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      <title-group>
        <article-title>Command Systems And Player-Avatar Interaction In Successful Fighting Games In Light Of Neuroscientific Theories And Models</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Alan D.A. Mattiassi</string-name>
          <email>alan.mattiassi@uniud.it</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Department of Humanities and Cultural Heritage, University of Udine Udine</institution>
          ,
          <country country="IT">Italy</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>Videogames allow the player to control an avatar with a virtual body that shares biological features with his or her own physical body. In neuroscience models of cognition in which perception, execution and imagination of movements are tightly related has recently emerged. As such, I approach the study of human-fighting game interaction by using neuroscience theories and models. Fighting games are based on martial arts and thus seem the perfect case study for this purpose. In a comparison between Street Fighter, Tekken, Mortal Kombat and Soulcalibur command systems, different features will be analyzed alongside some of the neuroscientific findings that may be useful in understanding not only how players' cognitive processes differ in these games, but also design flaws that interfere with the players experience.</p>
      </abstract>
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      <title>-</title>
      <p>INTRODUCTION
When controlling an avatar in a virtual space, a player acts
on a device that translates his or her movements into avatar’s
actions. Many modern games abandon the classic
button/stick (or button/mouse) configuration to move to the
realm of gestures or full body tracking (Wii, Kinect, virtual
reality as a whole come to mind as obvious examples), thus
directly mapping player’s movements into avatar’
movements, but the vast majority of the gaming experience
GHITALY17: 1st Workshop on Games-Human Interaction, April 18th, 2017,
Cagliari, Italy.</p>
      <p>Copyright © 2017 for the individual papers by the papers' authors. Copying permitted
for private and academic purposes. This volume is published and copyrighted by its
editors.
is still mediated by platforms that use devices such as
gamepad/joystick/keyboard and mouse. Here, the player who
acts on the input device is limited to finger, hands and, at
most, arms. The visual representation of the avatar’s action
that results from the inputs of the player is only seldom
related with the actual movement that the player performed,
though. Indeed, an avatar’s kick, punch, shot, shift, jump,
run, interacting or most other actions would be enacted with
a motor scheme that would be rather different from button
pressing if it was the player’s in-person actual performance
(even full-body in comparison with single finger tapping).
Game designers and developers need to approach the
problem of how do players learn and execute sequences of
inputs that are translated in the correct avatar’s actions, but
are rather different from them. A growing body of studies in
neuroscience is devoted to areas that are relevant to
understanding players mediated interaction with avatars. In
particular, studies in spatial perspective-taking and
embodied cognition allow the analysis of many crucial
elements of avatar controlling. I’ll apply some of the
emerging concepts in this field to a specific videogame genre
that is a particularly interesting case study: the fighting
games. First, I’ll briefly define the genre and analyze how
the most successful (and thus played and known) franchises
of fighting games best titles meet the definition criteria.
Then, I’ll analyze the most important features and
differences of titles from these franchises that appeared on
the market in a comparable time window, focusing on the
command system. Then, I’ll introduce neuroscientific
findings that may be needed for understanding crucial issues
in player-command system interaction on the basis of the
features described.</p>
      <p>
        DIGITAL FIGHTING GAMES
Digital fighting videogames have been published since the
beginning of the videogame industry [3]. Harper [5] offered
a working definition of features for games to be classified in
the genre: 1-being focused on martial arts-based one-on-one
combat, mostly melee 2-including standard attacks and
moves that are common among the characters (avatars as
called in the fighting game community) and an additional
number of special ones specific to each character
3displaying the parameters of the match graphically on the
screen 4-being competitive games that is, focusing on
winning over the opposing character 5-allowing for
multiplayer competition. In addition to these points, some
assumptions must be explicated: 6-the gameplay is based on
real-time action (i.e. not turn-based gameplay) 7-the focus of
the outcome of the match must be the winning or losing (no
matter if barely or by dominating – if this is a factor, it must
be minor). In light of this definition, I wanted to look at
games that fall in this genre, specifically those having a
proven success history and are available on the same gaming
platform in order to be comparable on common ground. As
such, I selected the best-selling fighting games franchises of
all time as of data available on June 2017 [
        <xref ref-type="bibr" rid="ref12">16</xref>
        ]. They are
Tekken (Bandai Namco Entertainment), with 47.6 million
sales, Street Fighter (Capcom), with 38 million sales, Mortal
Kombat (NetherRealm Studios – Warner Bros. Interactive
Entertainment), with 35 million sales and Soulcalibur
(Bandai Namco Entertainment), with 13.38 million sales.
Games from these franchises are available on the PlayStation
3 (Sony) gaming console platform. A case could be made for
inclusion of Super Smash Bros. (Nintendo), with 39 million
sales, but the game focus is different from the others in that
it requires primarily displacing the opponent, while in the
other franchises positioning is part of the strategy but not
what declares the winner; moreover, no game from this
franchise is available on PlayStation 3. All the selected
franchises published their first game more than 20 years ago
(Street Fighter in 1987, Mortal Kombat in 1992, Tekken in
1994 and Soul Blade, the first of the Soulcalibur saga, in
1996), with many sequels and chapters still being published
to this days (Street Fighter V, 2016; Mortal Kombat XL,
2016; Tekken 7: Fated Retribution, 2017; Soulcalibur: Lost
Swords, 2014, even if it is only a single-player chapter). In
order to compare games with similar levels of advancement
in technology and design, I selected those published in a
comparable time-window: Ultra Street Fighter IV (2014, the
last revised version of the 2009 Street Fighter IV and the last
chapter of the franchise for PlayStation 3), Mortal Kombat
(2011, a reboot of the original 1992 game with current
technology), Tekken Tag Tournament 2 (2011, a version of
the previous Tekken 6 with added modality of team fighting,
last Tekken on PlayStation 3) and Soulcalibur V (2012, last
multiplayer fighting game from the franchise).
      </p>
      <p>All the selected games fall into the working definition given
above. Each of them has some peculiarity:
Being focused on martial arts-based one-on-one combat,
mostly melee.</p>
      <p>All games are martial arts-based, but some are more inspired
by existing techniques (Tekken) and others are more focused
on sheer violence (Mortal Kombat). Either most characters
within each game (Soulcalibur), or almost none (Street
Fighter, Tekken), use weapons. Ranged attacks are a
minority of the movelists (the list of attacks and moves that
each character can perform). All games are based on
one-onone combat, even if the selected Tekken and Mortal Kombat
chapters offer the possibility to use a team of two characters,
even if the player controls only one at time (“tagging” out
one, i.e. making one leave the playground, in order to take
control of the partner); however, they still retain the
possibility of playing just one character at time and the same
control system of the previous chapters.</p>
      <p>Including standard attacks and moves that are common
among the characters and an additional number of special
ones specific to each character
Almost characters in a specific game have a number of
commands that perform the same actions, even if the
execution may differ slightly. This reduces the players
cognitive load, since once the standard patterns are learned,
all basic operations for all characters don’t need to be
relearned. In addition, each character has a number of unique
attacks (and, sometimes, movements). These “special”
attacks have command inputs that differ in the sequence of
buttons, in timing, in the conditions in which they work and,
most importantly, in the effects; this increases the strategic
depth of the game.</p>
      <p>Displaying the parameters of the match graphically on the
screen
The selected games are very similar in the display of the
match parameters: the main parameter is the “health” of each
fighting character, since one it drops to zero that character is
deemed the loser of the game (and the one that made it drop
to zero, consequently, the winner). This parameter is
displayed as a “life bar” in the upper part of the screen and is
depleted when the character is hit, simulating damage being
taken. The number of games one in the current match is
another parameter that all games display (the winner of the
match is, usually, the first to reach 2 out of 3 games). In all
games but Tekken, a “charge bar” is used, indicating the
access to a larger movelist when the charge reaches certain
thresholds (each game has a specific formula to replenish the
charge bar and how to “spend” charges). All games have
other graphic indicators such as flashings, sparks, visual
post-processing effects and other means to display in-game
circumstances that are game-specific but not relevant to the
current study.</p>
      <p>Being competitive games that is, focusing on winning over the
opposing character
All games strictly meet this criterion. Some modalities offer
other focuses, but are variants of the main game mode.
Allowing for multiplayer competition
All games meet this criterion.</p>
      <p>The gameplay is based on real-time action (i.e. not
turnbased gameplay)
All games meet this criterion.</p>
      <p>The focus of the outcome of the match must be the winning
or losing (no matter if barely or by dominating – if this is a
factor, it must be minor)
All games meet this criterion. Each game gives players some
minor reward for dominating or for winning a close game
with no effect on the actual match: in Street Fighter and
Soulcalibur the player is given an evaluation and points at
the end of the match; in Mortal Kombat the player, once the
match is won, has access to a brief window to act cruelly by
persecuting the defenceless opponent, such has mutilating or
dismembering him or her; in Tekken, if a player wins a game
with less than 5% of the health bar all that happens is a voice
shouting “Great!” (Soulcalibur has a similar reward as well).
In all games winning without being damaged at all gives the
player a reward with no effect on the match itself, such as
displaying “perfect” on the screen.</p>
      <p>LIMITATIONS OF THE MEDIATING INPUT DEVICE
By being all available on the PlayStation 3 platform, all
games need to have the possibility to be controlled by the
same input device, the DualShock 3 (Sony) gamepad. I’ll use
this common device in order to compare the games with as
few confounding variables as possible. This device features
4 arrow-shaped buttons on the left placed in a crossed
disposition that are reachable with the left thumb, four round
buttons with icons on the right placed in the same
configuration that are reachable with the right thumb, two
analogic sticks, one reachable by the left thumb and one by
the right thumb, and four rectangular “shoulder” buttons, two
of which on the left and reachable by the left index and
middle finger and two on the right reachable by the right
index and middle finger. The device also includes two
buttons at the center for functions that are not related to the
actual gameplay in these games. While the DualShock 3
offers basically 12 buttons and 2 analog sticks as possible
inputs, all the selected games use the four arrow buttons on
the left to move the character in the virtual space. An analysis
of the movement of the characters in the virtual space is out
of the scope of this study, but is must be noted that the
gameplay of these games happen on different planes (two- or
three-dimensional). What follows is the analyses of all
games control systems, with a brief note on the operative
definition of inputs and commands I’ll use.</p>
      <p>INPUTS AND COMMANDS
In this study, I’ll use the term inputs to refer to the actions
operated on the input device (gaming pad, keyboard, mouse,
joystick, etc.) by the player, and the term commands to refer
to the post-device signals that the game system receives after
translating the inputs. Commands have an in-game meaning,
that the player may be able to understand and later use. While
different inputs can result in the same command, the opposite
is not true. Practically, the player needs to understand
avatar’s actions that are displayed on the screen in terms of
commands (meaning) as well as learn their inputs (executing
the command) to execute them. Once the learning phase is
completed, he or she will be able to predict what will be the
outcome of the inputs in command terms.</p>
      <p>An input/command distinction may not be necessary, as
games with avatar actions that are randomly mapped onto
buttons have a perfect match between inputs and commands
and could as such be referred to interchangeably, since a
motor scheme directly corresponds to an avatar’s action.
However, with more complex systems, meaning to parts of
the motor execution, such as buttons or timing, could
facilitate the motor scheme storage in memory and later
recall: indeed, meaningless information is harder to
remember than meaningful information [9], and greater
semantic involvement is known to promote remembering [2].
COMPARISON OF CONTROL SYSTEMS
Each game input system converts player inputs in at least two
types of commands: the movement commands and the action
commands. In general, movement commands (directions)
allow for character movement inside the virtual space.
Action commands are mostly used for attacks. Standard
attacks can be performed by inputting simple commands,
like a single action commands or a number of them at the
same time. As said, they are common to most characters,
usually providing the same effect with only slightly
character-specific execution or aesthetic variation. Short,
character-specific sequences can be performed by inputting
commands sequences with the right timing. Variations and
unique attacks can be performed by inputting action
commands and directions at the same time, or sequences of
one, the other, or both with the correct timing. Other aspects
of the control system differ.</p>
      <p>Street Fighter
Street Fighter uses a fairly simple command system:
commands are either punches or kicks and both vary on three
levels of intensity (light, medium, heavy). Generally, light
attacks deal little damage but are quick, heavy attacks deal
more damage or cover more distance or have some additional
effect but are slower or have some other disadvantage such
as not hitting nearby opponents; medium attacks are the
middle ground. Players need to imagine an attack with a
specific intensity in order to enact the correct motor scheme.
Many attacks are prolonged, cover more distance, are
somewhat empowered or have some additional visual effect
the more intense they are (i.e., if the light, medium or heavy
button has been used), but they are just variations of one
another (Ryu’s Hadouken, a projectile of energy launched
form his hands, is quicker when the medium punch is used
instead of the light punch, and is made of fire and even
quicker when the heavy punch is used). However, many
times using one button or another results in the same avatar’s
action: many commands have more possible inputs. By using
6 action commands on the DualShock 3 gamepad, at least
two commands need to be mapped on the shoulder buttons,
thus involving other two fingers in addition to the right
thumb and potentially two hands (depending on the
configuration). Furthermore, the movelist for each character
is rather short, counting a dozen unique moves each, with
only some of which varying in intensity. Finally, two of the
four directions (toward and away from the opponent) usually
don’t modify the attack, so the cases in which this happens
are exceptions. Directions are, indeed, mostly used in
sequences and combination with action buttons to perform
unique attacks altogether (Dhalsim’s teleport is performed
by inputting backward, down, backward and down together
and the three punches or kicks combined).</p>
      <p>Mortal Kombat
Mortal Kombat uses a 5 command system: commands can be
punches or kicks and both can be executed with the front or
back limb (characters use body positions that face the player
or have the back to the player, but their heads are turned to
face the opponent); in addition to these, the fifth command is
used for blocking, while in other games holding the back
arrow has this function. A sixth command is used when
playing with two characters for tagging. The approach that is
used here apparently maps the avatar’s limbs to the four
buttons, but it only does so when taking the position into
account. Indeed, the characters may rotate their body 180
degrees (keeping the head facing the opponent) in order to
have the previously front limbs to become the back limbs and
viceversa. The performed actions are exactly the same with
both limbs (except for some minor technical difference that
is not perceivable) but a movement imagined as performed
with the left arm may be executed with the right arm; the
same command would be used if it was executed with the left
arm and/or imagined with the right arm. By using only 4
attacks commands they may all be mapped on the set of the
buttons on the right, thus requiring only one the right thumb
to reach, while relegating to another finger the block
command (since it can be mapped on a shoulder button).
There is no obvious link between inputs and outcome: the
game has many projectiles, ranged attacks, teleportation and
other elements that are not directly relatable to the front/back
aspect (Scorpion spear is thrown with the back hand, but the
input requires the front punch input) or, sometimes, even to
the punch/kick taxonomy (Sub-Zero projectile, a sphere of
ice launched from his hands, is performed by using directions
in combination with a frontal kick; ADD). The movelists are
rather short, featuring about the same number of moves of
Street Fighter, with (usually) no variation in intensity but
adding around a dozen character-specific sequences.
Soulcalibur
Soulcalibur approach to the command system strictly
adheres to the peculiarity of the game, that is, almost all
characters using weapons. Indeed, the 4 commands system
includes a vertical attack, a, horizontal attack, a kick and a
guard input. The vertical attacks are downward or upward
blows that occur on the plane that is being observed by the
player, while the horizontal attacks are lateral blows that
occur on the depth plane. Directions modify standard attacks
in somewhat consistent way: by inputting the direction
toward the opponent the blows usually reach further or move
the character in that direction, while by inputting the opposite
direction the resulting attack will usually be either a more
charged or powerful blow or move the character away from
the opponent; in the same way, but more consistently,
inputting the “up” or “down” direction in combination with
attacks buttons (with the correct timing) correspond
consistently in jumping attacks or low blows. The
vertical/horizontal/kick taxonomy is also used extremely
consistently and becomes an easy to learn rule for learning
and recalling sequences on buttons on the basis of the action
appearance (Nightmare’s Brutal Cross is a sequence of two
horizontal and one charged vertical blows, and it is
performed unsurprisingly by inputting the horizontal
command twice and the vertical plus backward commands
together once). This should come in handy, particularly since
the movelists are huge in comparison with the previously
mentioned games, featuring around 90 character-specific
attacks and sequences. The 4 commands are easily mapped
into the DualShock 3.</p>
      <p>Tekken
Tekken uses a command system that maps the limbs of the
character on the four commands (plus an additional one for
tagging): as such, action inputs correspond to the limb with
which the outcoming attack is executed by the character.
Action inputs can be performed with the upper or lower
limbs and with the left or right side of the body (left arm,
right arm, left leg, right leg). However, it is interesting that
this system does not match the spatial features as in the
Mortal Kombat system. The Tekken command system
allows the player to imagine the action performed with a limb
and see that action executed with the imagined limb
independently from the position of the character. Direction
inputs in combination with action inputs have less obvious
outcomes, but often the body of the character or the limb
used for the attack moves consistently with the direction
(Lei’s Scythe Kick is a kick executed with the right leg while
doing a backflip and is performed by inputting the upward,
backward and right leg commands together; Heihachi has a
downward fist that is performed by using the downward
direction). Since the attacks may use complex animations, it
may be difficult to tell if the direction to input is the one
where the body moves during attack preparation, while
hitting or in the final part of the animation (Xiaoyu has an
attack that is performed by inputting the backward direction
in combination with the right arm: in the execution of the
attack she slaps the opponent with the right hand while
making a step toward him or her, but ends back-turned;
Anna’s Mudslide is an attack in which she brings her left leg
behind her in order to bring a powerful kick to the ankles of
the opponent: only in the first part the leg is behind here, but
the command to make this attack are the downward,
backward and left leg inputs). As such, the match between
avatar-executed attacks and inputted commands is extremely
consistent for action inputs (on par with the Soulcalibur
consistency), but less consistent for directions. The
movelists, though, are even more deep: while basic attacks
are several dozens (around 50 attacks from different in-game
circumstances that are common to all characters), the list of
unique character-specific attacks and sequences reaches the
Soulcalibur for the characters with less moves, but doubles
in length regularly (reaching more than 350 attacks in total
in some cases).</p>
      <p>SPATIAL COMPATIBILITY, PERSPECTIVE-TAKING AND
COMMON CODING
Spatial compatibility (spatial congruency in different frames
of reference) plays an important role in attention orientation
in games [4]. As such a congruent spatial references for the
in-game avatar and the out-of-game device should facilitate
the control over the avatar actions by orienting the attention
to the same space region in the different frames of reference.
In other words, if the imagined action is happening on the
upper side of the virtual space, a player may be facilitated in
enacting motor schemes that require the upper emifield of the
device, for example the upper buttons. All the games try to
take advantage of the intuitive nature meaning of arrows and
matching the frame of reference on the device with the frame
of reference on the player by using the left arrowed buttons
to control the movement in the space. Characters may face
either right or left, and all systems adjust the directions
mirroring the laterality when the character changes facing
orientation (e.g., a backstep is performed by pressing “left”
when the character faces right and “right” when the character
faces left). While in Street Fighter and Mortal Kombat the
device frame of reference matches what happens on the
screen, in both three-dimensional games it also matches the
three-dimensional plane (depending on how the buttons are
used): in both Tekken and Soulcalibur, the “up” and “down”
buttons are also used for sidestepping into the background or
moving to the foreground.</p>
      <p>
        However, the mere presence of an avatar makes players
adopt its frame of reference [
        <xref ref-type="bibr" rid="ref11">15</xref>
        ]. The player looking at or
imagining avatar’s actions takes the avatar’s perspective,
projecting the self point of reference into the virtual space,
centered on the avatar and matched with its one [
        <xref ref-type="bibr" rid="ref10">14</xref>
        ]. The
frame of reference (FOR) of the player is called egocentric,
any other FOR (such as the one centered on the avatar) is
called allocentric [7]. The FOR shifting allows for “seeing
with the avatar’s eyes”, but requires inhibition of the
egocentric FOR to avoid interference [6]. Indeed, when
faceto-face with someone (player to avatar, for example),
egocentric FOR and allocentric FOR don’t match: an object
on the right in egocentric FOR is on the left in the allocentric
FOR. On the contrary, if there is an object on the right in
egocentric FOR and it is still on the right in allocentric FOR,
it means that the FORs share orientation. This would be the
case of a player using an avatar facing its back: they share
laterality. By using commands that refer to the anatomy of
the avatar and mapping them into different buttons, the
Tekken command system promotes a allocentric FOR, as, to
a lesser degree, does the Mortal Kombat command system.
FOR-based representation of the space has also been related
to social cognition that is, understanding other’s minds [
        <xref ref-type="bibr" rid="ref9">13</xref>
        ].
However, another important mechanism of other’s
understanding is the embodiment of their actions into the
observer motor system: the observer mentally (and
unconsciously) simulates the perceived actions in order to
better understand them, in a form of covert action imitation
[
        <xref ref-type="bibr" rid="ref8">12</xref>
        ]. This phenomenon occurs automatically and
independently from the observer’s will or even conscious
perception [8]. The mechanism at basis of this phenomenon
is called common coding [
        <xref ref-type="bibr" rid="ref7">11</xref>
        ] and is accounted by the mirror
neurons system [
        <xref ref-type="bibr" rid="ref8">12</xref>
        ]. Common coding models states that,
when we perceive a movement being performed, execute that
movement or imagine that movement being performed, a
common movement representation is activated in the brain
motor areas. This means that perception, execution and
imagination of movements (particularly actions) involve a
number of brain areas that are shared across modalities and
are activates regardless the modality that is the source of
activation. Mirror neurons represent the information
regardless FORs being taken into account. While a spatial
compatibility interference may occur, as in the face-to-face
condition, common coding maps onto the observer motor
system anatomical – not spatial – information. This is
referred to as embodied cognition. Again, it is the Tekken
command system that is the best at promoting player-avatar
anatomical matching.
      </p>
      <p>Many studies have been devoted to spatial interference with
embodied action. Indeed, if any factor affects the activation
of a motor representation, such as spatial compatibility
effects, any modality that requires that representation to be
active will suffer or benefit from it. When an executed
movement is congruent with an imagined or perceived one,
the execution is facilitated, while when it is incongruent
interference occur. The same holds true when permuting the
modalities: an imagined movement is harder to mentally
execute when performing or perceiving an incongruent
movement and easier to mentally execute when the
performed or perceived one is congruent; the elaboration
(e.g.: recognition) of a perceived movement is harder when
the imagined or performed movement is incongruent and
easier when it is congruent. Acting on an input device such
as the DualShock 3 forces players to limit their motor
schemes, especially in comparison with newer full-body
tracking solutions, and thus embodiment might not interact
with spatial factors. However, further analyses should be
conducted in this area, since it seems quite intuitive that the
Street Fighter command system is suboptimal in asking the
player to map part of the commands, let’s say punches, on
one finger and the others, kicks, on at least two different
fingers. All other games have the possibility to map punches
(or weapon usage in Soulcalibur) on upper buttons and kicks
on lower buttons, in order to match anatomical configuration.
This requires an additional FOR centered on the right thumb:
since it reaches the right buttons from a rotation of about 45
degrees, the upper and left action button can be considered
upper buttons, and the right and lower buttons can be
considered lower buttons. The Tekken system, again, shines
in being intuitive: with the thumb FOR, left and right buttons
can be identified and anatomically mapped.</p>
      <p>
        CONCLUSION
Neuroscience offers interesting tools between theories,
models and empirical findings for understanding player’s
interaction with fighting games and, more in general with
avatars. Furthermore, it highlights design problems for
command systems in that even some of the most successful
fighting game franchises show features that actively interfere
with player decoding, learning and playing the game. Since
most of the gaming still happens on devices that force the
player to use motor schemes that don’t directly match those
performed by the avatar, further research seems useful in
order to promote the design of better command systems. By
addressing brain-related phenomena, however, future
research might overcome the entertainment boundaries and
impact areas such as exergaming for cognitive and bodily
rehabilitation, in which the entertaining aspect becomes the
motivational factor that increase adherence to the therapeutic
program [
        <xref ref-type="bibr" rid="ref13">10</xref>
        ].
      </p>
    </sec>
    <sec id="sec-2">
      <title>Klaus Kessler and Lindsey Anne Thomson. 2010. The embodied nature of spatial perspective taking: embodied transformation versus sensorimotor interference. Cognition 114.1: 72-88.</title>
    </sec>
    <sec id="sec-3">
      <title>Roberta L. Klatzky. 1998. Allocentric and egocentric spatial representations: Definitions, distinctions, and interconnections. Spatial cognition. Springer Berlin Heidelberg.</title>
    </sec>
    <sec id="sec-4">
      <title>Alan D.A. Mattiassi, Sonia Mele, Luca F. Ticini and</title>
      <p>Cosimo Urgesi. 2014. Conscious and unconscious
representations of observed actions in the human motor
system. Journal of cognitive neuroscience 26.9:
20282041.</p>
    </sec>
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