Bodily Self-Perception under Vestibular Galvanic Stimulation in Virtual Reality: A Replication and Extension of Karnath et al. (2019)
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Description
Virtual reality (VR) provides a tool for studying bodily self-perception by
allowing the controlled manipulation of sensory inputs and body
representations. Past studies produced inconclusive results regarding
the impact of vestibular signals on body schema. For example, one
study reported increased perceived hand sizes due to vestibular
stimulation, while another study failed to show such an effect on
perceived arm or leg length. We aimed to replicate the later study and
added conditions to overcome potential shortcomings, particularly
regarding the stimulation type and the stimulation intensity. Twenty
participants engaged with an avatar seen from first person perspective
in a VR setup, adjusting its arm to match their perceived arm length.
Galvanic vestibular stimulation (GVS) was applied using both direct
current (DC) GVS and alternating current (AC) GVS at intensities of
0.375 mA and 1 mA. VR allowed precise control over task conditions
and immersive engagement with the virtual body, fostering a
heightened sense of embodiment. Despite the immersive VR
environment and novel stimulation methods, effects of DC-GVS and
AC-GVS on avatars’ arm size were, as in the original study, absent. By
highlighting the interaction between vestibular input and bodily
representation within a VR framework, this study underscores the
potential of immersive technologies to advance research on bodily self-
perception. Future research should explore alternative VR paradigms
and stimulation protocols to better capture subtle shifts in body schema.
VR remains a promising avenue for disentangling the complex sensory
processes underlying bodily self-awareness.
allowing the controlled manipulation of sensory inputs and body
representations. Past studies produced inconclusive results regarding
the impact of vestibular signals on body schema. For example, one
study reported increased perceived hand sizes due to vestibular
stimulation, while another study failed to show such an effect on
perceived arm or leg length. We aimed to replicate the later study and
added conditions to overcome potential shortcomings, particularly
regarding the stimulation type and the stimulation intensity. Twenty
participants engaged with an avatar seen from first person perspective
in a VR setup, adjusting its arm to match their perceived arm length.
Galvanic vestibular stimulation (GVS) was applied using both direct
current (DC) GVS and alternating current (AC) GVS at intensities of
0.375 mA and 1 mA. VR allowed precise control over task conditions
and immersive engagement with the virtual body, fostering a
heightened sense of embodiment. Despite the immersive VR
environment and novel stimulation methods, effects of DC-GVS and
AC-GVS on avatars’ arm size were, as in the original study, absent. By
highlighting the interaction between vestibular input and bodily
representation within a VR framework, this study underscores the
potential of immersive technologies to advance research on bodily self-
perception. Future research should explore alternative VR paradigms
and stimulation protocols to better capture subtle shifts in body schema.
VR remains a promising avenue for disentangling the complex sensory
processes underlying bodily self-awareness.
Date of Publication
2025-09-09
Publication Type
Conference Item
Subject(s)
100 - Philosophy::150 - Psychology
Language(s)
en
Additional Credits
Institute of Psychology, Cognitive Psychology, Perception and Methodology
Institut für Psychologie - Kognitive Psychologie (Prof. Mast)
Title of Event
Access(Rights)
open.access