My Virtual Self: The Role of Movement in Children’s Sense of Embodiment, 2017-2021

DOI

There are vast potential applications for children’s entertainment and education with modern virtual reality (VR) experiences, yet we know very little about how the movement or form of such a virtual body can influence children’s feelings of control (agency) or the sensation that they own the virtual body (ownership). In two experiments, we gave a total of 197 children aged 4-14 years a virtual hand which moved synchronously or asynchronously with their own movements and had them interact with a VR environment. We found that movement synchrony influenced feelings of control and ownership at all ages. In Experiment 1 only, participants additionally felt haptic feedback either congruently, delayed or not at all – this did not influence feelings of control or ownership. In Experiment 2 only, participants used either a virtual hand or non-human virtual block. Participants embodied both forms to some degree, provided visuomotor signals were synchronous (as indicated by ownership, agency, and location ratings). Yet, only the hand in the synchronous movement condition was described as feeling like part of the body, rather than like a tool (e.g., a mouse or controller). Collectively, these findings highlight the overall dominance of visuomotor synchrony for children’s own-body representation; that children can embody non-human forms to some degree; and that embodiment is also somewhat constrained by prior expectations of body form.Perceiving one's own body is crucial for being able to perceive the world and act on it. But how do we do this? Imagine that I can see two hands resting on the table in front of me. One is mine, and one belongs to my friend. How do I tell which is which? This seems like an obvious question, but on consideration it is not. In fact, research has told us that adults use several different types of information, including multisensory visual, tactile, and movement cues; and stored knowledge about the form of their own hand. A more difficult question is how children manage to identify their own bodies in the midst of the constant growth and change which occurs in childhood. Very little is known about this. In particular, it is unclear how children balance the need for a consistent idea of their own body, and the need to be flexible as it grows. Further, new virtual reality technologies are emerging which can provide virtual bodies to children in games or educational settings. How might children accept and use these virtual bodies?

In two experiments, we gave a total of 197 children aged 4-14 years a virtual hand which moved synchronously or asynchronously with their own movements and had them interact with a VR environment.

Identifier
DOI https://doi.org/10.5255/UKDA-SN-855482
Metadata Access https://datacatalogue.cessda.eu/oai-pmh/v0/oai?verb=GetRecord&metadataPrefix=oai_ddi25&identifier=064b8c867e530e7eddaf7e191eefb9fe8e203f0548936f9a0555d4f3e20ac730
Provenance
Creator Cowie, D, Durham University; Dewe, H, Durham University; Gillies, M, Goldsmiths, University of London
Publisher UK Data Service
Publication Year 2022
Funding Reference Economic and Social Research Council
Rights Dorothy Cowie, Durham University. Hayley Dewe, Durham University. Marco Gillies, Goldsmiths, University of London; The Data Collection is available from an external repository. Access is available via Related Resources.
OpenAccess true
Representation
Resource Type Numeric
Discipline Computer Science; Computer Science, Electrical and System Engineering; Engineering Sciences; Psychology; Social and Behavioural Sciences
Spatial Coverage U.K.; United Kingdom