Out-of-body experiences (OBEs) are subjective experiences of seeing one's own body and the en... more Out-of-body experiences (OBEs) are subjective experiences of seeing one's own body and the environment from a location outside the physical body. They can arise spontaneously or in specific conditions, such as during the intake of dissociative drug. Given its unpredictable occurrence, one way to empirically study it is to induce subjective experiences resembling an OBE using technology such as virtual reality. We employed a complex multisensory method of virtual embodiment in a virtual reality scenario with seven healthy participants to induce virtual OBE-like experiences. Participants performed two conditions in a randomly determined order. For both conditions, the participant's viewpoint was lifted out of the virtual body toward the ceiling of the virtual room, and real body movements were (visuo-tactile ON condition) or were not (visuo-tactile OFF condition) translated into movements on the virtual body below—the latter aiming to maintain a feeling of connection with the ...
Esta tesis defiende la proposicion de que por medio de la Realidad Virtual (RV) y del sentido de ... more Esta tesis defiende la proposicion de que por medio de la Realidad Virtual (RV) y del sentido de posesion de su cuerpo, es posible experimentar fenomenos que de otro modo serian imposibles experimentar para estudiar sus consecuencias. En esta investigacion nos centramos en la muerte personal. En primer lugar, presentamos un trabajo que tiene como objetivo investigar la posibilidad de construir un entorno virtual inmersivo compartido, que permite transmitir el tacto entre los usuarios mediante vibraciones. Para ello, hemos creado un sistema en el cual tres participantes, situados en tres ubicaciones diferentes, encarnados en un cuerpo virtual de tamano real visto desde una perspectiva en primera persona (1PP) podian interactuar juntos. Los resultados mostraron el buen rendimiento de la plataforma y su eficacia para futuras investigaciones de interacciones sociales. Ademas, mostraron que la intervencion tactil no tuvo ningun efecto sobre la posesion del cuerpo virtual, la presencia y ...
El profesor Pierre Bourdin y la alumna en prácticas Laura Beltrán de la UOC han desarrollado una ... more El profesor Pierre Bourdin y la alumna en prácticas Laura Beltrán de la UOC han desarrollado una de aplicación de realidad aumentada y una aplicación de realidad virtual para la nueva exposición del Museu de Cervera creada por Xavier Marrades, «Diàlegs amb la Casa Duran. Memòries en trànsit».
Evidence suggests that the sense of the position of our body parts can be surreptitiously deceive... more Evidence suggests that the sense of the position of our body parts can be surreptitiously deceived, for instance through illusory visual inputs. However, whether altered visual feedback during limb movement can induce substantial unconscious motor and muscular adjustments is not known. To address this question, we covertly manipulated virtual body movements in immersive virtual reality. Participants were instructed to flex their elbow to 90° while tensing an elastic band, as their virtual arm reproduced the same, a reduced (75°), or an amplified (105°) movement. We recorded muscle activity using electromyography, and assessed body ownership, agency and proprioception of the arm. Our results not only show that participants compensated for the avatar’s manipulated arm movement while being completely unaware of it, but also that it is possible to induce unconscious motor adaptations requiring significant changes in muscular activity. Altered visual feedback through body ownership illus...
Immersive virtual reality can be used to visually substitute a person's real body by a life-s... more Immersive virtual reality can be used to visually substitute a person's real body by a life-sized virtual body (VB) that is seen from first person perspective. Using real-time motion capture the VB can be programmed to move synchronously with the real body (visuomotor synchrony), and also virtual objects seen to strike the VB can be felt through corresponding vibrotactile stimulation on the actual body (visuotactile synchrony). This setup typically gives rise to a strong perceptual illusion of ownership over the VB. When the viewpoint is lifted up and out of the VB so that it is seen below this may result in an out-of-body experience (OBE). In a two-factor between-groups experiment with 16 female participants per group we tested how fear of death might be influenced by two different methods for producing an OBE. In an initial embodiment phase where both groups experienced the same multisensory stimuli there was a strong feeling of body ownership. Then the viewpoint was lifted up...
Eighth International Conference on Technological Ecosystems for Enhancing Multiculturality
Video games can be an invaluable learning tool beyond pure skill acquisition, such as teaching us... more Video games can be an invaluable learning tool beyond pure skill acquisition, such as teaching us how to empathize with others or even self-reflecting on basic existential concerns: isolation, freedom, meaninglessness or death. This is further emphasized with the use of immersive technologies and becomes especially relevant when the experience itself is very difficult to replicate, when not impossible, in the real world. On that regard, this paper analyzes the impact of virtual reality (VR) commercial video games on the existential concern of one's own death. Participants (N 30) played one of three games for 15 minutes and the aftermath was examined using questionnaires and the implicit relational assessment procedure (IRAP). Our results show that there is no difference in the game experience, despite the different gameplay. However, IRAP results seem to indicate that players of the action game have a different attitude towards death.
Group pressure can often result in people carrying out harmful actions towards others that they w... more Group pressure can often result in people carrying out harmful actions towards others that they would not normally carry out by themselves. However, few studies have manipulated factors that might overcome this. Here male participants (n = 60) were in a virtual reality (VR) scenario of sexual harassment (SH) of a lone woman by a group of males in a bar. Participants were either only embodied as one of the males (Group, n = 20), or also as the woman (Woman, n = 20). A control group (n = 20) only experienced the empty bar, not the SH. One week later they were the Teacher in a VR version of Milgram’s Obedience experiment where they were encouraged to give shocks to a female Learner by a group of 3 virtual males. Those who had been in the Woman condition gave about half the number of shocks of those in the Group condition, with the controls between these two. We explain the results through embodiment promoting identification with the woman or the group, and delegitimization of the group...
El Dr. Joan Llobera es investigador en realidad virtual y ciencias cognitivas. Actualmente trabaj... more El Dr. Joan Llobera es investigador en realidad virtual y ciencias cognitivas. Actualmente trabaja como investigador en la fundación i2cat, en proyectos de realidad virtual y transmisión de vídeo. También es fundador y CTO de Timepath SL, una spin-off de la UB dedicada a simplificar la creación de personajes autónomos y la creación de historias de RV.
Immersive technologies are becoming increasingly popular in a wide range of fields from gaming to... more Immersive technologies are becoming increasingly popular in a wide range of fields from gaming to therapy. While there is a high number of case studies in education with promising results in terms of students’ performance and engagement, there has still not been widespread adoption. Indeed, more research focused on large-size samples, assessing and discussing the effects on the medium and large term is required, as well as comparisons among different hardware and software, and guidelines for instructors that want to introduce these technologies in their classrooms. In this paper, we focus on the use of immersive technologies applications in higher education. In particular, we explain the basics of immersive technologies, review the main applications in higher education, discuss benefits and challenges, and describe good practices for instructors.
Mortality is an obvious if uncomfortable part of the human condition, yet it is impossible to stu... more Mortality is an obvious if uncomfortable part of the human condition, yet it is impossible to study its impact on anyone who experiences it. Reports of phenomena associated with death such as out-of-the-body (OBE) and near death experiences (NDE) can only be studied post-hoc, since it is impossible to design a scientific study where an experimental group experiences death (and returns) and a control group does not. Yet NDEs seem to have a profound influence on the subsequent lives of people and are therefore worthy of study. Terror Management Theory, which argues that death anxiety contributes to in-group solidarity and hostility to out-groups, relies on studies that manipulate opinions and cannot be based on experiential evidence. Here we introduce a potential methodology that uses immersive virtual reality (VR) for the study of mortality and NDEs. Participants are embodied in alternate bodies in a beautiful island along with two companions. They explore the island and carry out tasks together. The mechanism of embodiment produces strong illusions of ownership over their life-sized virtual bodies. Over time each participant witnesses the death of the two companions and then her own death—which includes the reported features of an NDE (OBE, life review, the tunnel leading to white light) followed by a period of observation of the continuing activities in the virtual world on an external screen. Fifteen female participants experienced 6 sessions in the island, each starting as a child and gradually maturing, and eventually ageing and dying. Sixteen control subjects formed a waiting group. We introduce this as a methodology for the study of these issues, and present promising results, suggesting that those who experienced the island report life attitude changes, becoming more concerned with others and more interested in global rather than material issues compared to the control group. The results are based on a small sample size, and should be considered as indicative of the possibilities of this new methodology as a way forward for future studies in this field.
A Virtual Out-of-Body Experience Reduces Fear of Death A Virtual Out-of-Body Experience Reduces F... more A Virtual Out-of-Body Experience Reduces Fear of Death A Virtual Out-of-Body Experience Reduces Fear of Death Mel Slater ICREA-University of Barcelona Barcelona, Barcelona SPAIN Body ownership; embodiment; out-of-body experiences; OBE; fear of death; death anxiety; near-death experience; NDE; Rubber hand illusion; Virtual Reality; virtual body. Immersive virtual reality can be used to visually substitute a person's real body by a life-sized virtual body (VB) that is seen from first person perspective. Using real-time motion capture the VB can be programmed to move synchronously with the real body (visuomotor synchrony), and also virtual objects seen to strike the VB can be felt through corresponding vibrotactile stimulation on the actual body (visuotactile synchrony). This setup typically gives rise to a strong perceptual illusion of ownership over the VB. When the viewpoint is lifted up and out of the VB so that it is seen below this may result in an out-of-body experience (OBE). In a two-factor between-groups experiment with 16 female participants per group we tested how fear of death might be influenced by two different methods for producing an OBE. In an initial embodiment phase where both groups experienced the same multisensory stimuli there was a strong feeling of body ownership. Then the viewpoint was lifted up and behind the VB. In the experimental group once the viewpoint was out of the VB there was no further connection with it (no visuomotor or visuotactile synchrony). In a control condition, although the viewpoint was in the identical place as in the experimental group, visuomotor and visuotactile synchrony continued. While both groups reported high scores on a question about their OBE illusion, the experimental group had a greater feeling of disownership towards the VB below compared to the control group, in line with previous findings. Fear of death in the experimental group was found to be lower than in the control group. This is in line with previous reports that naturally occurring OBEs are often associated with enhanced belief in life after death.
Evidence suggests that the sense of the position of our body parts can be surreptitiously deceive... more Evidence suggests that the sense of the position of our body parts can be surreptitiously deceived, for instance through illusory visual inputs. However, whether altered visual feedback during limb movement can induce substantial unconscious motor and muscular adjustments is not known. To address this question, we covertly manipulated virtual body movements in immersive virtual reality. Participants were instructed to flex their elbow to 90° while tensing an elastic band, as their virtual arm reproduced the same, a reduced (75°), or an amplified (105°) movement. We recorded muscle activity using electromyography, and assessed body ownership, agency and proprioception of the arm. Our results not only show that participants compensated for the avatar’s manipulated arm movement while being completely unaware of it, but also that it is possible to induce unconscious motor adaptations requiring significant changes in muscular activity. Altered visual feedback through body ownership illusions can influence motor performance in a process that bypasses awareness.
We built a Collaborative Virtual Environment (CVE) allowing one person, the 'visitor' to be d... more We built a Collaborative Virtual Environment (CVE) allowing one person, the 'visitor' to be digitally transported to a remote destination to interact with local people there. This included full body tracking, vibrotactile feedback and voice. This allowed interactions in the same CVE between multiple people situated in different physical remote locations. This system was used for an experiment to study whether the conveyance of touch has an impact on the willingness of participants embodied in the CVE to sing in public.
In a first experimental condition, the experimenter virtually touched the avatar of the participants on the shoulder, producing vibrotactile feedback. In another condition using the identical physical setup, the vibrotactile displays were not activated, so that they would not feel the touch. Our hypothesis was that the tactile touch condition would produce a greater likelihood of compliance with the request to sing. In a second part we examined the hypothesis that people might be more willing to sing (execute an embarrassing task) in a CVE, because of the anonymity provided by virtual reality. Hence we carried out a similar study in physical reality.
The results suggest that the tactile intervention had no effect on the sensations of body ownership, presence or the behaviours of the participants, in spite of the finding that the sensation of touch itself was effectively realised. Moreover we found an overall similarity in responses between the VR and real conditions.
Out-of-body experiences (OBEs) are subjective experiences of seeing one's own body and the en... more Out-of-body experiences (OBEs) are subjective experiences of seeing one's own body and the environment from a location outside the physical body. They can arise spontaneously or in specific conditions, such as during the intake of dissociative drug. Given its unpredictable occurrence, one way to empirically study it is to induce subjective experiences resembling an OBE using technology such as virtual reality. We employed a complex multisensory method of virtual embodiment in a virtual reality scenario with seven healthy participants to induce virtual OBE-like experiences. Participants performed two conditions in a randomly determined order. For both conditions, the participant's viewpoint was lifted out of the virtual body toward the ceiling of the virtual room, and real body movements were (visuo-tactile ON condition) or were not (visuo-tactile OFF condition) translated into movements on the virtual body below—the latter aiming to maintain a feeling of connection with the ...
Esta tesis defiende la proposicion de que por medio de la Realidad Virtual (RV) y del sentido de ... more Esta tesis defiende la proposicion de que por medio de la Realidad Virtual (RV) y del sentido de posesion de su cuerpo, es posible experimentar fenomenos que de otro modo serian imposibles experimentar para estudiar sus consecuencias. En esta investigacion nos centramos en la muerte personal. En primer lugar, presentamos un trabajo que tiene como objetivo investigar la posibilidad de construir un entorno virtual inmersivo compartido, que permite transmitir el tacto entre los usuarios mediante vibraciones. Para ello, hemos creado un sistema en el cual tres participantes, situados en tres ubicaciones diferentes, encarnados en un cuerpo virtual de tamano real visto desde una perspectiva en primera persona (1PP) podian interactuar juntos. Los resultados mostraron el buen rendimiento de la plataforma y su eficacia para futuras investigaciones de interacciones sociales. Ademas, mostraron que la intervencion tactil no tuvo ningun efecto sobre la posesion del cuerpo virtual, la presencia y ...
El profesor Pierre Bourdin y la alumna en prácticas Laura Beltrán de la UOC han desarrollado una ... more El profesor Pierre Bourdin y la alumna en prácticas Laura Beltrán de la UOC han desarrollado una de aplicación de realidad aumentada y una aplicación de realidad virtual para la nueva exposición del Museu de Cervera creada por Xavier Marrades, «Diàlegs amb la Casa Duran. Memòries en trànsit».
Evidence suggests that the sense of the position of our body parts can be surreptitiously deceive... more Evidence suggests that the sense of the position of our body parts can be surreptitiously deceived, for instance through illusory visual inputs. However, whether altered visual feedback during limb movement can induce substantial unconscious motor and muscular adjustments is not known. To address this question, we covertly manipulated virtual body movements in immersive virtual reality. Participants were instructed to flex their elbow to 90° while tensing an elastic band, as their virtual arm reproduced the same, a reduced (75°), or an amplified (105°) movement. We recorded muscle activity using electromyography, and assessed body ownership, agency and proprioception of the arm. Our results not only show that participants compensated for the avatar’s manipulated arm movement while being completely unaware of it, but also that it is possible to induce unconscious motor adaptations requiring significant changes in muscular activity. Altered visual feedback through body ownership illus...
Immersive virtual reality can be used to visually substitute a person's real body by a life-s... more Immersive virtual reality can be used to visually substitute a person's real body by a life-sized virtual body (VB) that is seen from first person perspective. Using real-time motion capture the VB can be programmed to move synchronously with the real body (visuomotor synchrony), and also virtual objects seen to strike the VB can be felt through corresponding vibrotactile stimulation on the actual body (visuotactile synchrony). This setup typically gives rise to a strong perceptual illusion of ownership over the VB. When the viewpoint is lifted up and out of the VB so that it is seen below this may result in an out-of-body experience (OBE). In a two-factor between-groups experiment with 16 female participants per group we tested how fear of death might be influenced by two different methods for producing an OBE. In an initial embodiment phase where both groups experienced the same multisensory stimuli there was a strong feeling of body ownership. Then the viewpoint was lifted up...
Eighth International Conference on Technological Ecosystems for Enhancing Multiculturality
Video games can be an invaluable learning tool beyond pure skill acquisition, such as teaching us... more Video games can be an invaluable learning tool beyond pure skill acquisition, such as teaching us how to empathize with others or even self-reflecting on basic existential concerns: isolation, freedom, meaninglessness or death. This is further emphasized with the use of immersive technologies and becomes especially relevant when the experience itself is very difficult to replicate, when not impossible, in the real world. On that regard, this paper analyzes the impact of virtual reality (VR) commercial video games on the existential concern of one's own death. Participants (N 30) played one of three games for 15 minutes and the aftermath was examined using questionnaires and the implicit relational assessment procedure (IRAP). Our results show that there is no difference in the game experience, despite the different gameplay. However, IRAP results seem to indicate that players of the action game have a different attitude towards death.
Group pressure can often result in people carrying out harmful actions towards others that they w... more Group pressure can often result in people carrying out harmful actions towards others that they would not normally carry out by themselves. However, few studies have manipulated factors that might overcome this. Here male participants (n = 60) were in a virtual reality (VR) scenario of sexual harassment (SH) of a lone woman by a group of males in a bar. Participants were either only embodied as one of the males (Group, n = 20), or also as the woman (Woman, n = 20). A control group (n = 20) only experienced the empty bar, not the SH. One week later they were the Teacher in a VR version of Milgram’s Obedience experiment where they were encouraged to give shocks to a female Learner by a group of 3 virtual males. Those who had been in the Woman condition gave about half the number of shocks of those in the Group condition, with the controls between these two. We explain the results through embodiment promoting identification with the woman or the group, and delegitimization of the group...
El Dr. Joan Llobera es investigador en realidad virtual y ciencias cognitivas. Actualmente trabaj... more El Dr. Joan Llobera es investigador en realidad virtual y ciencias cognitivas. Actualmente trabaja como investigador en la fundación i2cat, en proyectos de realidad virtual y transmisión de vídeo. También es fundador y CTO de Timepath SL, una spin-off de la UB dedicada a simplificar la creación de personajes autónomos y la creación de historias de RV.
Immersive technologies are becoming increasingly popular in a wide range of fields from gaming to... more Immersive technologies are becoming increasingly popular in a wide range of fields from gaming to therapy. While there is a high number of case studies in education with promising results in terms of students’ performance and engagement, there has still not been widespread adoption. Indeed, more research focused on large-size samples, assessing and discussing the effects on the medium and large term is required, as well as comparisons among different hardware and software, and guidelines for instructors that want to introduce these technologies in their classrooms. In this paper, we focus on the use of immersive technologies applications in higher education. In particular, we explain the basics of immersive technologies, review the main applications in higher education, discuss benefits and challenges, and describe good practices for instructors.
Mortality is an obvious if uncomfortable part of the human condition, yet it is impossible to stu... more Mortality is an obvious if uncomfortable part of the human condition, yet it is impossible to study its impact on anyone who experiences it. Reports of phenomena associated with death such as out-of-the-body (OBE) and near death experiences (NDE) can only be studied post-hoc, since it is impossible to design a scientific study where an experimental group experiences death (and returns) and a control group does not. Yet NDEs seem to have a profound influence on the subsequent lives of people and are therefore worthy of study. Terror Management Theory, which argues that death anxiety contributes to in-group solidarity and hostility to out-groups, relies on studies that manipulate opinions and cannot be based on experiential evidence. Here we introduce a potential methodology that uses immersive virtual reality (VR) for the study of mortality and NDEs. Participants are embodied in alternate bodies in a beautiful island along with two companions. They explore the island and carry out tasks together. The mechanism of embodiment produces strong illusions of ownership over their life-sized virtual bodies. Over time each participant witnesses the death of the two companions and then her own death—which includes the reported features of an NDE (OBE, life review, the tunnel leading to white light) followed by a period of observation of the continuing activities in the virtual world on an external screen. Fifteen female participants experienced 6 sessions in the island, each starting as a child and gradually maturing, and eventually ageing and dying. Sixteen control subjects formed a waiting group. We introduce this as a methodology for the study of these issues, and present promising results, suggesting that those who experienced the island report life attitude changes, becoming more concerned with others and more interested in global rather than material issues compared to the control group. The results are based on a small sample size, and should be considered as indicative of the possibilities of this new methodology as a way forward for future studies in this field.
A Virtual Out-of-Body Experience Reduces Fear of Death A Virtual Out-of-Body Experience Reduces F... more A Virtual Out-of-Body Experience Reduces Fear of Death A Virtual Out-of-Body Experience Reduces Fear of Death Mel Slater ICREA-University of Barcelona Barcelona, Barcelona SPAIN Body ownership; embodiment; out-of-body experiences; OBE; fear of death; death anxiety; near-death experience; NDE; Rubber hand illusion; Virtual Reality; virtual body. Immersive virtual reality can be used to visually substitute a person's real body by a life-sized virtual body (VB) that is seen from first person perspective. Using real-time motion capture the VB can be programmed to move synchronously with the real body (visuomotor synchrony), and also virtual objects seen to strike the VB can be felt through corresponding vibrotactile stimulation on the actual body (visuotactile synchrony). This setup typically gives rise to a strong perceptual illusion of ownership over the VB. When the viewpoint is lifted up and out of the VB so that it is seen below this may result in an out-of-body experience (OBE). In a two-factor between-groups experiment with 16 female participants per group we tested how fear of death might be influenced by two different methods for producing an OBE. In an initial embodiment phase where both groups experienced the same multisensory stimuli there was a strong feeling of body ownership. Then the viewpoint was lifted up and behind the VB. In the experimental group once the viewpoint was out of the VB there was no further connection with it (no visuomotor or visuotactile synchrony). In a control condition, although the viewpoint was in the identical place as in the experimental group, visuomotor and visuotactile synchrony continued. While both groups reported high scores on a question about their OBE illusion, the experimental group had a greater feeling of disownership towards the VB below compared to the control group, in line with previous findings. Fear of death in the experimental group was found to be lower than in the control group. This is in line with previous reports that naturally occurring OBEs are often associated with enhanced belief in life after death.
Evidence suggests that the sense of the position of our body parts can be surreptitiously deceive... more Evidence suggests that the sense of the position of our body parts can be surreptitiously deceived, for instance through illusory visual inputs. However, whether altered visual feedback during limb movement can induce substantial unconscious motor and muscular adjustments is not known. To address this question, we covertly manipulated virtual body movements in immersive virtual reality. Participants were instructed to flex their elbow to 90° while tensing an elastic band, as their virtual arm reproduced the same, a reduced (75°), or an amplified (105°) movement. We recorded muscle activity using electromyography, and assessed body ownership, agency and proprioception of the arm. Our results not only show that participants compensated for the avatar’s manipulated arm movement while being completely unaware of it, but also that it is possible to induce unconscious motor adaptations requiring significant changes in muscular activity. Altered visual feedback through body ownership illusions can influence motor performance in a process that bypasses awareness.
We built a Collaborative Virtual Environment (CVE) allowing one person, the 'visitor' to be d... more We built a Collaborative Virtual Environment (CVE) allowing one person, the 'visitor' to be digitally transported to a remote destination to interact with local people there. This included full body tracking, vibrotactile feedback and voice. This allowed interactions in the same CVE between multiple people situated in different physical remote locations. This system was used for an experiment to study whether the conveyance of touch has an impact on the willingness of participants embodied in the CVE to sing in public.
In a first experimental condition, the experimenter virtually touched the avatar of the participants on the shoulder, producing vibrotactile feedback. In another condition using the identical physical setup, the vibrotactile displays were not activated, so that they would not feel the touch. Our hypothesis was that the tactile touch condition would produce a greater likelihood of compliance with the request to sing. In a second part we examined the hypothesis that people might be more willing to sing (execute an embarrassing task) in a CVE, because of the anonymity provided by virtual reality. Hence we carried out a similar study in physical reality.
The results suggest that the tactile intervention had no effect on the sensations of body ownership, presence or the behaviours of the participants, in spite of the finding that the sensation of touch itself was effectively realised. Moreover we found an overall similarity in responses between the VR and real conditions.
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Papers by Pierre BOURDIN
In a first experimental condition, the experimenter virtually touched the avatar of the participants on the shoulder, producing vibrotactile feedback. In another condition using the identical physical setup, the vibrotactile displays were not activated, so that they would not feel the touch. Our hypothesis was that the tactile touch condition would produce a greater likelihood of compliance with the request to sing. In a second part we examined the hypothesis that people might be more willing to sing (execute an embarrassing task) in a CVE, because of the anonymity provided by virtual reality. Hence we carried out a similar study in physical reality.
The results suggest that the tactile intervention had no effect on the sensations of body ownership, presence or the behaviours of the participants, in spite of the finding that the sensation of touch itself was effectively realised. Moreover we found an overall similarity in responses between the VR and real conditions.
In a first experimental condition, the experimenter virtually touched the avatar of the participants on the shoulder, producing vibrotactile feedback. In another condition using the identical physical setup, the vibrotactile displays were not activated, so that they would not feel the touch. Our hypothesis was that the tactile touch condition would produce a greater likelihood of compliance with the request to sing. In a second part we examined the hypothesis that people might be more willing to sing (execute an embarrassing task) in a CVE, because of the anonymity provided by virtual reality. Hence we carried out a similar study in physical reality.
The results suggest that the tactile intervention had no effect on the sensations of body ownership, presence or the behaviours of the participants, in spite of the finding that the sensation of touch itself was effectively realised. Moreover we found an overall similarity in responses between the VR and real conditions.