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  1. Predictive Processing and Some Disillusions about Illusions.Shaun Gallagher,Daniel Hutto &Inês Hipólito -2022 -Review of Philosophy and Psychology 13 (4):999-1017.
    A number of perceptual (exteroceptive and proprioceptive) illusions present problems for predictive processing accounts. In this chapter we’ll review explanations of the Müller-Lyer Illusion (MLI), the Rubber Hand Illusion (RHI) and the Alien Hand Illusion (AHI) based on the idea of Prediction Error Minimization (PEM), and show why they fail. In spite of the relatively open communicative processes which, on many accounts, are posited between hierarchical levels of the cognitive system in order to facilitate the minimization of prediction errors, perceptual (...) illusions seemingly allow prediction errors to rule. Even if, at the top, we have reliable and secure knowledge that the lines in the MLI are equal, or that the rubber hand in the RHI is not our hand, the system seems unable to correct for sensory errors that form the illusion. We argue that the standard PEM explanation based on a short-circuiting principle doesn’t work. This is the idea that where there are general statistical regularities in the environment there is a kind of short circuiting such that relevant priors are relegated to lower-level processing so that information from higher levels is not exchanged (Ogilvie and Carruthers, Review of Philosophy and Psychology 7:721–742, 2016), or is not as precise as it should be (Hohwy, The Predictive Mind, Oxford University Press, Oxford, 2013). Such solutions (without convincing explanation) violate the idea of open communication and/or they over-discount the reliable and secure knowledge that is in the system. We propose an alternative, 4E (embodied, embedded, extended, enactive) solution. We argue that PEM fails to take into account the ‘structural resistance’ introduced by material and cultural factors in the broader cognitive system. (shrink)
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  • Personalized Virtual Reality Human-Computer Interaction for Psychiatric and Neurological Illnesses: A Dynamically Adaptive Virtual Reality Environment That Changes According to Real-Time Feedback From Electrophysiological Signal Responses.Jacob Kritikos,Georgios Alevizopoulos &Dimitris Koutsouris -2021 -Frontiers in Human Neuroscience 15.
    Virtual reality constitutes an alternative, effective, and increasingly utilized treatment option for people suffering from psychiatric and neurological illnesses. However, the currently available VR simulations provide a predetermined simulative framework that does not take into account the unique personality traits of each individual; this could result in inaccurate, extreme, or unpredictable responses driven by patients who may be overly exposed and in an abrupt manner to the predetermined stimuli, or result in indifferent, almost non-existing, reactions when the stimuli do not (...) affect the patients adequately and thus stronger stimuli are recommended. In this study, we present a VR system that can recognize the individual differences and readjust the VR scenarios during the simulation according to the treatment aims. To investigate and present this dynamically adaptive VR system we employ an Anxiety Disorder condition as a case study, namely arachnophobia. This system consists of distinct anxiety states, aiming to dynamically modify the VR environment in such a way that it can keep the individual within a controlled, and appropriate for the therapy needs, anxiety state, which will be called “desired states” for the study. This happens by adjusting the VR stimulus, in real-time, according to the electrophysiological responses of each individual. These electrophysiological responses are collected by an external electrodermal activity biosensor that serves as a tracker of physiological changes. Thirty-six diagnosed arachnophobic individuals participated in a one-session trial. Participants were divided into two groups, the Experimental Group which was exposed to the proposed real-time adaptive virtual simulation, and the Control Group which was exposed to a pre-recorded static virtual simulation as proposed in the literature. These results demonstrate the proposed system’s ability to continuously construct an updated and adapted virtual environment that keeps the users within the appropriately chosen state for approximately twice the time compared to the pre-recorded static virtual simulation. Thus, such a system can increase the efficiency of VR stimulations for the treatment of central nervous system dysfunctions, as it provides numerically more controlled sessions without unexpected variations. (shrink)
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