Motion contagion & embodied cognition in VR

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Last updated 10:16 PM on 1/27/26
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20 Terms

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what is interoception

  • headaches, hunger proprioception

  • sensing the inside 

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interoceptive awarness

  • how we know what’s happening and how we feel inside our bodies

  • emotions

  • social behaviour e.g self awareness 

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Exteroception

  • sight, sound, smell, touch taste

  • sensing the outside

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Interception & exteroception

  • combined percept of the body in the world

  • located in various brain regions, including the insula, anterior cingulate cortex, somatosensory cortices, thalamus, and brainstem

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how do we measure interoception

  • heart rate

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motor contagion

  • involuntary imitation based on observed movements

    • e.g yawning after watching someone else yawn

  • consided behavioural manifestation of mirror neuron system

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motor contagion supports

  • communication

  • social interaction

  • interpersonal coordination

  • motor learning

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motor contagion modulated by

  • embodiment perspective

  • congruency 

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body ownership

  • phenomenological sense of ‘this is me’

  • integrates multisensorial signals

  • studies through behavioural, neuropsychological & neurophysiological methods

  • e.g rubber hand illusion

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motor contagion effects on biological movement actions during humanoid robot mirrored & embodied experiences

  • previous work shows motor contagion with humanoids (face-to-face, 2nd person) & virtual hands (1st & 3rd person)

  • gap on whether there is a sense of self vs sense of other 

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research on the relationship between sense of self vs. sense of other when embodying a physically present humanoid robot

  • examined: Perspective (1PP vs F2F), Motion congruency, Motor variability

  • Participants stand in front of robot & mimic its motion

  • consistent motor contagion 

    • congruent = lower variance

    • incongruent = higher variance

  • 1st person perspective amplifies variance

    • suggests stronger motor resonance + altered ownership/agency relationship

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interpretation of research on the relationship between sense of self vs. sense of other when embodying a physically present humanoid robot

  • suggests flexible self-other boundaries 

  • provides partial evidence toward

    • body ownership shift

    • Potential delusion of control framework

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Interception, alexithymia & motor congruency in VR (Savickaite, Gupta, Kannan)

  • Do interoceptive traits (and alexithymia) modulate embodiment in VR

    • especially when motor cues are congruent vs. incongruent?

  • Measures

    • interoceptive awareness (Heartbeat Counting Task),

    • Alexithymia (TAS-20)

    • Body Ownership (questionnaire)

  • VR

    • Hand-tracking; seated

    • congruent = avatar mirrors picture

    • incongruent = avatar performs opposition while user pinches

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Body ownership (EBO) emerges from

  • integrating interoceptive + exteroceptive cues

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results of Interception, alexithymia & motor congruency in VR (Savickaite, Gupta, Kannan)

  • Motor congruency effect

    • Higher ownership in congruent

  • Interoception was positively related to ownership under congruent feedback

  • Alexithymia didnt have a significant predictor of ownership; negatively related to interoceptive awareness

  • Greater SD in the incongruent condition → heterogeneous responses to sensory–motor mismatch.

  • Congruent visual–motor cues robustly enhance embodiment.

  • Interoceptive awareness appears to support ownership when cues align

    • less influence when cues conflict

  • Alexithymia may have a lesser impact on embodiment in motor-driven VR than in visuo-tactile illusions.

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Limits of Interception, alexithymia & motor congruency in VR

  • Modest sample; HCT validity debated

  • questionnaire included some “third hand” items not perfectly matched to the display

  • heterogeneous sample (incl. ADHD/ASD) without subgroup power.

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implications of Interception, alexithymia & motor congruency in VR

  • ensure motor congruency to strengthen embodiment in VR interventions 

  • Training interoceptive awareness could enhance VR-based rehabilitation/therapy relying on body ownership

  • Larger, balanced samples; multi-axis interoception (cardiac/respiratory/GSR); refined embodiment scales;

  • full-body avatars - limited to hands

  • objective motor accuracy; test motor contagion paradigms - limited studies

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User engagement

  • Smooth navigation and intuitive design are essential for keeping users engaged

  • Tailoring the interface to user needs boosts satisfaction and compliance

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Cross-Device Adaptability

  • Responsive design ensures functionality across various devices

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FrameVR, UX & accessibility 

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