First-person perspective alone transfers body ownership in VR - synchronous touch not required

Slater M et al. · 2010 · PLoS ONE · Experimental · n = 24 · 24 healthy male adults; all viewed a virtual female body (cross-sex embodiment paradigm) · DOI
Evidence certainty: Low certainty
How this was rated

Foundational experimental demonstration with rigorous design but small clinical relevance on its own. Cited because the body-transfer effect underpins later work on embodiment in therapy contexts. Direct clinical applications require their own trials.

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A 2×2×2 experiment with 24 male participants showed that first-person perspective (seeing through the virtual body's eyes) alone was sufficient to produce body ownership over a virtual female body - synchronous visuotactile stimulation added little in first-person conditions. The synchronous-touch manipulation only mattered when perspective was third-person. The study established that perspective position is the primary driver of virtual body ownership.

Clinical bottom line

A foundational laboratory study demonstrating that the brain can accept a virtual body as its own under specific conditions; the finding underpins later clinical work on body image, self-perception, and embodied therapy approaches but is not itself a clinical trial.

Key findings

  • First-person perspective alone was sufficient for body ownership over a virtual female body - 24 male participants; 2×2×2 design (perspective position × mirror reflections × visuotactile synchrony)
  • Synchronous visuotactile stimulation added little to ownership in first-person conditions; the touch manipulation primarily mattered in third-person perspective
  • Body ownership persisted even when the virtual body differed substantially from the participant's actual body (cross-sex transfer)
  • Threat to the virtual body produced physiological responses (heart rate, skin conductance) similar to threat to one's own body

Background

A long-running question in cognitive neuroscience and clinical psychology asks how stable our sense of body ownership actually is. The classic rubber-hand illusion - where synchronous stroking of a hidden real hand and a visible rubber hand produces the sensation that the rubber hand belongs to the person - established that body ownership can be manipulated under specific sensory conditions. Whether the same principle could extend to a whole virtual body, and what conditions would produce a strong first-person experience of that virtual body, was the question Slater and colleagues addressed.

What the researchers did

Twenty-four healthy male adults took part in a 2×2×2 factorial experiment. All participants wore a head-mounted display and viewed a virtual female body (cross-sex embodiment). The three factors manipulated were: (1) perspective position - first-person (seeing through the virtual body’s eyes) versus third-person (seeing from behind/outside); (2) mirror reflections - present or absent; and (3) visuotactile stimulation - synchronous or asynchronous brush stroking on the virtual and real body simultaneously. Participants completed questionnaire measures of body ownership and were exposed to a simulated threat to the virtual body (a knife approaching the virtual hand) while skin conductance and heart rate were recorded.

What they found

The key finding inverts the intuitive expectation: first-person perspective alone was sufficient to produce body ownership over the virtual female body - synchronous visuotactile stimulation added little in first-person conditions. The synchronous-touch manipulation did produce a significant effect, but only when perspective was third-person - it could not substitute for first-person perspective. Perspective position was thus the primary driver of the body ownership illusion. Ownership extended across the substantial visual difference between the participants’ actual bodies and the virtual female body (cross-sex embodiment). Physiological threat responses (heart rate, skin conductance) were observed when the virtual body was threatened, confirming that embodiment engaged automatic body-defense systems.

Why this matters

This study established that the brain’s representation of body ownership is not anatomically fixed and can extend to a virtual body given the right sensory conditions. That finding underpins much of the subsequent work on embodied VR experiences in clinical contexts - including approaches that involve seeing oneself differently in voice work, or that pair self-representation manipulation with rehabilitation. For speech-language professionals, the relevance is mostly upstream: any approach that involves how the person sees themselves in VR practice (avatar customization, gender-affirming voice work paired with visual self-representation, identity-related communication contexts) rests on the same foundation Slater and colleagues established here.

Limitations

This is a basic-science demonstration in healthy adults under tightly controlled laboratory conditions, not a clinical trial. The conditions that produce strong embodiment in the lab - precise visual-tactile synchronization, careful camera placement, controlled stimulation - are not always replicated in clinical VR settings. Clinical applications that build on body-transfer principles require their own evidence; this study supports that the underlying mechanism exists, not that any specific clinical use is effective.

Implications for practice

The brain's willingness to accept a virtual body under congruent sensory conditions is the foundation for any therapy approach involving avatar embodiment - including some lines of voice and identity work, body-image-related approaches, and rehabilitation contexts where altered self-representation may support practice.

Implications for research

The body-transfer paradigm has informed subsequent work on body image, gender-affirming voice training (where vocal practice may be paired with congruent visual self-representation), and stroke or limb-loss rehabilitation. Direct extension of body-transfer findings into communication-specific interventions remains a relatively open area.

Editorial notes from withVR

Where this connects to Therapy withVR

The study above is independent research and does not endorse any product. The notes below are commentary from withVR on how the themes in this research relate to features of Therapy withVR. The research findings are not claims about Therapy withVR.

Customizable Avatars

Slater's foundational work demonstrated that avatar embodiment is plausible given consistent sensory cues - Therapy withVR's avatar customization supports this principle in clinical practice.

Without VR Mode

First-person and screen-based modes both have roles - the body-transfer findings support immersive first-person work specifically when embodiment matters.

Cite this study

If you reference this study in your work, the canonical citation formats are:

APA 7th
Slater, M., Spanlang, B., Sanchez-Vives, M. V., & Blanke, O. (2010). First person experience of body transfer in virtual reality. PLoS ONE. https://doi.org/10.1371/journal.pone.0010564.
AMA 11th
Slater M, Spanlang B, Sanchez-Vives MV, Blanke O. First person experience of body transfer in virtual reality. PLoS ONE. 2010. doi:10.1371/journal.pone.0010564.
BibTeX
@article{slater2010,
  author = {Slater, M. and Spanlang, B. and Sanchez-Vives, M. V. and Blanke, O.},
  title = {First person experience of body transfer in virtual reality},
  journal = {PLoS ONE},
  year = {2010},
  doi = {10.1371/journal.pone.0010564},
  url = {https://withvr.app/evidence/studies/slater-2010}
}
RIS
TY  - JOUR
AU  - Slater, M.
AU  - Spanlang, B.
AU  - Sanchez-Vives, M. V.
AU  - Blanke, O.
TI  - First person experience of body transfer in virtual reality
JO  - PLoS ONE
PY  - 2010
DO  - 10.1371/journal.pone.0010564
UR  - https://withvr.app/evidence/studies/slater-2010
ER  - 

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Funding & independence

Funded by the EU Sixth Framework Program PRESENCCIA project (Contract 27731) and the European Research Council grant TRAVERSE (227985). No withVR BV involvement in funding, study design, or authorship. Summary prepared independently by withVR using the published paper.

Last reviewed: 2026-05-12 Next review due: 2027-05-12 Reviewed by: Gareth Walkom