Digital Psychology Issue 2 KORR4.Indd

Digital Psychology Issue 2 KORR4.Indd

Towards a Common Framework for Mediated Embodiment Laura Aymerich-Franch1* 1 Ramón y Cajal Senior Research Fellow, Pompeu Fabra University, Barcelona Abstract Article History Mediated embodiment is the technologically generated illusion of replacing a person’s body with an avatar body. Received 17 December 2019 Virtual reality is the most representative technology of mediated embodiment. However, other forms of embo- Revised 29 March 2020 diment are emerging and need to be examined. The inclusion of all mediated embodiment technologies under a Accepted 29 March 2020 common paradigm would more readily facilitate their study. Here, a unified conceptual framework of mediated DOI 10.24989/dp.v1i2.1824 embodiment is presented, which integrates robot embodiment as part of the phenomenon, and allows the in- clusion under the same umbrella of embodiment technologies that might emerge in the future. The minimum conditions necessary to induce the embodiment illusion, as well as the technical principles used to create this illusion, are discussed. Furthermore, it is suggested that mediated embodiment technologies can be regarded as tools that increase human capabilities in four directions: embodiment of a new self; expansion of traveling capa- bilities; expansion of body capabilities; and the reach of immortality. The principal research conducted in the field of mediated embodiment is explained in connection to these categories. The framework is expected to contribute to creating awareness of the commonalities of mediated embodiment technologies among the different research communities that work with mediated embodiment. Keywords: mediated embodiment, virtual reality, robots, robot embodiment, avatar, body-ownership 1 Introduction The first step is the development of a concept that encom- passes all embodiment technologies. This defining concept Mediated embodiment technologies are capable of generating needs to be broad enough to embrace the illusion of embodi- the illusion that an avatar body temporarily substitutes for a ment produced by any type of embodiment technology. At the person’s body. Experiences of embodiment in avatars are gen- same time, it needs to be narrow enough to only include experi- erally associated with virtual reality. However, other technolo- ences of embodiment that are technologically induced. gies can also be used to produce similar illusions. In particular, The concept ofmediated embodiment is the most appropriate robot embodiment has recently emerged as another important for this purpose. The term has previously been used in a similar technology capable of creating this illusion (Alimardani, Nishio, manner to describe the degree to which the user’s body is cou- & Ishiguro, 2013; Aymerich-Franch et al., 2015, 2016, 2017a, pled to the interface (Biocca, 2002). Related terminology is also 2017b; Aymerich-Franch, Kishore, & Slater, 2019; Cohen et al., regularly used to describe several processes in virtual reality: us- 2012, 2014; Kishore et al., 2014, 2016). While empirical evidence ers embody avatars, and the feeling of experiencing the avatar’s is not yet available, other technologies, such as holograms or body as one’s own during a mediated embodiment experience drones, could potentially be used to achieve similar effects. is called sense of embodiment (Kilteni, Groten, & Slater, 2012). Technologically induced illusions of embodiment can entail Notably, virtual embodiment describes the process of mediated important cognitive, attitudinal, and behavioral effects for the embodiment specifically using the technology of virtual reality, embodied user (Aymerich-Franch, Kizilcec, & Bailenson, 2014; that is, employing virtual reality technology to substitute a per- Groom, Bailenson, & Nass, 2009; Hershfield, et al., 2011; Peck, son’s physical body with a virtual one (Spanlang et al., 2014). Seinfeld, Aglioti, & Slater, 2013; Rosenberg et al., 2013; Won, Here, mediated embodiment extends the concept of virtual Bailenson, Lee, & Lanier, 2015; Yee & Bailenson, 2007) that need embodiment, and is defined as the technologically-generated il- to be examined and understood, especially in the most recent lusion of substituting a person’s physical body with an avatar, and emerging manifestations of the phenomenon. Thus, a uni- independent of the technology used to produce the illusion fied conceptual framework of mediated embodiment would (Aymerich-Franch, 2018). Mediated refers to the use of techni- help to facilitate the study of this phenomenon as a whole. cal mediums (Davis, 2000). Embodiment, as it applies here, indi- Copyright 2020, Facultas, Vienna 3 Digital Psychology 2020, Volume 1, Issue 2 Laura Aymerich-Franch cates the existence in the world through a body (Csordas, 1999). tars in virtual reality resemble human bodies, but avatar bodies However, embodiment is a rather complex concept, which has that represent other entities, such as animals (Ahn, et al., 2016), been applied with many different meanings in many different can also be used for this purpose. Virtual avatars could poten- fields and contexts. It remains rather vague as to what exactly tially be used in other emerging technologies, such as in future it means to be embodied, or how humans and other physical forms of hologram embodiment. systems are embodied. Physical avatars currently represent users in robotic embodi- Metzinger (2006, 2014) proposes a differentiation between ment. A robot is a physical entity situated in the physical reality. first, second, and third-order embodiment. According to this Thus, when users embody a robot, the avatar can be classified author, first-order embodiment systems are “reactive, adaptive as physical. At present, humanoid robots of closely human (Ali- systems, achieving intelligent behavior without explicit compu- mardani et al., 2013; Becker-Asano et al., 2012) and non-human tation” (Metzinger, 2014: 272). Second-order embodiment sys- appearance (Aymerich-Franch et al., 2015, 2016, 2017a, 2017b; tems “increase their level of causal self-control by explicitly and Becker-Asano et al., 2012; Cohen et al., 2012, 2014; Kishore et holistically representing themselves as embodied” (Metzinger, al., 2014, 2016) are used as physical avatars. However, other 2014: 274). Finally, third-order embodiment systems are those physical entities such as drones, other types of robots, or even that “not only explicitly model themselves as an embodied be- cyborgs might potentially become physical avatars in future ing, but also map some of the representational content generated forms of mediated embodiment. in this process onto the level of conscious experience” (Metz- inger, 2014: 274). Importantly, in the third-order embodiment, physical sys- 3 Minimum conditions necessary for tems consciously experience themselves as embodied, while experiencing sense of embodiment possessing affective or sensorimotor states (Metzinger, 2014). in mediated embodiment This type of embodiment is found in conscious human beings and also in experimentally induced full-body illusions (Metz- Mediated embodiment is related to the process of technologically inger, 2014). Mediated embodiment experiences with virtual embodying a user in an avatar, whereas a sense of embodiment in and robotic avatars are a type of experimentally/technologically a virtual or physical avatar body is a result of this process. induced full-body illusion. Hence, they can be considered third- Kilteni, Groten, and Slater (2012) definesense of embodiment order embodiment, according to this classification. in the specific context of mediated embodiment as “the ensem- ble of sensations that result from being inside, having, and con- trolling an avatar body” (p. 374–375). 2 The role of avatars in mediated According to Kilteni, Groten, and Slater (2012), sense of em- embodiment bodiment results from: body-ownership, which is the feeling that a body or a limb belongs to oneself (Gallagher, 2000; Tsaki- Avatars are a core element of mediated embodiment. When ris, 2010); self-location, which is a determinate volume in space people are embodied in avatars, they experience ownership where one feels to be located (Blanke & Metzinger, 2009); and and agency over the body of that avatar (Kilteni, Groten, & agency, which refers to the capacity to control one’s own actions Slater, 2012), and self-location within its bodily boundaries (Haggard, 2017) or, in the particular case of mediated embodi- (Lenggenhager, Tadi, Metzinger, & Blanke, 2007; Slater, Perez- ment, the avatar’s actions (Kilteni, Groten, & Slater, 2012). Marcos, Ehrsson, & Sanchez-Vives, 2008, 2009; Slater, Spanlang, The reason why humans are able to experience sense of em- Sanchez-Vives, & Blanke, 2010). bodiment in avatar bodies is a complex question. A crucial as- Other terms used in place of avatar include “incarnation” or pect to understand in relation to this process of re-embodiment “appearance” (Harper, 2018). In virtual reality, this concept has is the importance of overcoming the conception of any living been largely adopted to describe users’ self-representation in the being – including humans – as closed, permanent units, at all mediated environment (Ahn, Fox, & Bailenson, 2012). Both its levels of their existence. roots and its acceptance in the virtual reality field make the con- In this regard, it is important to acknowledge the high mal- cept perfectly extendable to also describe users’ surrogate body leability of human minds and bodies to permanently redefine in other forms of mediated embodiment. If this wider definition

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