.5* IQR, and data beyond the end of the whiskers are plotted as points. All asterisks denote p < .05. All p are FDR corrected. Binary ABM answers were analyzed using logistic-GLMER mixed effects regression in “lme4” package (Bates, Maechler, Bolker, & Walker, 2016; R Development Core Team, 2013) with Perspective, SOA, and Finger as fixed effects. Ratings were analyzed using Cumulative Linear Mixed Model (CLMM) in “ordinal” package (Christensen, 2015) with Perspective and Finger as fixed effects. For all multilevel analyses, a by-subjects random intercept was included, and the saturated model (i.e., the model with all the available fixed parameters, factors, and interactions) was simplified by hierarchically dropping effects and interactions with p > .1. For the sake of simplicity, we report only the parameters of the final best-fitting model by considering both Akaike information criterion, Bayesian information criterion, and the log likelihood indexes. Plausible ABM (i.e., above the obstacle) was affected by SOA (p < .001, Figure 1(c)), Perspective (p < .001, 45.1% for 1PP vs. 57.6% for 3PP). A trend to significance for Finger (p = .053) indicated a lower tendency to report plausible ABM (i.e., “above”) for the index (49.5%) relative to the little finger (53.3%). This was accounted for by a significant Perspective × Finger interaction with a lower rate of plausible ABM for Index-1PP relative to all other conditions (all p < .001) and Index-3PP relative to Little-1PP (p = .011, Figure 1(d)). Finally, participants experienced full-body-ownership and perceived control (Tieri, Tidoni, Pavone, & Aglioti, 2015a) over the observed movements (Tieri, Tidoni, Pavone, & Aglioti, 2015b) as compared with control questions (all p < .001, Figure 1(f) to (h)). Importantly, participants embodied only the virtual hand observed in 1PP compared to the hand in 3PP and to control questions (p < .001, Figure 1(g)). Overall, the present data indicate that ABM perception may be affected by perspective and motor dexterity. That lower ABM was experienced only for the index in 1PP suggests a combined role of motor familiarity (Plata Bello et al., 2013, 2015) and embodiment over ABM perception. Crucially, participants were less prone to report a plausible “above” ABM when the action was observed from a 1PP, and further studies are necessary to disentangle the role of visual perspective from body ownership and the perceived control over the observed movements from a 1PP (Tieri et al., 2015b; Wegner, Sparrow, & Winerman, 2004). Virtual reality represents a useful tool to test the role of bodily re-afferences and sensorimotor brain areas responsible of motion/action perception during perceptual judgments (Orgs et al., 2016; Pavone et al., 2016; Vannuscorps & Caramazza, 2016) when participants are embodied in virtual agents presented from a 1PP.
  10 in total

1.  Hand movement observation by individuals born without hands: phantom limb experience constrains visual limb perception.

Authors:  Marion Funk; Maggie Shiffrar; Peter Brugger
Journal:  Exp Brain Res       Date:  2005-04-08       Impact factor: 1.972

2.  Typical action perception and interpretation without motor simulation.

Authors:  Gilles Vannuscorps; Alfonso Caramazza
Journal:  Proc Natl Acad Sci U S A       Date:  2015-12-22       Impact factor: 11.205

3.  The effect of motor familiarity during simple finger opposition tasks.

Authors:  Julio Plata Bello; Cristián Modroño; Francisco Marcano; José Luis González-Mora
Journal:  Brain Imaging Behav       Date:  2015-12       Impact factor: 3.978

4.  Mere observation of body discontinuity affects perceived ownership and vicarious agency over a virtual hand.

Authors:  G Tieri; E Tidoni; E F Pavone; S M Aglioti
Journal:  Exp Brain Res       Date:  2015-01-25       Impact factor: 1.972

5.  Violating body movement semantics: Neural signatures of self-generated and external-generated errors.

Authors:  Gonçalo Padrao; Mar Gonzalez-Franco; Maria V Sanchez-Vives; Mel Slater; Antoni Rodriguez-Fornells
Journal:  Neuroimage       Date:  2015-08-15       Impact factor: 6.556

6.  Vicarious agency: experiencing control over the movements of others.

Authors:  Daniel M Wegner; Betsy Sparrow; Lea Winerman
Journal:  J Pers Soc Psychol       Date:  2004-06

7.  Embodying Others in Immersive Virtual Reality: Electro-Cortical Signatures of Monitoring the Errors in the Actions of an Avatar Seen from a First-Person Perspective.

Authors:  Enea Francesco Pavone; Gaetano Tieri; Giulia Rizza; Emmanuele Tidoni; Luigi Grisoni; Salvatore Maria Aglioti
Journal:  J Neurosci       Date:  2016-01-13       Impact factor: 6.167

8.  Observation of simple intransitive actions: the effect of familiarity.

Authors:  Julio Plata Bello; Cristián Modroño; Francisco Marcano; José Luis González-Mora
Journal:  PLoS One       Date:  2013-09-20       Impact factor: 3.240

9.  Constructing Visual Perception of Body Movement with the Motor Cortex.

Authors:  Guido Orgs; Anna Dovern; Nobuhiro Hagura; Patrick Haggard; Gereon R Fink; Peter H Weiss
Journal:  Cereb Cortex       Date:  2015-11-02       Impact factor: 5.357

10.  Body visual discontinuity affects feeling of ownership and skin conductance responses.

Authors:  Gaetano Tieri; Emmanuele Tidoni; Enea Francesco Pavone; Salvatore Maria Aglioti
Journal:  Sci Rep       Date:  2015-11-25       Impact factor: 4.379

  10 in total

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