Can I put myself in your shoes? Sharing peripersonal space reveals the simulation of the action possibilities of others
Abstract
The representation of the reachable space near the body or peripersonal space (PPS) plays an important role in action with objects and interaction with other people. Here we explored whether the representation of other people's PPS involves a simulation of their action possibility depending on the distance between the observer's body and the other person. We hypothesized that a simulation of action possibilities of others should be activated when they share the PPS of observers. In two experiments using Immersive Virtual Reality, the avatars were shown with their arms free or blocked (motor interference) at a reachable (i.e., Near/shared PPS) or not-reachable (i.e., Far/not-shared PPS) distance by the participants. Participants had to locate a glass in relation to the midline of the avatar's body, i.e., assuming the perspective of the avatar. To directly compare the representation of one's own and others' PPS, in Experiment 1 participants had to locate the glass in relation to themselves with their arms free or blocked. The glass was always within the PPS of either participants or avatars. The results showed that the localization of the glass from the avatar's perspective was slower with the blocked than free arm only when the avatar was in the near shared PPS, similar to the localization from one's own first-person perspective. Instead, there was no effect of motor interference in the far, not-shared PPS. This suggests that the representation of other people's PPS can involv…
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The representation of one's own and others' PPS is affected by physical distance but also by the possibility of the protagonists to move or not their arms.
“recently revealed that the representation of one's own and others' PPS was affected by physical distance but also by the possibility of the protagonists to move or not their arms”
From The Peripersonal Space in a social world (2021) · cites this paper as Iachini & Ruggiero, 2021
Sharing a partner's perspective influences the estimation of an object location within one's own PPS.
“Iachini and Ruggiero (2021) found that sharing a partner's perspective influences the estimation of an object location within one own's PPS (Iachini & Ruggiero, 2021).”
From The Peripersonal Space in a social world (2021) · cites this paper as Iachini & Ruggiero, 2021
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The Peripersonal Space in a social world
Bogdanova, O. V., Bogdanov, V. B., Dureux, A., Farnè, A., & Hadj-Bouziane, F. (2021) · Cortex · doi:10.1016/j.cortex.2021.05.005 · Cited by 86 · see citing works
“Interestingly, Iachini et Ruggiero (Iachini & Ruggiero, 2021), recently revealed that the representationofone'sownandothers'PPSwasaffectedbyphysicaldistance but also by the possibility of the protagonists tomove or not their arms, suggesting that the representation of others' PPS might be triggered…”
BackgroundInfluential
- Authors
- Iachini, T., & Ruggiero, G.
- Affiliations
- University of Campania "Luigi Vanvitelli" (IT)
- Corresponding author
- Iachini, Tina
- Venue
- Experimental Brain Research
- Published
- 2021-02-01
- Volume
- 239
- Issue
- 3
- Pages
- 1035-1045
- ISSN
- 0014-4819 (ISSN-L)
- 1432-1106
- OpenAlex
- W3126812267
- Cited by
- 12
- References
- 8
- Citations by year
- 2026: 3 · 2025: 1 · 2024: 1 · 2023: 1 · 2022: 4 · 2021: 2
- FWCI
- 1.96
- Type
- journal article
- Language
- en
- Open access
- closed
- Locations
- Experimental Brain Research (publishedVersion)
- PubMed (publishedVersion)
- Archivio Istituzionale della Ricerca - Università degli Studi della Campania "Luigi Vanvitelli" (submittedVersion)
- Topics
- Social Sciences › Psychology › Social Psychology › Action Observation and Synchronization
- Physical Sciences › Computer Science › Human-Computer Interaction › Virtual Reality Applications and Impacts
- Life Sciences › Neuroscience › Cognitive Neuroscience › Embodied and Extended Cognition
- Keywords
- peripersonal space, action simulation, motor interference, perspective taking, first-person perspective, spatial localization, virtual reality avatars, social interaction, embodied cognition
- MeSH terms
- Humans, Personal Space, Space Perception
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