UNIT-4:Virtual Reality, Perception, and Human Experience - By Dr. Dibyangana biswas
Embodiment and Presence Embodiment in a virtual environment refers to the subjective experience of having, being inside, and controlling a virtual body, typically an avatar. It is the sensation that the digital body is "your" body. The sense of embodiment is often described as having three main sub-components: Presence, often defined as "the subjective experience of being in one place or environment, even when one is physically situated in another," is the feeling of "being there" in the virtual world. It is a psychological state where the user's attention and perception are so engaged with the virtual environment that they momentarily forget their real-world surroundings.
The sense of embodiment is often described as having three main sub-components: Sense of Body Ownership: This is the feeling that the virtual body belongs to you. It's the sensation of “ mineness ” toward the avatar's limbs and torso. This is often enhanced by visual and haptic feedback that makes the virtual body feel like a part of your own. Sense of Agency: This is the feeling of being the cause of your actions. When you move your hand in the real world and the avatar's hand moves in a corresponding way, you feel a sense of control and agency over the virtual body's actions. This is critical for making the experience feel natural and responsive. Sense of Self-Location: This is the feeling of being located within the virtual body. It's the sense that your "self" is situated inside the avatar, rather than simply viewing it from an external perspective.
Presence is a broader concept than embodiment and is influenced by a variety of factors, including: Immersion: This refers to the objective, technical capabilities of the VR system. High immersion is achieved through high-fidelity visual and audio stimuli, a wide field of view, and a responsive system with minimal latency. It's the technological foundation that makes presence possible. Realism and Plausibility: The degree to which the virtual environment looks and behaves in a believable way contributes to presence. This doesn't necessarily mean photorealism, but rather that the world follows its own consistent rules and lacks discordant elements that might break the user's "suspension of disbelief." Interactivity: The ability to actively interact with the virtual environment and its objects, such as grabbing items, opening doors, or influencing virtual characters, can significantly heighten the sense of presence.
A “Doing There” is Key to “Being There”: The ability to effectively “do” things in a virtual environment with a virtual body (embodiment) is a powerful catalyst for the feeling of "being there" (presence). When you feel that you are the one moving through the virtual space and interacting with it, your brain is more likely to accept the virtual world as your current reality. Embodiment as an Egocentric Reference Point: The virtual body serves as a central reference point for the user's spatial orientation and perception. When the user feels embodied, their sense of self-location is anchored in the virtual space, which in turn strengthens their feeling of being physically present in that space. Shared Cues: Many of the same technological cues that enhance embodiment (e.g., accurate motion tracking, low latency) also contribute to presence by making the overall experience more seamless and believable. Disrupting these cues, for example by introducing lag, can negatively impact both embodiment and presence.
Vr and empathy Perspective-Taking: Unlike reading a story or watching a video, VR allows you to literally step into someone else's shoes. By controlling an avatar that represents another person (e.g., a person experiencing homelessness, a member of a marginalized group, or a patient with a specific medical condition), your brain's sense of embodiment can be extended to this new body. You don't just see what they see; you are the one moving, looking, and interacting from that perspective. This first-person experience can be much more visceral and emotionally impactful than simply imagining the scenario.
Emotional and Cognitive Empathy: Empathy itself is often broken down into two main types: Emotional Empathy: The ability to share and feel the emotions of another person. VR is particularly effective at this. By placing a user in a distressing or emotionally charged scenario, the immersive nature of VR can trigger an automatic and powerful emotional response, leading to a feeling of shared experience. Cognitive Empathy: The ability to understand another person's perspective, thoughts, and feelings. VR facilitates this by providing context and allowing for active exploration. For example, a VR experience about homelessness might not only show you the emotional toll but also allow you to perform tasks like choosing which few items to sell to make rent, which helps you understand the difficult cognitive decisions involved.
Can vr help in increasing empathy? Reducing Bias and Increasing Pro-social Behavior: Research has shown that VR can have a lasting impact on attitudes and behaviors. A famous Stanford study, "Becoming Homeless," found that participants who experienced a VR simulation were more likely to have positive, enduring attitudes toward the homeless and were more likely to sign a petition supporting affordable housing, compared to those who only read a narrative. This suggests that the immersive, embodied experience can move beyond a momentary feeling of sympathy to motivate real-world, pro-social action.
Can you feel like someone else? Name one person you want to be for one day. Tell us why?
An optical illusion is a visual stimulus that the brain interprets incorrectly as something other than what it actually is. In case of illusion the visual stimuli is presented in the environment however it is perceived different than it’s actual physical characteristics. Illusion :
Is Mirrage an optical illusion?
Müller-Lyer illusion: An optical deception called the Müller-Lyer illusion has three printed arrows. When asked to mark the figure at its midway, viewers frequently choose to do so further towards the "tail" end. Franz Carl Müller-Lyer, a German sociologist, created the illusion in 1889.
Ponzo illusion: The Italian psychologist Mario Ponzo originally exhibited the Ponzo illusion in 1913. It is a geometrical-optical illusion. He proposed that a person's perception of an object's size is influenced by its surroundings. He demonstrated this by drawing two identical lines between two converging lines that looked like railway tracks.
Ebbinghaus illusion: An optical illusion of perceived relative size is called the Ebbinghaus illusion, often known as the Titchener circles, was created by Hermann Ebbinghaus (1850–1909). The most popular variation of the illusion involves two circles that are the same size that are placed close to one another, with one circle being surrounded by huge circles and the other by little circles. The middle circle encircled by large circles seems smaller than the middle circle surrounded by tiny circles due to the juxtaposition of the circles .
Fraser spiral illusion: Sir James Fraser, a British psychologist, initially identified the Fraser spiral illusion as an optical trick in 1908. The twisted rope illusion is another term for the illusion, as well as the misleading spiral.
Grid illusion: An optical deception called the "grid illusion" was first described by Hermann in 1870. The "ghostlike" grayish blobs that appear at the intersections of a white grid on a black backdrop are what give the illusion its name. When facing an intersection straight, the gray blobs vanish.
Phi phenomenon: In the phi phenomenon, a series of static photos creates the appearance of motion without any actual movement. It is used in a restricted sense to describe an apparent motion that can be seen when two close visual stimuli are alternately delivered with a fair amount of frequency. The stimuli itself do not seem to move, in contradiction to the beta movement observed at lower frequencies.
Bezold effect: A colour may seem differently based on its relationship to surrounding colours , according to Wilhelm von Bezold, a German professor of meteorology and the discoverer of the Bezold effect. It occurs when there are sporadic little patches of colour .
Jastrow illusion: The Polish-American psychologist Joseph Jastrow is credited with creating the optical illusion known as the Jastrow illusion. The higher figure seems smaller than the bottom one when two curved figures are stacked on top of one another.
Vertical horizontal illusion: The propensity for viewers to exaggerate the expanse of a vertical line in comparison to a horizontal line of identical size is known as the vertical-horizontal illusion. There is a bisecting element present in this, which makes the bisecting line look longer than the line it divides.
Kinetic depth effect: The term "kinetic depth effect" describes a phenomena in visual perception wherein a moving object's three-dimensional structural shape can be seen. This might be the sole perceptual method available for determining the object's form in the dearth of additional visual depth clues (Wallach & O'Connell, 1953).
Proprioceptive Illusions: Our sense of body position. The "rubber hand illusion," where people feel a rubber hand is part of their own body, demonstrates this. This is directly relevant to embodiment in VR, where users can feel a virtual body is their own. Manipulation in Immersive Spaces "Manipulation" in this context refers to the deliberate design of immersive environments to guide a user's perception, behavior, or emotional state. This isn't necessarily negative; it's often how designers achieve desired experiences. However, understanding how it works is crucial.
" Redirected Walking ": This is a classic example. By subtly rotating the virtual world around the user (often imperceptibly to them), designers can make a user walk in a straight line in the physical world while perceiving themselves to be walking in a large circle in the virtual world. This allows vast virtual environments to be explored in smaller physical spaces. Altered Self-Perception (Proteus Effect): The appearance of your avatar can influence your behavior. If you inhabit a taller, more attractive avatar, you might act more confidently. If you inhabit an elderly avatar, you might move more slowly or feel more empathy towards the elderly. Framing and Gaze Direction: Designers can use visual cues (e.g., lighting, highlights, movement) to direct a user's attention to specific points of interest, ensuring they don't miss crucial narrative elements or interactive objects.
Creating Emotional Responses: Scale Manipulation: Making virtual objects or characters appear much larger or smaller than they are in real life can evoke awe, fear, vulnerability, or power. A giant spider or a tiny, vulnerable virtual character. Perspective Control: Forcing a user into a specific perspective (e.g., the perspective of a child, an animal, or a person with a disability) can manipulate their emotional and empathetic responses, as discussed in the previous section. Sound Design: Using spatial audio to create a sense of being surrounded, isolated, or approached can profoundly impact emotional states. The sudden appearance of a sound source behind you can induce jump scares, for example.
Potential risks Deception: Users might be unknowingly influenced in ways that serve commercial interests or other agendas without their informed consent. Privacy: Tracking gaze, movements, and even emotional responses in immersive spaces provides a wealth of personal data that could be exploited. Addiction and Escapism: Highly immersive and perceptually manipulated environments could become more compelling than reality, leading to negative consequences for some individuals. Misinformation and Propaganda: The ability to create incredibly convincing "alternative realities" opens doors for the spread of misinformation in a highly impactful way. Emotional Trauma: Placing users in highly distressing or frightening simulated situations without proper safeguards or debriefing can lead to psychological distress.
Cognitive dissonance and behavioral shifts in VR The concept was introduced by cognitive psychologist Leon Festinger in his 1957 book, A Theory of Cognitive Dissonance . Festinger proposed that when people experience this psychological tension, they will take steps to reduce it. The degree of dissonance is influenced by the importance of the beliefs involved and the number of conflicting ideas. Think of it as an internal conflict or mental friction. For example: Belief 1: "I am a healthy person." Belief 2: "I smoke cigarettes." These two beliefs are dissonant. The person will feel uncomfortable and will likely try to resolve the conflict.
According to Festinger's theory, there are three primary ways a person can reduce cognitive dissonance: Change the Behavior: The most direct way to resolve the conflict is to stop the dissonant action. In the smoking example, the person could quit smoking. Change the Belief: A person might alter one of the conflicting beliefs to make it consistent with the other. For example, the smoker might decide, "Smoking isn't that unhealthy," or "I don't smoke that often, so it's not a problem." Add a New, Consonant Belief: A person can introduce new information or rationalizations that justify the behavior. The smoker might say, "My grandfather smoked his whole life and lived to be 90," or "Smoking helps me relax, and that's good for my health."
Cognitive dissonance can be seen in many everyday situations: Buyer's Remorse: After making a significant purchase, like a car or a house, a person might feel dissonance if they start to doubt their choice. They will often seek out positive information about their purchase and ignore negative information to feel better about their decision. Users are iphone are known for it. Political Beliefs: A person who supports a political candidate may feel dissonance if that candidate does something they disagree with. To reduce this, they might rationalize the candidate's actions or dismiss the negative information as "fake news." Ethical Choices: A person who believes in environmental protection but drives a large, gas-guzzling car may feel dissonance. They might justify their car by saying, "It's the safest car for my family" or "The emissions from one car don't make a difference."
How VR Induces Cognitive Dissonance The core of VR's ability to create cognitive dissonance lies in its capacity for embodied perspective-taking and a strong sense of presence . When a user's mind and body "feel" as if they are in another person's situation, they are psychologically primed for a conflict between their pre-existing attitudes and the new, immersive reality they are experiencing. Behavioral Inconsistency: VR can put users in a situation where they are compelled to behave in a way that contradicts their real-world values. For example, a VR experience might simulate a scenario where the user, embodying an avatar, is forced to make a difficult ethical choice (e.g., hoarding limited resources in a survival simulation). This action in the virtual world creates a conflict with their real-world belief in fairness and generosity.
Identity Dissonance: The Proteus Effect, a key concept in VR research, demonstrates how a user's avatar can influence their behavior. If a person embodies a taller, more attractive avatar, they may act more confidently. The dissonance arises when they return to their real self and feel a gap between their virtual actions and their real-world identity. This is particularly relevant in social VR platforms where users can create personas that are vastly different from their real selves. Dissonance from Immersion: A strong sense of presence can lead to a state where the virtual world feels "real." When users transition back to the physical world, they may experience a jarring disconnect between their virtual experiences and the "actualities of their daily existence," which can cause psychological stress. This is particularly relevant for those who spend significant time in idealized virtual worlds.
How vr can change behaviour? Directly Influencing Attitudes: When a person's behavior in a VR environment contradicts their attitude, they are motivated to reduce this uncomfortable feeling. The easiest way to do this is often to change the attitude to match the behavior. For example, a user who is initially prejudiced against a certain group might feel uncomfortable when they are forced to embody an avatar from that group and experience the world from their perspective. To resolve this discomfort, they may unconsciously (or consciously) alter their attitude to align with their recent "lived" experience, leading to a reduction in prejudice.
Increased Pro-social Behavior: Studies have shown that VR experiences can lead to significant shifts in pro-social behavior. For example, a VR simulation that makes a user feel as if they are in the shoes of a homeless person can lead to a greater likelihood of donating money or signing petitions for related causes in the real world. The immersive experience provides a powerful emotional and cognitive basis for the new behavior. Therapeutic Applications : VR is used to create behavioral shifts in a therapeutic context. For example, Virtual Reality Exposure Therapy (VRET) for phobias works on this principle. A person with a fear of heights might feel dissonance between their conscious knowledge that they are safe in a room and the fear their body is experiencing in a simulated high-place. Over time, the repeated exposure helps their brain learn that the fear is not warranted, leading to a shift in their behavioral response to heights in the real world.
How VR Works in Exposure Therapy Exposure therapy is a cognitive-behavioral technique that involves exposing a person to the source of their fear in a safe setting to help them overcome it. Controlled Environment: VR allows a therapist to precisely control every aspect of the exposure, from the intensity and duration of the stimulus to the surrounding environment. This level of control is impossible in real-world scenarios. For a person with a fear of flying, a therapist can start with a calm VR flight on a sunny day and gradually introduce turbulence, storms, or a change in cabin pressure
Safety and Accessibility: VR eliminates any real-world danger. A person with a fear of heights can stand on the edge of a virtual skyscraper without any physical risk. This also makes therapy accessible to people who might be unable to face their fears in a real-world setting due to physical limitations, geographical location, or the extreme nature of the phobia (e.g., a fear of volcanoes). Enhanced Presence and Embodiment: A core benefit of VR is its ability to create a strong sense of presence—the feeling of “being there”. This makes the simulated environment feel real enough to trigger a genuine fear response in the patient, which is necessary for the therapy to be effective. The patient's mind and body react as if the threat is real, allowing them to practice coping mechanisms in a state of genuine anxiety.
VR is used to treat a range of psychological conditions: Phobias: This is the most common and well-researched use. Post-Traumatic Stress Disorder (PTSD): VR is used to create safe, controlled reconstructions of a traumatic event. Social Anxiety: For people with a fear of social situations, VR can simulate a variety of scenarios, from a casual conversation at a cafe to a crowded public event. Pain Management and Distraction : VR can be used to distract patients from painful medical procedures. Rehabilitation: For physical and neurological conditions, VR can be used to create engaging environments for physical therapy.
Digital Detox and tech hygiene Tech hygiene refers to the practices and habits that individuals and organizations adopt to maintain a healthy, secure, and balanced relationship with technology. Just like personal hygiene, it's about routine maintenance to prevent problems. Digital detox is a specific strategy within tech hygiene, involving a temporary, intentional period of disconnecting from digital devices and online services to reduce stress and improve well-being.
Strategies for Tech Hygiene Mindful Use: Be aware of how and why you use technology. Pay attention to your emotions before, during, and after using a device. Ask yourself if you're using it to connect, learn, or create, or if you're just mindlessly scrolling. Set Boundaries: Create rules for yourself to limit tech usage. This could mean designating certain times of the day or certain rooms in your home as tech-free zones (e.g., no phones at the dinner table or in the bedroom). Manage Notifications: Turn off non-essential push notifications from apps. This reduces constant interruptions and helps you regain control over your attention. Use Built-in Tools: Most smartphones and computers have screen time trackers that show how much time you spend on apps. Use these to identify your habits and set daily limits for specific apps that you find distracting. Optimize Your Feed: Curate your social media feeds by unfollowing accounts that make you feel anxious or negative, and follow accounts that are inspiring, educational, or genuinely connect you with others. Digital Decluttering: Regularly delete unused apps, unsubscribe from irrelevant email lists, and organize your digital files. A cleaner digital space can lead to a clearer mind.
Digital Detox Strategies Start Small: . Begin with a mini-detox, such as a phone-free meal or a two-hour block on a weekend morning where you intentionally put your devices away. Schedule a Tech-Free Day: Choose a day of the week to go completely offline. Let your friends and family know in advance that you will be unreachable during this time. Fill the Void: The key to a successful detox is to have a plan for what you'll do instead of using tech. Engage in hobbies you've been neglecting, go for a walk, read a physical book, or spend uninterrupted time with loved ones. Create a Gradual Unplugging Plan: For a longer detox (e.g., a weekend or a week), consider a phased approach. For example, the first day might be no social media, the second day no texting, and so on. Get an Analog Alarm Clock: A common strategy is to remove your phone from the bedroom. This improves sleep quality by eliminating the urge to scroll before bed and first thing in the morning. Turn Screens to Grayscale: For a quick and easy way to make your phone less appealing, change the display settings to black and white. This makes social media and games less stimulating and visually less engaging.