32 results on '"first-person perspective"'
Search Results
2. Self-processing characteristics from first-person and third-person perspectives in individuals with social anxiety disorder: insights into negative bias.
- Author
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Huating Wu, Caizhen Yue, Fasheng Cao, Yihong Long, and Yan Wang
- Subjects
SOCIAL anxiety ,ANXIETY disorders ,RELATIONSHIP quality ,RECOGNITION (Psychology) ,PEOPLE with mental illness ,MENTAL illness ,COGNITIVE development - Abstract
Background: As one of the most common psychological problems, social anxiety disorder (SAD) has lots of negative effects on the physical and mental development of individuals, such as decreasing the quality of interpersonal relationships, and even causing depression, suicidal ideation, etc., as well as leads individuals to generate mental illness stigma. The mental illness stigma that individuals perceive affects not only how they perceive themselves (first-person perspective) but also how they perceive others' appraisals of them (third-person perspective), which further exacerbates their anxiety symptoms. Objective: The study aims to explore the self-processing characteristics of individuals with social anxiety disorder from the first-person perspective and the third-person perspective. Methods: This study adopted the self-referential paradigm to conduct the recognition memory test on individuals with social anxiety disorder (30 participants in experiment 1) and individuals without social anxiety disorder (31 participants in experiment 2) in the two experiments. Results: In experiment 1, the recognition rate of individuals with social anxiety disorder under the self-appraisals condition was significantly higher than that under the condition of appraisals on mothers; in the three conditions of self-appraisals, appraisals on mothers and mothers' reflected appraisals, the recognition rate of negative trait adjectives was significantly higher than that of positive trait adjectives. In experiment 2, there was no significant difference in recognition rate of individuals without social anxiety disorder under the three conditions, and the recognition rate of positive trait adjectives was significantly higher than that of negative trait adjectives under the three conditions. Conclusion: Individuals with social anxiety disorder have a negative bias in selfprocessing and are more likely to focus on self-information, which is different from the self-positive bias of individuals without social anxiety disorder. This study can be beneficial to know the self-cognitive characteristics of individuals with social anxiety disorder, help them get rid of negative cognitive patterns, and remove the mental illness stigma. [ABSTRACT FROM AUTHOR]
- Published
- 2024
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3. Visualizing Self: Altruism is (Un)Affected by Field Versus Observer Representations of Self
- Author
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Weathers, Shelby E., Saven, Helena Q., and Apicella, Coren L.
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- 2024
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4. From Introspection to Experiment: Wundt and Avenarius’ Debate on the Definition of Psychology
- Author
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Russo Krauss, Chiara, Valsiner, Jaan, Series Editor, and Gozli, Davood, editor
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- 2022
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5. The positivity bias of Chinese temporal collective self: Evidence from the first-person perspective and the third-person perspective.
- Author
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Caizhen Yue, Yihong Long, Chaomei Ni, Huating Wu, and Dexuan Zhao
- Subjects
SELF ,OPTIMISM ,STIMULUS & response (Psychology) ,JUDGMENT (Psychology) - Abstract
Objective: As a unique part of human thinking, people can project themselves into the past or the future for mental time travel. This study attempts to expand the temporal self into the domain of the collective self. Methods: We used an adapted temporal collective self-reference paradigm to probe into the positivity bias of temporal collective self in this study. In Experiment 1, the first-person perspective was adopted for the participants to conduct the temporal collective self-reference processing, and the third-person perspective was adopted for the temporal collective self-reference processing in Experiment 2. Results: The findings indicated that no matter from the first-person perspective or the third-person perspective, people show positivity bias in the trait adjectives judgment, response times and recognition rates during the temporal collective self-processing. Discussion: This study explores mental time travel on the level of collective self, and contributes to deepening the understanding of temporal collective self. [ABSTRACT FROM AUTHOR]
- Published
- 2023
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6. The salience network is activated during self‐recognition from both first‐person and third‐person perspectives.
- Author
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Asakage, Shoko and Nakano, Tamami
- Subjects
- *
SALIENCE network , *DEFAULT mode network , *FUNCTIONAL magnetic resonance imaging - Abstract
We usually observe ourselves from two perspectives. One is the first‐person perspective, which we perceive directly with our own eyes, and the other is the third‐person perspective, which we observe ourselves in a mirror or a picture. However, whether the self‐recognition associated with these two perspectives has a common or separate neural basis remains unclear. To address this, we used functional magnetic resonance imaging to examine brain activity while participants viewed pretaped video clips of themselves and others engaged in meal preparation taken from first‐person and third‐person perspectives. We found that the first‐person behavioral videos of the participants and others induced greater activation in the premotor‐intraparietal region. In contrast, the third‐person behavioral videos induced greater activation in the default mode network compared with the first‐person videos. Regardless of the perspective, the videos of the participants induced greater activation in the salience network than the videos of others. On the other hand, the videos of others induced greater activation in the precuneus and lingual gyrus than the videos of the participants. These results suggest that the salience network is commonly involved in self‐recognition from both perspectives, even though the brain regions involved in action observation for the two perspectives are distinct. [ABSTRACT FROM AUTHOR]
- Published
- 2023
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- View/download PDF
7. Fourth Study: First-Personal Experience and Identity
- Author
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Duus, Richard E. and Duus, Richard E.
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- 2020
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8. Gestural communication in Parkinson's disease : language, action and cognition
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Humphries, Stacey Alexandra, Poliakoff, Ellen, and Holler, Judith
- Subjects
616.8 ,Parkinson's disease ,Gesture ,First-person perspective ,Third-person perspective ,Simulation ,Action representation ,Perspective-taking ,Communication ,Language ,Non-verbal ,Motor imagery - Abstract
Parkinson’s disease (PD) is a neurodegenerative condition which results in severe motor impairment. Deterioration in multiple domains of cognition is another hallmark of PD. Together, these motor and cognitive impairments impact substantially on language and communication. Co-speech gestures are a form of action and are also part of linguistic processes, yet have rarely been explored in PD. Gestures can provide imagistic depictions of concepts described by speech and contribute to communication in healthy individuals. They rely on visual, spatial, and motor simulations and imagery, which may be impaired in PD. It is therefore of clinical importance to evaluate how co-speech gestures might be impaired to understand the extent of communicative impairment in PD. PD can also provide a useful model to understanding the cognitive basis of co-speech gesture in healthy people. In Chapter 2, participants described isolated actions. Gesture rate did not differ between the two groups, however, the groups differed in terms of the visual perspective they adopted when depicting actions in gesture. Controls preferred a “character viewpoint” or first-person perspective where their hands represented the hands of the actor, whereas PD patients preferred an “observer viewpoint” or third-person perspective, where their hand represented a whole person. This finding was replicated and extended in Chapter 3 where low-motion and high-motion actions were described in a longer narrative task. PD patients produced fewer character viewpoint gestures when describing high-motion action events, suggesting a difficulty in simulating these events from a first-person perspective. In addition, PD patients had difficult depicting “manner” (how an action is performed) features in gesture during high but not low motion. Extending the findings of Chapter 2, whilst overall rate of gesture production was not affected, PD patients produced action gestures at a significantly lower rate than controls. Chapter 4 took a different focus by investigating gesture depictions of static spatial (rather than dynamic action) features via a house description task. Gesture rate did not differ, but the groups depicted different types of spatial properties to a different extent. Whilst both groups predominantly gestured about location and relative position information, PD patients gestured more about directions whereas controls gestures more about shape and size information. This suggests that different strategies were being employed by the two groups. Finally, testing young adults’ comprehension of these spatial gestures in Chapter 5 revealed that gestures did not significantly improve comprehension of either PD patients’ or controls’ spoken messages, though there may have been ceiling effects. However, both PD patients and controls were viewed as more competent when their messages were viewed with gestures. The findings suggest a selective action-gesture deficit in PD which complements work demonstrating action-verb impairments in these patients, and supports gesture production theories which hypothesise a role for motor simulations and imagery. Overall gesture rate appears to be largely unaffected. The effects of PD can be felt beyond changes to goal-directed action, in the realms of language and social behaviour, but gestures may be able to improve listeners’ social perceptions of PD patients.
- Published
- 2016
9. Valence of Temporal Self-Appraisals: A Comparison Between First-Person Perspective and Third-Person Perspective.
- Author
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Yue, Caizhen, Long, Yihong, Ni, Chaomei, Peng, Chunhua, and Yue, Tong
- Subjects
TIME travel ,SELF - Abstract
Mental time travel is one of the most remarkable achievements of mankind. On the one hand, people perceive past self, present self, and future self as a continuous unity; on the other hand, people have the ability to distinguish among the three types of temporal selves because there are different representations of them. In this study, we used an adapted temporal self-reference paradigm to explore the processing mechanism of different temporal selves. Temporal self-reference was performed from the first-person perspective in Experiment 1 and from the third-person perspective in Experiment 2. The results indicated that people showed a more positive bias toward future self compared with past self and present self no matter in the first-person perspective or third-person perspective. There was no difference in recognition rate among past self, present self, and future self. Compared with the first-person perspective, present self-processing in the third-person perspective was more abstract and generalized, which may reflect that the third-person perspective has the same distancing function as time. This study can deepen understandings on temporal self-appraisals from different perspectives. [ABSTRACT FROM AUTHOR]
- Published
- 2021
- Full Text
- View/download PDF
10. Valence of Temporal Self-Appraisals: A Comparison Between First-Person Perspective and Third-Person Perspective
- Author
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Caizhen Yue, Yihong Long, Chaomei Ni, Chunhua Peng, and Tong Yue
- Subjects
temporal self-appraisal ,first-person perspective ,third-person perspective ,self-reference paradigm ,self-positive bias ,Psychology ,BF1-990 - Abstract
Mental time travel is one of the most remarkable achievements of mankind. On the one hand, people perceive past self, present self, and future self as a continuous unity; on the other hand, people have the ability to distinguish among the three types of temporal selves because there are different representations of them. In this study, we used an adapted temporal self-reference paradigm to explore the processing mechanism of different temporal selves. Temporal self-reference was performed from the first-person perspective in Experiment 1 and from the third-person perspective in Experiment 2. The results indicated that people showed a more positive bias toward future self compared with past self and present self no matter in the first-person perspective or third-person perspective. There was no difference in recognition rate among past self, present self, and future self. Compared with the first-person perspective, present self-processing in the third-person perspective was more abstract and generalized, which may reflect that the third-person perspective has the same distancing function as time. This study can deepen understandings on temporal self-appraisals from different perspectives.
- Published
- 2021
- Full Text
- View/download PDF
11. Multisensory integration of visual cues from first- to third-person perspective avatars in the perception of self-motion.
- Author
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Giroux, Marion, Barra, Julien, Graff, Christian, and Guerraz, Michel
- Subjects
- *
AVATARS (Virtual reality) , *VIRTUAL reality - Abstract
In the perception of self-motion, visual cues originating from an embodied humanoid avatar seen from a first-person perspective (1st-PP) are processed in the same way as those originating from a person's own body. Here, we sought to determine whether the user's and avatar's bodies in virtual reality have to be colocalized for this visual integration. In Experiment 1, participants saw a whole-body avatar in a virtual mirror facing them. The mirror perspective could be supplemented with a fully visible 1st-PP avatar or a suggested one (with the arms hidden by a virtual board). In Experiment 2, the avatar was viewed from the mirror perspective or a third-person perspective (3rd-PP) rotated 90° left or right. During an initial embodiment phase in both experiments, the avatar's forearms faithfully reproduced the participant's real movements. Next, kinaesthetic illusions were induced on the static right arm from the vision of passive displacements of the avatar's arms enhanced by passive displacement of the participant's left arm. Results showed that this manipulation elicited kinaesthetic illusions regardless of the avatar's perspective in Experiments 1 and 2. However, illusions were more likely to occur when the mirror perspective was supplemented with the view of the 1st-PP avatar's body than with the mirror perspective only (Experiment 1), just as they are more likely to occur in the latter condition than with the 3rd-PP (Experiment 2). Our results show that colocalization of the user's and avatar's bodies is an important, but not essential, factor in visual integration for self-motion perception. [ABSTRACT FROM AUTHOR]
- Published
- 2021
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12. Employing autobiographical memory perspective to influence self‐congruence and brand preference.
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Mandal, Sudipta
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AUTOBIOGRAPHICAL memory ,CONSUMER preferences ,CONSUMER behavior ,GEOMETRIC congruences - Abstract
This paper advances our understanding of consumer behavior by examining the influence of autobiographical memory perspective on consumer's self‐congruence. While extant research has primarily restricted itself to the consequences of self‐congruence, this work focuses on an antecedent, by examining the psychological processes associated with the consumer's autobiographical memory perspective and the resulting impact on self‐congruence. Through three experiments, we demonstrate that visualizing autobiographical memories from a first‐person versus a third‐person perspective impacts consumers' self‐brand congruence differently under varied circumstances. Specifically, differing degrees of self‐brand congruence are experienced when consumers focus on differences (vs. similarities) between their present and recalled selves, combined with distinct autobiographical memory perspectives. The autobiographical memory perspective is identified as a key determinant of consumers' perceived change in self‐image, which, in turn, has a cascading effect on their self‐brand congruence. Thus, consumers' perceived change in self‐image is identified as the mechanism underlying the main effect. Furthermore, as an important component of self‐image, this research determines and examines a moderating influence of self‐esteem in the relationship between autobiographical memory perspective and self‐congruence. Collectively, these results facilitate our understanding of the autobiographical memory perspective as an antecedent of consumer's self‐congruence, with implications for nostalgia advertising and retro branding. [ABSTRACT FROM AUTHOR]
- Published
- 2020
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13. Atmosphere(s) for Architects: Between Phenomenology and Cognition
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Canepa, Elisabetta, Condia, Bob, Wynne, Mikaela, Arbib, Michael A., Canepa, Elisabetta, Condia, Bob, De Matteis, Federico, Griffero, Tonino, Hart, Robert L., Hewitt, Mark A., Reddy, Suchi, and Wynne, Mikaela
- Subjects
Marie Skłodowska-Curie Action ,architecture ,first-person perspective ,mood ,literature ,H2020 ,emotion ,body ,affordance ,third-person perspective ,neuroscience ,quasi-thing ,resonance ,affect ,Resonances ,atmospherology ,atmosphere ,phenomenology ,attunement ,feeling ,schema theory ,atmospheric turn ,MSCA-IF ,art - Abstract
Interfaces 5 was born to home the dialogue that the neuroscientist Michael A. Arbib and the philosopher Tonino Griffero started at the end of 2021 about atmospheric experiences, striving to bridge the gap between cognitive science’s perspective and the (neo)phenomenological one. This conversation progressed due to Pato Paez’s offer to participate in the webinar “Architectural Atmospheres: Phenomenology, Cognition, and Feeling,” a roundtable hosted by The Commission Project (TCP) within the Applied Neuroaesthetics initiative. The event ran online on May 20, 2022. Bob Condia moderated the panel discussion between Suchi Reddy, Michael A. Arbib, and Tonino Griffero. The RESONANCES project was responsible for developing the editing and publishing process. This volume collects nine essays: the main chapter is “A Dialogue on Affordances, Atmospheres, and Architecture” by Michael A. Arbib and Tonino Griffero; there are four commentaries to this text by Federico De Matteis, Robert Lamb Hart, Mark Alan Hewitt, and Suchi Reddy; Michael A. Arbib and Tonino Griffero have independently responded to the commentaries, emphasizing the opportunities and challenges of their respective approaches: cog/neuroscience and atmospherology applied to architecture; Elisabetta Canepa offers “An Essential Vocabulary of Atmospheric Architecture,” developing an atmospherological critique of the Marianna Kistler Beach Museum of Art on the Kansas State University campus to evaluate the accuracy, coherence, and adaptability of her lexicon. Bob Condia and Mikaela Wynne provide an introduction entitled “On Becoming an Atmospherologist: A Praxis of Atmospheres.”, The RESONANCES project (Architectural Atmospheres: The Emotional Impact of Ambiances Measured through Conscious, Bodily, and Neural Responses) received funding from the European Union's Horizon 2020 research and innovation program under the Marie Skłodowska-Curie grant agreement no. 101025132. The content of this book reflects only the authors' view. The European Research Executive Agency is not responsible for any use that may be made of the information it contains. For further information, please visit the project website: www.resonances-project.com
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- 2023
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14. Investigating Atmosphere in Architecture: An Overview of Phenomenological and Neuroscientific Methods
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Canepa, Elisabetta and Canepa, Elisabetta
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Marie Skłodowska-Curie Action ,architecture ,first-person perspective ,H2020 ,emotion ,living body ,lived body ,third-person perspective ,neuroscience ,conscious ,resonance ,Resonances ,atmosphere ,attunement ,phenomenology ,feeling ,nonconscious ,MSCA-IF - Abstract
Based on the multi-component character of our emotions, we can study the affective dimension of architectural atmospheres through several approaches. This essay reviews the main research models that employ a first-person perspective (self-observation) and a third-person perspective (external observation), analyzing methodological potentials and limitations. We need a multi-perspective approach to investigate the complexity of the atmospheric vocation of architecture, integrating both models and working on complementary notions: atmosphere and architecture, resonance and attunement, impressions and appraisals, nonconscious and conscious, emotions and feelings, living body and lived body, neuroscience and phenomenology, physiological measures and self-report techniques., This essay was developed within the Resonances project — Architectural Atmospheres: The Emotional Impact of Ambiances Measured through Conscious, Bodily, and Neural Responses. This project received funding from the European Union's Horizon 2020 research and innovation program under the Marie Skłodowska-Curie grant agreement no. 101025132. The content of this text reflects only the author's view. The European Research Executive Agency is not responsible for any use that may be made of the information it contains.
- Published
- 2023
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15. „Verstehen“ in der Psychiatrie - Teil 1.
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Valdés-Stauber, J.
- Abstract
Hintergrund: Verstehen und Erklären bilden traditionellerweise eine Methodendichotomie mit einer legitimierenden Intention für Geistes- und Naturwissenschaften. Es wird der Frage nachgegangen, welche Dimensionen dem Gebrauch von „Verstehen“ im Fachgebiet Psychiatrie und Psychotherapie innewohnen und welche Bedeutung sie für die Praxis haben.Methode: Kritische Diskussion der historischen Wurzeln der Verstehen-Erklären-Dichotomie und deren Einführung in die Psychiatrie durch Jaspers. Der Begriff „Verstehen“ wird einer linguistischen und logischen Analyse unterzogen. Von dem postulierten latenten, dreidimensionalen Gebrauch von „Verstehen“ in Psychiatrie und Psychotherapie werden in diesem Aufsatz die Lesart als logische Operation der Zuordnung und die Lesart als Sinnerfassung, vornehmlich bei Jaspers, analysiert.Ergebnisse: Die philosophischen Quellen lassen sich jeweils hermeneutischen, einfühlend-psychologischen, idealtypisch-sinnkategorisierenden und subsumptionstheoretischen Ansätzen zuordnen. Die Begriffsanalyse zeigt, dass „Verstehen“ als Prädikat graduell und polysemantisch ist und dass dessen Definition den unterschiedlichen Bedeutungen konjunktiv Rechnung tragen muss. Diese Bedeutungen können zu drei Dimensionen verdichtet werden: die rational-diagnostische oder Kohärenz verleihende Zuordnung, das psychologisch-hineinversetzende Nachempfinden oder typologische Sinnerhellung und die dialogische Verständigung. Die verstehende Psychologie gründet bei Jaspers nicht auf Einfühlung, sondern auf Zuordnung zu und Abgleich mit idealtypischen Zusammenhängen.Diskussion: „Verstehen“ als logische Operation der Zuordnung und als Sinnerfassung geht von einem Prädikat in der transitiven Ersten-Person-Perspektive („wer“ verstanden werden soll, als objektivierbar) in Verbindung mit einer Dritten-Person-Perspektive („was“ verstanden werden soll) aus. Diese Analyse soll um eine weitere Erste-Person-Perspektive („wer“ verstanden werden soll, als Subjekt) in Verbindung mit einer dialogischen Zweiten-Person-Perspektive („wie“ verstanden werden soll, als Verständigung) ergänzt werden. [ABSTRACT FROM AUTHOR]
- Published
- 2018
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16. Mind and Consciousness in Indian Philosophy.
- Author
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Lysenko, Victoria G.
- Subjects
- *
MIND & body , *CONSCIOUSNESS , *INDIC philosophy , *PHILOSOPHERS , *LOSS of consciousness - Abstract
How is the approach of Indian philosophers to the study of consciousness different from that of their Western counterparts? To answer this question, it is necessary to understand how the Indian philosophical tradition distinguishes between consciousness and non-consciousness. How does it present and solve the mind-body problem? The article explores the difference in understanding of mind and consciousness in some schools of Indian philosophy. First, the article considers some major Indian philosophical principles underlying the relationship between mind and consciousness which make the Indian tradition unique in comparison to the West. The last part of the article analyzes one by one the most representative Indian philosophical theories of mind and consciousness (with their corresponding terminology). [ABSTRACT FROM AUTHOR]
- Published
- 2018
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17. First- and Third-Person Perspectives in Immersive Virtual Environments: Presence and Performance Analysis of Embodied Users
- Author
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Geoffrey Gorisse, Olivier Christmann, Etienne Armand Amato, and Simon Richir
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virtual reality ,first-person perspective ,third-person perspective ,presence ,embodiment ,performance ,Mechanical engineering and machinery ,TJ1-1570 ,Electronic computers. Computer science ,QA75.5-76.95 - Abstract
Current design of virtual reality (VR) applications relies essentially on the transposition of users’ viewpoint in first-person perspective (1PP). Within this context, our research aims to compare the impact and the potentialities enabled via the integration of the third-person perspective (3PP) in immersive virtual environments (IVE). Our empirical study is conducted in order to assess the sense of presence, the sense of embodiment, and performance of users confronted with a series of tasks presenting a case of potential use for the video game industry. Our results do not reveal significant differences concerning the sense of spatial presence with either point of view. Nonetheless, they provide evidence confirming the relevance of using the first-person perspective to induce a sense of embodiment toward a virtual body, especially in terms of self-location and ownership. However, no significant differences were observed concerning the sense of agency. Concerning users’ performance, our results demonstrate that the first-person perspective enables more accurate interactions, while the third-person perspective provides better space awareness.
- Published
- 2017
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18. Valence of Temporal Self-Appraisals: A Comparison Between First-Person Perspective and Third-Person Perspective
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Chaomei Ni, Yihong Long, Chunhua Peng, Tong Yue, and Caizhen Yue
- Subjects
first-person perspective ,Distancing ,Mechanism (biology) ,Chronesthesia ,media_common.quotation_subject ,Perspective (graphical) ,Self-Appraisal ,third-person perspective ,BF1-990 ,First person ,Psychology ,self-reference paradigm ,Valence (psychology) ,Function (engineering) ,temporal self-appraisal ,General Psychology ,Original Research ,self-positive bias ,Cognitive psychology ,media_common - Abstract
Mental time travel is one of the most remarkable achievements of mankind. On the one hand, people perceive past self, present self, and future self as a continuous unity; on the other hand, people have the ability to distinguish among the three types of temporal selves because there are different representations of them. In this study, we used an adapted temporal self-reference paradigm to explore the processing mechanism of different temporal selves. Temporal self-reference was performed from the first-person perspective in Experiment 1 and from the third-person perspective in Experiment 2. The results indicated that people showed a more positive bias toward future self compared with past self and present self no matter in the first-person perspective or third-person perspective. There was no difference in recognition rate among past self, present self, and future self. Compared with the first-person perspective, present self-processing in the third-person perspective was more abstract and generalized, which may reflect that the third-person perspective has the same distancing function as time. This study can deepen understandings on temporal self-appraisals from different perspectives.
- Published
- 2021
- Full Text
- View/download PDF
19. Nietzsche, Selfhood, and the Limitations of the Transcendental Reading.
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Sahaj, Violi and Vandenabeele, Bart
- Abstract
The Nietzschean conception of selfhood has been the subject of considerable debate in the Anglophone commentary. This debate has been focused on what Sebastian Gardner coined as 'the lack of fit' between Nietzsche's theoretical and practical remarks on the self. There have been various attempts at a solution to the lack of fit and in this article we address one such solution, which we call the 'transcendental reading'. We argue that the reading is right to highlight that Nietzschean selfhood risks elimination of first-person practical agency. We contend, however, that the reading limits our understanding of his critique of a strictly first-person conception of selfhood. This critique aims to reject a conception of the self as distinct from the drives. We finally suggest an alternative solution to the lack of fit that takes into account the concerns of the transcendental reading, but seeks to overcome its limitations. Das nietzschesche Konzept der Selbstheit ist in der englischsprachigen Forschungsliteratur Gegenstand einer lebhaften Debatte. Sie hat sich auf das von Sebastian Gardner namhaft gemachte 'lack of fit', die Passungslücke zwischen Nietzsches theoretischen und praktischen Ausführungen zum Begriff des Selbstseins konzentriert. Derzeit gibt es verstärkt Bestrebungen, diese Lücke zu füllen. In diesem Artikel befassen wir uns mit einer möglichen Losung, die wir als 'transzendentale Lesart' bezeichnen. Wir stimmen Lesarten zwar zu, die hervorheben, dass die nietzschesche Selbstheit riskiert, eine ichbezogene praktische Handlungssteuerung zu eliminieren, behaupten jedoch, dass sie Nietzsches Kritik eines grundsätzlich ichbezogenen Konzepts von Selbstheit einschränken. Diese Kritik beabsichtigt, einen Begriff des Selbsts als unterschieden von den Trieben zu verwerfen. Wir schlagen darum zuletzt eine alternative Losung für den 'lack of fit' vor, die einerseits die Belange der transzendentalen Lesart berücksichtigt und andererseits ihre Beschränkungen überwindet. [ABSTRACT FROM AUTHOR]
- Published
- 2015
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20. Action simulation in hallucination-prone adolescents
- Author
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Tarik eDahoun, Stephan eEliez, Fei eChen, Deborah eBadoud, Maude eSchneider, Frank eLarøi, and Martin eDebbané
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action simulation ,auditory hallucinations ,first-person perspective ,22q11.2 ,third-person perspective ,Neurosciences. Biological psychiatry. Neuropsychiatry ,RC321-571 - Abstract
Theoretical and empirical accounts suggest that impairments in self-other discrimination processes are likely to promote the expression of hallucinations. However, our understanding of such processes during adolescence is still at an early stage. The present study thus aims 1) to delineate the neural correlates sustaining mental simulation of actions involving self-performed actions (first-person perspective; 1PP) and other-performed actions (third-person perspective; 3PP) during adolescence 2) to identify atypical activation patterns during 1PP/3PP mental simulation of actions in hallucination-prone adolescents 3) to examine whether differential risk for schizophrenia (clinical vs genetic) is also associated with differential impairments in the 1PP/3PP mental simulation of actions during adolescence. Twenty-two typically developing controls (Control group; 6 females), twelve hallucination-prone adolescents (AH group; 7 females) and thirteen adolescents with 22q11.2 Deletion Syndrome (22q11.2DS group; 4 females) were included in the study. During the fMRI task, subjects were presented with a cue (self-other priming cues) indicating to perform the task using either a first person perspective (you-1PP) or a third person perspective (friend-3PP) and then they were asked to mentally simulate actions based on the type of cue. Our results indicated that atypical patterns of cerebral activation, particularly in the key areas of self-other distinction, were found in both groups at risk for auditory hallucinations (AH and 22q11.2DS). More precisely, adolescents in the AH and 22q11.2DS groups presented decreased activations in the parieto-occipital region BA19 during 3PP. This study characterizes the neural correlates of mental imagery for actions during adolescence, and suggests that a differential risk for hallucination-proneness (clinical vs. genetic) is associated to similar patterns of atypical activations in key areas sustaining self-other discrimination processes.
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- 2013
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21. The effects of rotating the self out of the body in the full virtual body ownership illusion.
- Author
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Blom, Kristopher J, Arroyo-Palacios, Jorge, and Slater, Mel
- Abstract
It has been shown that it is possible to induce a strong illusion that a virtual body (VB) is one's own body. However, the relative influence of a first-person-perspective (1PP) view of the VB and spatial coincidence of the real body and VB remains unclear. We demonstrate a method that permits separation of these two factors. It provides a 1PP view of a VB, supporting visuomotor synchrony between real body and VB movements, but where the entire scene including the body is rotated 15° upwards through the axis connecting the eyes, so that the VB and real body are coincident only through this axis. In a within-subjects study that compared this 15° rotation with a 0° rotation condition, participants reported only slightly diminished levels of perceived ownership of the VB in the rotated condition and did not detect the rotation of the scene. These results indicate that strong spatial coincidence of the virtual and real bodies is not necessary for a full-body ownership illusion. The rotation method used, similar to the effects of vertical prisms, did not produce significant negative side-effects, thus providing a useful methodology for further investigations of body ownership. [ABSTRACT FROM AUTHOR]
- Published
- 2014
- Full Text
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22. Influence of perspective on the neural correlates of motor resonance during natural action observation.
- Author
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Vingerhoets, Guy, Stevens, Lenny, Meesdom, Morgan, Honoré, Pieterjan, Vandemaele, Pieter, and Achten, Eric
- Subjects
- *
NEURAL circuitry , *MOTOR ability , *BRAIN function localization , *ACT (Philosophy) , *PERSPECTIVE (Philosophy) , *MAGNETIC resonance imaging - Abstract
We investigated the neural correlates of motor resonance during the observation of natural transitive actions and determined how the observer's perspective modulates the neural activation. Seventeen right-handed participants observed right and left hand tool grasping actions from a first-person or third-person perspective while undergoing fMRI. A two-factorial analysis of variance over the parietal region revealed no main effects of hand identity or perspective, but unveiled a hand by perspective interaction effect. The first-person perspective elicited parietal activation in the hemisphere contralateral to the performing hand as if the modelled action was mimicked with the same anatomical hand. In the third-person perspective, parietal activation ipsilateral to the modelled hand was found, indicating a specular strategy, rather than an anatomical imitation. Motor resonance was maximal in three foci in the superior parietal lobule and intraparietal sulcus that have been associated with prehensile actions. Our results suggest that therapeutic strategies aimed to elicit motor resonance, such as motor imagery and observational modelling, can adjust their spatial frame of reference according to the hemisphere they intend to stimulate. [ABSTRACT FROM PUBLISHER]
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- 2012
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23. Perspective-Taking and Depth of Theory-of-Mind Reasoning in Sequential-Move Games.
- Author
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Zhang, Jun, Hedden, Trey, and Chia, Adrian
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- *
GAME theory , *PHILOSOPHY of mind , *SHORT-term memory , *REASONING , *BELIEF sentences (Logic) , *RECURSION theory , *INTENTION (Logic) - Abstract
Theory-of-mind (ToM) involves modeling an individual's mental states to plan one's action and to anticipate others' actions through recursive reasoning that may be myopic (with limited recursion) or predictive (with full recursion). ToM recursion was examined using a series of two-player, sequential-move matrix games with a maximum of three steps. Participants were assigned the role of Player I, controlling the initial and the last step, or of Player II, controlling the second step. Appropriate for the assigned role, participants either anticipated or planned Player II's strategy at the second step, and then determined Player I's optimal strategy at the first step. Participants more readily used predictive reasoning as Player II (i.e., planning one's own move) than as Player I (i.e., anticipating an opponent's move), although they did not differ when translating reasoning outcome about the second step to optimal action in the first step. Perspective-taking influenced likelihood of predictive reasoning, but it did not affect the rate at which participants acquired it during the experimental block. We conclude that the depth of ToM recursion (related to perspective-taking mechanisms) and rational application of belief-desire to action (instrumental rationality) constitute separate cognitive processes in ToM reasoning. [ABSTRACT FROM AUTHOR]
- Published
- 2012
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24. From the Inside: Consciousness and the First-Person Perspective.
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Rowlands, Mark
- Subjects
- *
PERSPECTIVE (Art) , *THOUGHT & thinking , *HUMAN acts (Ethics) , *CONSCIOUSNESS , *REPRESENTATION (Philosophy) , *MODERN philosophy - Abstract
To adopt a first-person perspective on consciousness is typically understood as a matter of inwardly engaging one's awareness in such a way as to make one's conscious states and their properties into objects of awareness. When awareness is thus inwardly engaged, experience functions as both act and object of awareness. As objects of awareness, an experience-token and its various properties are items of which a subject is aware. As an act of awareness, an experience-token is that in virtue of which items - in this case, other experience-tokens and their properties - can appear, to a subject, as objects of awareness. The precise nature of the relation between experience functioning as act and as object is a matter of dispute. However, two broad possibilities can be distinguished: (1) as acts of awareness, experiences reveal other experiences to subjects by way of a form of direct, unmediated, acquaintance, (2) as acts of awareness experiences reveal other experiences to subjects by way of modes of presentation of those experiences. I shall argue against (1). Possibility (2), I shall argue, entails a form of representationalism about experiences: experiences are defined by their representational role. However, (2) also yields a crucial but largely neglected consequence of representationalism: necessarily, in any given experience, there is an aspect of this experience that must be understood in terms of its representational role but cannot be understood in terms of its representational content. I shall call this the ineliminable intentional core of the experience. The ineliminable intentional core of the experience is, necessarily, not an object of inwardly engaged awareness. This entails a significant revision in the way we think about the concept of the first-person perspective, and of what it is to study consciousness from the inside. [ABSTRACT FROM AUTHOR]
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- 2008
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25. Where are you? Self- and body part localization using virtual reality setups
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Van der Veer, Albert H.
- Subjects
pointing ,first-person perspective ,bodily self-consciousness ,VR headset ,perspective ,Perspektive , zeigen , Selbst , Selbstbewusstsein , Virtuelle Realität ,large-screen immersive display ,Bodily self ,self-location ,body template ,third-person perspective ,self-consciousness ,self ,multisensory cues ,body part locations ,virtual reality ,viewpoint ,self-avatar - Abstract
This thesis investigates where it is that people locate themselves in their bodies, as well as how accurately people can indicate the locations of several of their body parts. It is not well known, whether there is/are one or more region(s) of their bodies people associate themselves with most. To answer this question, three experimental studies were performed using several virtual reality (VR) setups where participants pointed directly at themselves with a virtual pointing stick. In the first two studies, participants were also asked, outside of VR, to indicate their self-location on pictures of simple body outlines. In the last two studies, participants were additionally asked, in VR, to point to several of their body parts. Based on body part locations as pointed out by the participants in VR, the indicated self-locations could subsequently be interpreted in terms of regions of the participants' perceived bodies, besides in terms of regions of their physical bodies (i.e. based on body part locations measured on their bodies). In studies of self-location in the body, self-localization has mostly been performed using outlines of bodies not co-located with the participants' own bodies. Results from these studies have mainly shown self-localization in the (upper) face region, sometimes combined with in the upper torso region. Studies of self-location in the body using both explicit and implicit behavioral measures, have mainly shown self-localization in both the upper face and the upper torso regions. Across these previous studies findings show a mixed picture, which has motivated this further study of self-location. For this thesis, a self-directed, first-person perspective (1PP) pointing paradigm was developed, which was implemented in several VR setups across the different experiments. This paradigm was used for self-localization, as well as for body part localization. The participant was instructed to rotate a pointer with a controller for each trial such that it was pointing "directly at you", or at one of several of his body parts. The VR setups were used in the present experiments, mainly because they provide strong experimental control and the possibility of manipulating sensory cues in ways not otherwise possible (the viewpoint in study three). Further, they make comparisons possibly between results from in- and outside of VR (all studies), as well as between different VR setups (study two). In addition to the VR tasks, a not self-directed, third-person perspective (3PP) body template self-localization pointing task was used, outside of VR. There the participant was instructed to point "directly at you" with a pen on an A4 print of an outline of a body, under the assumption that this was a picture of himself. In the first study participants performed the VR self-localization task using the Oculus Rift DK2 and the template self-localization task. VR self-localization showed a very strong preference for the upper face. This was not in line with previous behavioral studies, showing self-localization mainly in both the upper face and the upper torso. Template self-localization was mostly in the upper torso, followed by in the (upper) face. This was not in line with previous studies using body outlines, showing self-localization mostly in the (upper) face. The present template results are more in line with the previous behavioral findings (from studies outside of VR), whereas the present VR behavioral findings are more in line with the previous body outline findings. It was concluded that wearing a VR headset might make people more head-focused. To investigate whether the VR findings from study one were specifically due to the use of a headset (blocking visual access to the body), or more generally to VR, in study two the VR pointing paradigm was implemented in both the Oculus Rift and a large-screen immersive display (LSID), where no headset is worn. Further, VR body part localization was added to the VR self-localization. Both in specific clinical, as well as in healthy populations, systematic distortions in the perception and representations of one's own body have been found. This has provided additional motivation for the inclusion of body part localization in studies two and three for this thesis. In study two, VR self-localization in terms of the physical body was mostly to all regions of the body from the upper torso upwards, as well as above the head. Further, participants were able to point reasonably accurately to most of their body parts in the LSID, but much less so in the VR headset. Inaccuracies were particularly large for the body parts near the borders of the body. After rescaling the self-localization pointing to the perceived body, it was mainly to the (upper followed by lower) face, followed by the (upper followed by lower) torso. This looked much more like the results from the previous behavioral studies than it did in terms of the physical body, while the differences between the VR setups had disappeared. The template task largely replicated study one, with pointing being to the upper torso most, followed by the regions of the face. It was concluded that people mostly localize themselves in the (upper) face and the (upper) torso. Moreover, that, for the interpretation of where people locate themselves, when using VR setups, it is important to take into account the occurring inaccuracies in body part localization. In study three, an individually scaled and gender-matched self-avatar, animated by the tracked movements of the participant and seen from 1PP (co-located) and a 3PP mirror-view), was implemented in the HTC Vive to provide rich feedback about the participant's body in a VR headset. Two groups of participants performed the VR self- and body part localization tasks, before and after an avatar adaptation phase where the self-avatar was experienced from either (normal) eye-height, or from chest-height. The self-avatar as such did not reduce inaccuracies in body part localization. Changing the viewpoint did alter body part localization, though. Pointing to body parts was overall shifted upwards (more for the lower body parts) from the pre- to the post-test for the chest-height group, but not for the eye-height group. The self-avatar as such, nor changing the viewpoint, changed self-location, though. No evidence was found for experienced self-location being manipulated towards the viewpoint location. A non-significant trend towards higher self-location was present for the chest-height group on the contrary, which might be due to body parts being perceived higher than normal. It was concluded that experienced body part locations might be more plastic (influenced by viewpoint) than experienced self-location. The differences between the self-localization results from the VR and the template tasks are debated and might be due to the 3PP pointing in the template task resembling pointing to someone else or even an external object, rather than to oneself. Taken together, this thesis suggests a differential involvement of multi-sensory information processing in our experienced specific self-location and our ability to locate our body parts. Self-localization seems to be less flexible, possibly because it is strongly grounded in the 'bodily senses', while body part localization appears more adaptable to the manipulation of sensory stimuli, at least in the visual modality. Zweitferöffentlichung der Verlagsveröffentlichung bei Logos Verlag GmbH, Berlin, in der Reihe MPI Series in Biological Cybernetics, No. 54, September 2019, Editor Prof. Dr. Heinrich H. Bülthoff. In der Unibibliothek Tübingen vorhanden unter den Signaturen: 59 A 6570:1 und 59 A 6570:2
- Published
- 2019
26. First- and Third-Person Perspectives in Immersive Virtual Environments: Presence and Performance Analysis of Embodied Users
- Author
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Simon Richir, Etienne Armand Amato, Geoffrey Gorisse, Olivier Christmann, Laboratoire Angevin de Mécanique, Procédés et InnovAtion (LAMPA), Université de Bordeaux (UB)-Institut Polytechnique de Bordeaux-Centre National de la Recherche Scientifique (CNRS)-Institut National de Recherche pour l’Agriculture, l’Alimentation et l’Environnement (INRAE)-Arts et Métiers Sciences et Technologies, HESAM Université (HESAM)-HESAM Université (HESAM), Dispositifs d'Information et de Communication à l'Ère du Numérique - Paris Île-de-France (DICEN-IDF), Conservatoire National des Arts et Métiers [CNAM] (CNAM), HESAM Université (HESAM)-HESAM Université (HESAM)-Université Paris Nanterre (UPN)-Université Paris-Est Marne-la-Vallée (UPEM), HESAM Université - Communauté d'universités et d'établissements Hautes écoles Sorbonne Arts et métiers université (HESAM)-HESAM Université - Communauté d'universités et d'établissements Hautes écoles Sorbonne Arts et métiers université (HESAM), Université Paris Nanterre (UPN)-Conservatoire National des Arts et Métiers [CNAM] (CNAM), HESAM Université - Communauté d'universités et d'établissements Hautes écoles Sorbonne Arts et métiers université (HESAM)-HESAM Université - Communauté d'universités et d'établissements Hautes écoles Sorbonne Arts et métiers université (HESAM)-Université Paris-Est Marne-la-Vallée (UPEM), Institut National de Recherche pour l’Agriculture, l’Alimentation et l’Environnement (INRAE)-Centre National de la Recherche Scientifique (CNRS)-Arts et Métiers Sciences et Technologies, HESAM Université (HESAM)-HESAM Université (HESAM)-Institut Polytechnique de Bordeaux-Université de Bordeaux (UB), and Conservatoire National des Arts et Métiers [CNAM] (CNAM)-Université Paris Nanterre (UPN)-Université Paris-Est Marne-la-Vallée (UPEM)
- Subjects
first-person perspective ,Computer science ,lcsh:Mechanical engineering and machinery ,Performance ,[SHS.INFO]Humanities and Social Sciences/Library and information sciences ,Context (language use) ,Virtual reality ,computer.software_genre ,lcsh:QA75.5-76.95 ,050105 experimental psychology ,Sciences de l'information et de la communication [Sciences de l'Homme et Société] ,third-person perspective ,Embodiment ,03 medical and health sciences ,0302 clinical medicine ,Empirical research ,Human–computer interaction ,Artificial Intelligence ,First-person perspective ,Presence ,lcsh:TJ1-1570 ,0501 psychology and cognitive sciences ,Relevance (information retrieval) ,presence ,Video game ,embodiment ,Robotics and AI ,Multimedia ,Sense of agency ,05 social sciences ,Perspective (graphical) ,Virtual Reality ,Computer Science Applications ,Embodied cognition ,virtual reality ,lcsh:Electronic computers. Computer science ,Third-person perspective ,computer ,030217 neurology & neurosurgery ,performance - Abstract
International audience; Current design of virtual reality (VR) applications relies essentially on the transposition of users’ viewpoint in first-person perspective (1PP). Within this context, our research aims to compare the impact and the potentialities enabled via the integration of the third-person perspective (3PP) in immersive virtual environments (IVE). Our empirical study is conducted in order to assess the sense of presence, the sense of embodiment, and performance of users confronted with a series of tasks presenting a case of potential use for the video game industry. Our results do not reveal significant differences concerning the sense of spatial presence with either point of view. Nonetheless, they provide evidence confirming the relevance of using the first-person perspective to induce a sense of embodiment toward a virtual body, especially in terms of self-location and ownership. However, no significant differences were observed concerning the sense of agency. Concerning users’ performance, our results demonstrate that the first-person perspective enables more accurate interactions, while the third-person perspective provides better space awareness
- Published
- 2017
- Full Text
- View/download PDF
27. Imagining Zombies
- Author
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Woodling, Casey and Repositório da Universidade de Lisboa
- Subjects
Philosophy ,First-person perspective ,Imagination ,Conceivability ,Third-person perspective ,Zombies - Abstract
Philosophers have argued that the conceivability of philosophical zombies creates problems for physicalism. In response, it has been argued that zombies are not conceivable. Eric Marcus (2004), for example, challenges the conceivability claim. Torin Alter (2007) argues that Marcus’s argument rests on an overly restrictive principle of imagination. I agree that the argument relies on an overly restrictive principle of imagination, but argue that Alter has not put his finger on the right one. In short, Marcus’s argument fails, but not for the reasons Alter gives.
- Published
- 2014
- Full Text
- View/download PDF
28. Consumer Behavior: The Marketplace Consumer I: Advertising and Product Development: Visual Perspectives of Ad Pictures: Persuasion Effect and Underlying Mechanism.
- Author
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Nai-Hwa Lien and Chien-Wei Chen
- Subjects
CONSUMER behavior ,PERSUASION (Psychology) - Published
- 2018
29. The Ontology and Developmental Root Of the First-Person Perspective
- Author
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Arici, Murat and Toy, Pınar
- Published
- 2014
- Full Text
- View/download PDF
30. The Ontology of Love
- Author
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Due, Reidar, author
- Published
- 2013
- Full Text
- View/download PDF
31. Effects of third person perspective on affective appraisal and engagement: Findings from SECOND LIFE
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Engagement ,Affective appraisal ,Virtual environment ,Perceived control ,Virtual worlds ,1PP ,TYhree-dimensional virtual environment ,VWs ,Human-computer interaction ,3PP ,Viewing perspective ,user engagement ,First-person perspective ,Viewing strategy ,SECOND LIFE ,Virtual environments and Gaming ,Third-person perspective ,VE ,Simulation - Abstract
This study investigates the influence of a first-person perspective (1PP) and a third-person perspective (3PP), respectively, on the affective appraisal and on the user engagement of a three-dimensional virtual environment in SECOND LIFE. Participants explored the environment while searching for five targets during a limited time span, using either a 1PP or a 3PP. No significant overall effect was found for viewing perspective on the appraisal of the three-dimensional virtual environment on the dimensions of arousal and valence. However, a 3PP yields more perceived control over the avatar and the events, which is a requirement for engagement. Analysis of the performance on the search task shows that participants using a 3PP find more objects but also need more time to find them. The present results suggest that a 3PP conveys a more distinct impression of the environment, thereby increasing engagement, and probably induces a different viewing strategy. Hence, a 3PP appears preferable for simulation and training applications in which the correct assessment of the affective properties of an environment is essential. © 2010 SAGE Publications.
- Published
- 2010
32. Effects of third person perspective on affective appraisal and engagement: Findings from SECOND LIFE
- Author
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Schuurink, E.L., Toet, A., and TNO Defensie en Veiligheid
- Subjects
Engagement ,Affective appraisal ,Virtual environment ,Perceived control ,Virtual worlds ,1PP ,TYhree-dimensional virtual environment ,VWs ,Human-computer interaction ,3PP ,Viewing perspective ,user engagement ,First-person perspective ,Viewing strategy ,SECOND LIFE ,Virtual environments and Gaming ,Third-person perspective ,VE ,Simulation - Abstract
This study investigates the influence of a first-person perspective (1PP) and a third-person perspective (3PP), respectively, on the affective appraisal and on the user engagement of a three-dimensional virtual environment in SECOND LIFE. Participants explored the environment while searching for five targets during a limited time span, using either a 1PP or a 3PP. No significant overall effect was found for viewing perspective on the appraisal of the three-dimensional virtual environment on the dimensions of arousal and valence. However, a 3PP yields more perceived control over the avatar and the events, which is a requirement for engagement. Analysis of the performance on the search task shows that participants using a 3PP find more objects but also need more time to find them. The present results suggest that a 3PP conveys a more distinct impression of the environment, thereby increasing engagement, and probably induces a different viewing strategy. Hence, a 3PP appears preferable for simulation and training applications in which the correct assessment of the affective properties of an environment is essential. © 2010 SAGE Publications.
- Published
- 2010
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