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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>E-mpathy and the Phantom Limb Sensation: a multisensory experience for embodiment of amputation</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Renan Guarese</string-name>
          <email>rlmguarese@inf.ufrgs.br</email>
          <xref ref-type="aff" rid="aff1">1</xref>
          <xref ref-type="aff" rid="aff4">4</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Aimee Calepso</string-name>
          <email>ascalepso@inf.ufrgs.br</email>
          <xref ref-type="aff" rid="aff1">1</xref>
          <xref ref-type="aff" rid="aff2">2</xref>
          <xref ref-type="aff" rid="aff4">4</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Rafael Valer</string-name>
          <email>rvaler@inf.ufrgs.br</email>
          <xref ref-type="aff" rid="aff1">1</xref>
          <xref ref-type="aff" rid="aff2">2</xref>
          <xref ref-type="aff" rid="aff4">4</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Yhonatan Iquiapaza</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
          <xref ref-type="aff" rid="aff2">2</xref>
          <xref ref-type="aff" rid="aff4">4</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Luciana Nedel</string-name>
          <email>nedel@inf.ufrgs.br</email>
          <xref ref-type="aff" rid="aff1">1</xref>
          <xref ref-type="aff" rid="aff2">2</xref>
          <xref ref-type="aff" rid="aff4">4</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Anderson Maciel</string-name>
          <email>amaciel@inf.ufrgs.br</email>
          <xref ref-type="aff" rid="aff1">1</xref>
          <xref ref-type="aff" rid="aff2">2</xref>
          <xref ref-type="aff" rid="aff4">4</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Halmstad University</institution>
          ,
          <addr-line>Halmstad</addr-line>
          ,
          <country country="SE">Sweden</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Human-centered computing-Haptic devices</institution>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>Institute of Informatics, Federal University of Rio Grande do Sul</institution>
          ,
          <addr-line>Porto Alegre</addr-line>
          ,
          <country country="BR">Brazil</country>
        </aff>
        <aff id="aff3">
          <label>3</label>
          <institution>St. Poelten University of Applied Sciences</institution>
          ,
          <addr-line>St. Poelten</addr-line>
          ,
          <country country="AT">Austria</country>
        </aff>
        <aff id="aff4">
          <label>4</label>
          <institution>Victor de Jesus Oliveira</institution>
        </aff>
      </contrib-group>
      <abstract>
        <p>In the context of promoting empathy among people without disabilities, we propose an application to allow users to experience having an amputated arm. By providing both visual and haptic feedback, our application offers a multisensory experience to enhance the sense of embodiment. The user of our application should still feel their real limb attached to their bodies, and yet see their virtual avatar and interact with the virtual environment as an amputee. A simple task of handling and positioning objects in a table is proposed for users to experience the difficulties of having a missing arm. Additionally, experiment participants are asked to answer a self-presence questionnaire regarding their embodiment of the virtual avatar.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1 INTRODUCTION</title>
      <p>
        Phantom Limb Sensation (PLS) is the sensation that an amputated
or missing limb is still attached to one’s body after a traumatic
injury [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ]. It is a common experience among amputees [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ], and
it is often painful (Phantom Limb Pain). In this paper, we propose
e-mpathy: an immersive experience aiming at providing to users
without an amputation some of the sensations felt by individuals with
Copyright © 2020 for this paper by its authors. Use permitted under
Creative Commons License Attribution 4.0 International (CC BY 4.0).
a missing limb, including PLS. Our goal is that such an experience
will help to raise both empathy and awareness through embodiment.
      </p>
      <p>Using a hand tracker and a VR headset, users will be able to see
their arms in a VR environment. In their perspective, the users’ left
hand will appear whole, while part of their right forearm will be
virtually amputated. In this sense, the proprioception of the
nonexisting hand will be maintained, as the user still feels their own
hand, despite not seeing it. The touch feeling of the right hand will
be omitted when interacting with objects, though. As the user tries to
touch virtual objects, the right hand should pass through them, and a
collision should only render touch on the region of the amputation
(see Figure 3). This touch is rendered using a haptic device placed
between the arm and the forearm, as in Figure 2.
2
To develop e-mpathy, we have considered how virtual environments
can support the embodiment of difference, how amputation has been
approached in virtual reality applications, and to enhance such an
experience of embodiment through multisensory stimulation.</p>
      <p>
        Embodiment of Difference: Immersive virtual environments can
provide vivid sensorimotor cues that make the embodied experience
more tangible than imagination [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. By changing self-representation
in Virtual Reality (VR), one can influence the user’s perception
and behaviors without having to experience the situation in the
real world. Therefore, similar applications has been built to allow
the embodiment of different characteristics and conditions, such as
a different sex/gender [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ], nationality [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ], physical stature [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ],
mental illness [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ], and disabilities [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ].
      </p>
      <p>
        One of these works is a VR experience created by the
expressionist artist Marcel Schreur [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. Such an experience explores Schreur’s
unique life experience and his approach to art practice as a
thirtyyear oral cancer and seven-year vascular dementia survivor. His
work generates a space that allows participants to consider aspects
of their own mental process through a lens of difference and
disability, to embody some of the physical characteristics of Schreur’s
condition. In this paper, we propose an experience with the same
purpose of allowing empathy with the difference. Besides, we explore
a different condition through the amputation.
      </p>
      <p>
        Amputation in VR: Previous studies have already explored how
the use of VR can help reducing the Phantom Limb Pain in patients
with upper and lower limb amputation [
        <xref ref-type="bibr" rid="ref2 ref9">2, 9</xref>
        ]. Such studies usually
provide patients with tasks in which they need to move the lost limb.
In general, the studies show improvement in pain relief for most of
the patients during the sessions, demonstrating that VR can be used
as one of the treatment alternatives [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ], especially for not being as
invasive as medications and medical procedures.
      </p>
      <p>
        Multisensory Stimulation: Studies have also shown that
increasing the number of senses stimulated in a VR simulator can
dramatically enhance a user’s sense of presence and their memory for the
experience passed in VR [
        <xref ref-type="bibr" rid="ref5 ref6">5,6</xref>
        ]. In addition, multisensory stimulation
is fundamental for the Sense of Embodiment (SOE) [
        <xref ref-type="bibr" rid="ref10 ref8">8, 10</xref>
        ].
      </p>
      <p>
        The well known rubber hand illusion [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ] demonstrates that after
just a few seconds of synchronous visual-tactile stimulation, a
participant will probably experience a profound illusion in which a rubber
hand feels as if it were their real hand. Similarly, our application
will provide both visual and haptic feedback to enhance the sense of
presence and embodiment.
3
      </p>
    </sec>
    <sec id="sec-2">
      <title>USE CASES</title>
      <p>
        A VR application that allows for the embodiment of difference
(e.g. experiencing amputation), provides a setup that can be used in
multiple use cases, such as:
• Embodiment Game: A player can do a task while embodying
a different persona with other sets of abilities and physical
characteristics. Tasks could be solved despite the portrait
disability and avatars should be diverse to better represent
reallife players. As impaired players can use avatars that do not
match their real-life bodies, non-impaired players could have
the opposite experience, allowing to share experiences and to
understand each other’s limitations;
• Social Studies: Such an application can also be used for
empirical studies in which a person can be observed while portraying
a different condition, or a tester can experience a different
situation from a new perspective. Rather than only imagining, a
virtual embodiment can support them to better understand and
discuss a given topic or interest group;
• Momentary Experience: An application can also provide a
quick experience with no clear task of research purpose. The
momentary experience should allow for a quick and accessible
way of seeing the world through a different perspective, even
if it is just a glimpse. The solution presented in this paper aims
at providing this momentary experience.
Kilteni et al. [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ] report that the SOE consists of three subcomponents:
the sense of self-location, the sense of agency, and the sense of body
ownership. The last one emerges from a combination of top-down
and bottom-up influences, including afferent sensory information
(for example, visual, tactile, and proprioceptive input).
      </p>
      <p>In order to support the SOE, our application setup consists of two
main parts: Vision and Haptics.
As shown in Figure 4, a virtual table will be rendered in front of
the user and objects will appear on top of it. The user will visualize
the VR environment using a VR headset (HTC Vive1). The headset
provides a more immersive experience and allows the user to interact
with the objects from an egocentric perspective.</p>
      <p>Moreover, an optical hand tracking module (Leap Motion by
Ultraleap2) will be attached to the VR headset as shown in Figure
2a. That allows users to interact with the environment using their
own hands rather than controllers. The visualization of their virtual
hands and direct control of their limbs in addition to the egocentric
visualization were especially thought to enhance the sense of
selflocation and agency.
4.2</p>
    </sec>
    <sec id="sec-3">
      <title>Haptics</title>
      <p>The user is able to touch and grab the virtual objects with their
left hand, as shown in Fig. 3-a. As their virtual right arm will
1https://www.vive.com/us/product/vive-virtual-reality-system/
2https://www.ultraleap.com/product/leap-motion-controller/
be amputated, the user can touch them only by sticking out their
forearm, knocking or pushing objects, without a proper means to
handle them (Fig. 3-b).</p>
      <p>A force feedback device (EXOS Wrist DK2 by exiii Inc.3) is then
used in the right forearm as to render forces related to the collisions
with the virtual table and objects whenever the user tries to touch
one of them (see Figure 2-b).</p>
      <p>Finally, a real table is also set in front of the user’s left hand
providing passive haptic feedback to the left limb. Likewise, real
tracked objects will be atop the real table. However, no real table or
objects is available to provide passive haptics to the right upper limb.
All touch feedback to the right arm will be given by the actuation
of the Exos device whenever the user touches the virtual table and
objects with their partial right forearm. By matching proprioceptive,
tactile, and visual feedback, we expect to enhance the sense of body
ownership.
5</p>
    </sec>
    <sec id="sec-4">
      <title>USER TASK</title>
      <p>Regarding the user demonstration of our proposal, a simple task was
designed and developed. Using only one arm at a time, the user is
requested to move a colored object into a marker of the same color
appearing in the table. Objects in the left side of the table will be
real and have a tracked virtual version of them being rendered in the
VR environment. Users will be able to hold these with their real left
hands, feeling their actual shapes as well as see them in VR.</p>
      <p>In the right side, however, objects will be purely virtual. The user
will only be able to interact with them by pushing them around with
the amputated arm, while receiving a haptic feedback whenever the
objects are touched by the virtual right arm.
5.1</p>
    </sec>
    <sec id="sec-5">
      <title>Prototype Demonstration and User Assessment</title>
      <p>
        The project described in this work was accepted in the 3DUI
contest4 at IEEE VR 20205, a high profile academic conference in the
field [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]. In this event, the developed prototype was openly evaluated
both by the academic community and by an official expert jury. The
evaluation comprised of three criteria: novelty, provoked empathy
and aesthetics.
      </p>
      <p>
        Besides the official conference judgment of the prototype, a user
assessment is meant to be taken place in a future work. Subjects
will be asked to participate in a simple assessment of the
experience they will have in the aforementioned task. Based on the
work of Ratan [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ], the Self-Presence Questionnaire (SPQ) will
be used, which has the intention of measuring proto self-presence
(body-schema) through questions about the integration of the user’s
self-representation into a virtual environment. The SPQ is simply
3https://exiii.jp/wrist-dk2/
4http://ieeevr.org/2020/contribute/3dui-contest.html
5http://ieeevr.org/2020/
comprised of five questions, all answerable in a 5 point Likert scale,
namely:
1. When playing the game, how much do you feel like your avatar
is an extension of your body within the game?
2. When playing the game, how much do you feel your avatar is
a part of your body?
3. When using your avatar, to what extent do you feel like you
can reach into the game through your avatar?
4. When using your avatar, to what extent do you feel like your
right arm is elongated into the game through your avatar?
5. When playing the game, to what extent do you feel like your
left hand is inside of the game?
6
      </p>
    </sec>
    <sec id="sec-6">
      <title>FINAL COMMENTS</title>
      <p>In this work, we proposed a multisensory VR application to support
the embodiment of amputation and experiencing the Phantom Limb
Sensation. By using haptic and visual elements we expect to enhance
the senses of self-location, agency, and body ownership which are
components of the Sense of Embodiment.</p>
      <p>The virtual environment, the physical objects tracking and the
visual and haptic cues were implemented in our experiment, as well
as a simple object handling task and a self-presence questionnaire.
As future work, further experimentation is required. To do so, we
intend on developing a more refined set of user tasks in order to
validate our design according to the real sensations and challenges
experienced by amputees. Objects with different geometries should
be added to the experiment, as to create a more diverse environment.
A more profound usability assessment is also suggested in order to
fully analyse the impact of this virtual experience.</p>
    </sec>
    <sec id="sec-7">
      <title>ACKNOWLEDGMENTS</title>
      <p>This study was partly funded by the Coordenac¸a˜o de
Aperfeic¸oamento de Pessoal de N´ıvel Superior - Brasil (CAPES)
- Finance Code 001, partly by CNPq and partly by the Swedish
Council for Higher Education (UHR). We also acknowledge
FAPERGS (project 17/2551-0001192-9), CNPq-Brazil (project
311353/2017-7) and a Linnaeus-Palme grant within the partnership
(3.3.1.34.11116-2019) between the School of Information
Technology at Halmstad University and the Institute of Informatics at
UFRGS for their financial support.</p>
    </sec>
  </body>
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