| Literature DB >> 28798704 |
Tom Froese1,2, Leonardo Zapata-Fonseca2,3.
Abstract
Entities:
Keywords: embodied cognition; enactive cognition; interpersonal coordination; social cognition; social interaction
Year: 2017 PMID: 28798704 PMCID: PMC5526913 DOI: 10.3389/fpsyg.2017.01249
Source DB: PubMed Journal: Front Psychol ISSN: 1664-1078
Figure 1(A) Pairs of physically separated participants are embodied as avatars in an invisible virtual reality (VR) environment consisting of a line that wraps around. They can move their avatar and their hand will receive a tactile stimulation when it overlaps with another object. Each player can encounter a static object and two mobile objects: the other's avatar and a “shadow” that is copying the other's movements. The task for the players is to locate the other's avatar (and to mark this event by clicking). (B) Type 3: “on-line social cognition without mutual alignment” happens when A is moving and B is following A's shadow such that B's movements align with those of A but not vice versa (highlighted in gray). Type 4: “on-line social cognition with mutual alignment” happens when the avatars respond to each other's contact, e.g. by oscillating back and forth (highlighted in purple). Such perceptual crossing satisfies Gallotti et al.'s criterion for social interaction as reciprocal information exchange. A and B reported clear and almost clear awareness of the other, respectively, at the time of their click. (C) Type 5: type 4 situations in which it happens that one participant adapts more than another. Here A initially adapts more than B by imitating B's oscillatory movements (highlighted in pink). But the interaction then quickly gives rise to turn-taking and mutual imitation, which go beyond mere reciprocal dynamics because they depend on active co-regulation. Both participants reported clear awareness of the other at the time of their click.