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Drumming in Immersive Virtual Reality: The Body Shapes the Way We Play
Abstract
It has been shown that it is possible to generate perceptual illusions of ownership in immersive virtual reality (IVR) over a virtual body seen from first person perspective, in other words over a body that visually substitutes the person's real body. This can occur even when the virtual body is quite different in appearance from the person's real body. However, investigation of the psychological, behavioral and attitudinal consequences of such body transformations remains an interesting problem with much to be discovered. Thirty six Caucasian people participated in a between-groups experiment where they played a West-African Djembe hand drum while immersed in IVR and with a virtual body that substituted their own. The virtual hand drum was registered with a physical drum. They were alongside a virtual character that played a drum in a supporting, accompanying role. In a baseline condition participants were represented only by plainly shaded white hands, so that they were able merely to play. In the experimental condition they were represented either by a casually dressed dark-skinned virtual body (Casual Dark-Skinned - CD) or by a formal suited light-skinned body (Formal Light-Skinned - FL). Although participants of both groups experienced a strong body ownership illusion towards the virtual body, only those with the CD representation showed significant increases in their movement patterns for drumming compared to the baseline condition and compared with those embodied in the FL body. Moreover, the stronger the illusion of body ownership in the CD condition, the greater this behavioral change. A path analysis showed that the observed behavioral changes were a function of the strength of the illusion of body ownership towards the virtual body and its perceived appropriateness for the drumming task. These results demonstrate that full body ownership illusions can lead to substantial behavioral and possibly cognitive changes depending on the appearance of the virtual body. This could be important for many applications such as learning, education, training, psychotherapy and rehabilitation using IVR.
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“Our current results suggest the intriguing possibility that this even extends to perceptual processing and implicit attitudes and behaviors (40).”
From Illusory ownership of a virtual child body causes overestimation of object sizes and implicit attitude changes (2013) · cites this paper as [40]
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“Embodiment is especially relevant for developing procedural knowledge (e.g., Kilteni et al. 2013), but may also strengthen neural pathways during factual/conceptual learning, and thus lead to the development of factual and conceptual knowledge (positive relation, path 20 in Fig. 2).”
From The Cognitive Affective Model of Immersive Learning (CAMIL): a Theoretical Research-Based Model of Learning in Immersive Virtual Reality (2021) · cites this paper as Kilteni et al. 2013
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Metadata
- Authors
- Kilteni, K., Bergstrom, I., & Slater, M.
- Affiliations
- Universitat de Barcelona (ES)
- Institució Catalana de Recerca i Estudis Avançats (ES)
- Venue
- IEEE Transactions on Visualization and Computer Graphics
- Published
- 2013-04
- Volume
- 19
- Issue
- 4
- Pages
- 597-605
- ISSN
- 1077-2626 (ISSN-L)
- OpenAlex
- W2109768221
- Cited by
- 326
- References
- 60
- Citations by year
- 2026: 23 · 2025: 31 · 2024: 32 · 2023: 24 · 2022: 33 · 2021: 33 · 2020: 22 · 2019: 33 · 2018: 24 · 2017: 21 · 2016: 19 · 2015: 13 · 2014: 12 · 2013: 6
- FWCI
- 30.31
- Type
- journal article
- Language
- en
- Open access
- closed
- Locations
- IEEE Transactions on Visualization and Computer Graphics (publishedVersion)
- PubMed (publishedVersion)
- Topics
- Physical Sciences › Computer Science › Human-Computer Interaction › Virtual Reality Applications and Impacts
- Social Sciences › Psychology › Social Psychology › Social Robot Interaction and HRI
- Social Sciences › Arts and Humanities › Philosophy › Free Will and Agency
- Keywords
- immersive virtual reality, body ownership illusion, drumming, djembe, embodiment, body schema, movement patterns, behavior change, first-person perspective
- MeSH terms
- Algorithms, Body Image, Computer Graphics, Computer Simulation, Female, Humans, Male, Models, Biological, Music, Psychomotor Performance, User-Computer Interface, Visual Perception, Imaging, Three-Dimensional, Young Adult
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