Illusions
They can involve visual, auditory, tactile, or other sensory modalities, and can be induced through various techniques.
Illusions provide insights into the brain's mechanisms for interpreting and processing sensory information, and are a valuable tool for understanding human perception and cognition.
This MeSH term covers the study of different types of illusions, their underlying neural and psychological processes, and their applications in research and entertianment.
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Most cited protocols related to «Illusions»
To analyze the questionnaire data, the average of the scores for the four statements related to ownership was computed to obtain a single “ownership statement” score. Similarly, the “agency statement” score was defined as the mean score of the four statements related to the sense of agency. The four control statements for ownership and agency were also averaged to obtain “ownership control statement” and “agency control statement” scores, respectively. Thus, references in the text to “ownership statements” or “agency statements” always refer to the average scores of the four individual statements in the original questionnaires unless explicitly stated otherwise. The ownership and agency statement scores were compared with their corresponding control statements. An average rating ≥ +1 indicates that on the group level, the participants affirmed the statement, i.e., they had experienced ownership or agency (this criterion has been used before; see Ehrsson et al., 2004 (link); Petkova and Ehrsson, 2009 (link)).
Most recents protocols related to «Illusions»
Items measuring the four dimensions of presence in English and French
Place illusion | I felt like I was “there”, in the immersive environment J'avais l'impression d'être « là», dans l'environnement immersif |
I felt I was present in the environment J’ai eu l’impression d’être présent(e) dans l'environnement | |
I felt enfulged by the virtual environment Je me suis senti(e) enveloppé(e) par l’environnement virtuel | |
I felt like I was in the same place as the characters and/or objects J’avais l’impression d’être dans le même lieu que les personnages et/ou objets | |
Plausibility illusion | The virtual environment seemed real L’environnement virtuel me semblait réel |
It was as if the elements had really happened Pour moi, c'est comme si les éléments s'étaient réellement produits | |
The events I experienced seemed real Les événements vécus me semblaient réels | |
The world I interacted with felt real Le monde avec lequel j'ai interagi me semblait réel | |
Co-presence illusion | I felt like I was interacting with other humans J'ai eu le sentiment d'interagir avec d'autres êtres humains |
I felt the presence of other people in the environment J'ai ressenti la présence d'autres personnes dans l'environnement | |
I felt that characters were aware of my presence J’ai eu l’impression que les personnages étaient conscients de ma présence | |
I felt that characters could respond to my actions J’ai eu l’impression que des personnages pouvaient répondre à mes actions | |
Social presence illusion | I felt psychologically connected to other individuals Je me suis senti psychologiquement connecté aux autres individus |
I describe the social interactions I experienced as intimate and personal Je peux qualifier les interactions sociales vécues d'intimes et personnelles | |
I felt part of/excluded from a group J'avais le sentiment de faire partie / d'être exclu d'un groupe | |
I felt a positive or negative connection with the characters J'ai senti un lien positif ou négatif avec les personnages |
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The Onset Time of the RHI was analysed with a similar 2 × 2 rmANOVA. Yet, given that not all participants reported an illusion in all four experimental conditions, statistical analyses were only run on the data from participants who responded in all the blocks (n = 12;
Finally, given that Subjective Reports were given on a continuous visual analog scale (from −100 = strongly disagree to +100 = strongly agree) instead of a 7-points Likert scale,22 (link) participants’ responses were also analysed through parametric tests. Participants’ agreement with each statement of the questionnaire were first averaged across question type (i.e., RHI/control items), and then analysed in a 2 (spatial-congruency: congruent, incongruent) x 2 (effector-type: hand, eye) x 2 (item-type: illusion, control) rmANOVA.
For each of the three dependent variables, we expected a main effect of spatial-congruency, in line with the general principle that crossmodal stimulation must be spatially congruent in order to elicit the RHI.37 (link) Crucially, in line with our main hypothesis of similar RHI for hand and eye movements, we also predicted no significant interaction between main effects. Given that the experiment was designed to allow asserting the null hypothesis (i.e., eye movements and hand movements induce the same amount of RHI), non-significant interactions between spatial-congruency and effector-type were further tested through Bayesian t-tests on the difference between spatially congruent/incongruent conditions in each type of movement. This allowed us to determine whether the datasupported the null hypothesis or if, alternatively, the null result could reflect insufficient statistical power.26 (link) All the ANOVAs were conducted using IBM SPSS Statistics for Windows, version 23 (IBM Corp.,USA). Bayesian analyses were run on JASP v. 0.12.1 (JASP Team 2016, University of Amsterdam).
It seemed as if I were feeling the touch of my finger/the red light in the location where I touched/gazed the rubber hand.
It seemed as if the touch I felt was caused by my finger/the red light touching the rubber hand.
I felt as if the rubber hand were my hand.
It felt as if my (real) hand were drifting towards the rubber hand.
It seemed as if I might have more than one left hand.
It seemed as if the touch I was feeling came from somewhere between my own hand and the rubber hand.
It felt as if my (real) hand were turning ‘rubbery’.
It felt as if the rubber hand were drifting towards my (real) hand.
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More about "Illusions"
These perceptual experiences, which differ from objective reality, can be induced through various techniques and are a valuable tool for understanding human perception and cognition.
Researchers utilize a range of technologies, such as MATLAB, OptoMotry, Presentation software, Oculus Rift DK2, SPSS Statistics 20, Ethovision software, Google Cloud Services, MATLAB 8.1, COMSOL Multiphysics 5.5, and HMZ-T1, to study the underlying neural and psychological processes of illusions.
These cutting-edge capabilities enable scientists to explore the secrets behind these fascinating phenomena and unravel the complexities of human perception.
Illusions can involve various sensory modalities, including visual, auditory, tactile, olfactory, and gustatory, and can be categorized into different types, such as optical, auditory, tactile, and cognitive illusions.
Understanding the mechanisms behind these illusory experiences is crucial for advancing fields like neuroscience, psychology, and cognitive science.
By leveraging the insights gained from the study of illusions, researchers can develop new techniques for improving human-computer interaction, enhancing virtual reality experiences, and optimizing sensory processing in various applications.
Additionally, the application of illusions in entertainment and art can provide unique and captivating experiences for audiences.
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