Edited by: Frieder Michel Paulus, Universität zu Lübeck, Germany
Reviewed by: Martin Schulte-Rüther, University Hospital RWTH Aachen, Germany; Karl Verfaillie, KU Leuven, Belgium
This article was submitted to Social Cognition, a section of the journal Frontiers in Psychiatry
This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY). The use, distribution or reproduction in other forums is permitted, provided the original author(s) and the copyright owner(s) are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms.
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Multiple lines of evidence indicate that encounters between other agents are preferentially processed by healthy individuals. Further, communicative interactions have been shown to be easily discriminated from other types of actions (
Manera et al. (
At the same time, given the widespread nature of social interactions (SI) processing across neural networks, a recent review of neural and behavioral findings in this area concluded that the development of SI localizers, which entail various types of social interaction vignettes, may facilitate research in this area (
Two pairs of professional actors took part in the motion capture procedure. One dyad consisted of male actors and one of female actresses. During the pre-capturing session, actors were familiarized with the list of actions that were to be recorded. The list of situations to be recorded consisted of six categories, each with 5–10 situations (see
The motion capture session was performed via a motion-capture studio (
Original (
Data from the motion capture session were further processed using OptiTrack Motive 1.9 beta software. 2-D data from 12 cameras were used to obtain the 3-D coordinates of each marker. Skeleton models consisting of 13 bright dots corresponding to the head, arms, elbows, wrists, hips, knees, and ankles of each actor were animated. Data preprocessing included inspection of each of the recordings, data trimming to the period between the onset (T = 0 s.) and offset (T = 3 s.) of the action, and manual smoothing in case of any vibrating or fluttering movements. The preprocessed data were extracted to FBX files.
To enable users without programming skills to access and customize the stimuli according to their needs, preprocessed stimuli may be accessed via an interface that is based on the Unity engine (SoPID). The SoPID interface (which is visualized in the
Social Perception and Interaction Database interface.
The SoPID interface also allows for flexible adjustment of camera position. Four standard camera positions may be selected, with the “Front” position corresponding to a 270 degree display from the CID (Agent A on the left and Agent B on the right) with the camera being placed on the middle line between the agents, at a height of one meter and 15 meters from the agents. Furthermore, by using the “Free” option, both the camera placement (x—left/right; y—up/down; z—closer/further; values in meters) and rotation (x—up/down; y—left/right; z—horizontal/vertical; values in degrees) can be fully customized. Both ortographic (with no depth cues—all points are same size) and perspective (containing depth cues—parts of the actor that are further from the observer are depicted by smaller points) projections may be used to manipulate the availability of depth cues in the animations. Additionally, marker size may be changed (“Marker size,” values in centimeters) to modify the agents' appearances and stick figures can be created instead of point-light displays (“Show skeleton”). Finally, two standard modifications that are commonly used in point-light studies can be applied directly via the SoPID. First, by using the “Flicker” option, the visual availability of the stimuli may be limited by selecting the maximal number of simultaneously displayed markers (0–13) and the time range for marker display/disappearance. Markers are flickered by randomly assigning the onset and offset time values separately for each marker with regard to the time range provided by the user. In addition, by using the “Scramble” option, the initial spatial position of each marker can be spatially scrambled. Scrambling is applied by randomly drawing one out of three dimensions for each marker and relocating its initial position by X centimeters from its initial position in the selected direction (e.g., 100% scrambling moves each marker by one meter in either the x, y or z dimension). “Flicker” and “Scramble” can be applied to both agents or selectively to each agent. The database, as well as raw motion capture files, can be accessed via the Open Science Framework (
To examine the recognizability of the presented actions and the effectiveness of the scrambling mechanism, two SoPID validation studies were performed. The aim of Study 1 was to investigate the detection of communicative intentions and the recognition of specific actions of agents across a wide range of social interactions and parallel non-communicative actions included in SoPID. The goal of Study 2 was to examine the effectiveness of the display manipulation procedures (in particular biological motion scrambling procedure) implemented in SoPID, by comparing the recognizability of human motion under various levels of scrambling.
Fifty-seven animations presenting the actions of two agents were created using the SoPID (perspective camera with FoV = 10°, camera position = front, and marker size = 6). Six types of stimuli were presented throughout the study: Communicative gestures [COM, 10 animations: “Hello” (Female 2 as Agent A); “Come closer” (Male 1 as Agent A), “Squat down” (F2), “Stand up” (M1), “Look there” (F1), “Sit down” (M2), “Give me that” (F2), “Look at this” (M1), “Pick it up” (F2), “Go over there” (M2)]; Angry exchanges (Angry, 5 animations: “Denying accusations,” “Taking the blame,” “Stopping the conversation,” “Fuming with rage,” “Confronting an aggressor (alternative)”); Happy exchanges (Happy: 5 animations: “Jumping for joy,” “Enjoying success,” “Celebrating and hugging,” “Sharing a great news,” “Dancing of joy”); Non-object related parallel individual actions (NORA, 10 animations: “Walking,” “Jumping jacks,” “Jumping up and down,” “Jumping front and back,” “Arm waving,” “Hip swinging,” “Torso twist,” “A-Skip,” “Squat down,” “Lateral step,” “Lateral kick”); Object related parallel individual actions (ORA, 9 animations: “Shoveling,” “Lifting the box,” “Chopping wood,” “Sawing,” “Digging,” “Sweeping the floor,” “Drinking,” “Hammering a nail,” “Brushing teeth”); and Synchronous interactive activity of two agents [SYNC, 8 animations: “Dancing” (M/F), “Fencing” (M), “Football” (F), “Throwing the ball” (M), “Boxing” (F), “Kickboxing” (M/F)]. To ensure that a similar number of stimuli were presented for each category and to increase the comparability of recognition accuracy levels across the categories, two stimuli (one with male and one with female actors) were created for each situation from the Angry and Happy categories. ORA and NORA movies were created by merging the displays of two different actions performed by two same-sex actors. Displays of each set of actions with either male or female actors were included, thus producing 11 NORA and 9 ORA movies in total.
Twenty movies [“come closer” (F), “squat down” (M), “stand up” (M, F), “go over there” (F), “altercation” (M, F), “jumping for joy” (F), “denying accusations” (M), “jumping for joy (alternative)” (M), “walking” (F), “lateral kick” (F), “hip swinging” (M), “A-skip” (M), “squat down” (M), “lifting the box” (F), “sweeping the floor” (F), “brushing teeth” (F), “chopping wood” (M), “digging” (M)] presenting the action of a single agent (Agent A in case of COM, Angry and Happy) were created from the SoPID (ortographic camera (size = 1.5), camera position = right, and marker size = 6). Each animation was rendered at four scrambling levels: 0, 15, 30, and 100%. Thus, 80 animations were presented during the experimental procedure.
Participants for each of the studies were recruited from the students of Warsaw-based universities. All of the participants were right-handed. Participants were tested individually, and had not participated in point-light experiments prior to the examination. Twenty participants (9M/11F; 25.9 ± 9.1 yrs. old) completed Study 1, while 20 participants (10M/10F; 24.2 ± 7.7 years old), who did not participate in Study 1, completed Study 2.
Each stimulus was presented twice, after which participants were asked to: (1) classify whether the presented action was an interaction (behavior of one agent affects the behavior of the other) or not by responding to the response screen with two options (Interaction vs. No interaction), and (2) to provide a verbal description of the actions of the agents (which was written down by the experimenter). The order of stimuli presentation was pseudorandomized to avoid subsequent presentation of more than two stimuli from the same category. The paradigm was programmed using NBS Presentation 20, and the whole procedure took ~1 h. Verbal descriptions provided by the participants were scored by a rater who did not participate in data collection. Spontaneous descriptions for COM, SYNC, Happy, and Angry were scored in a dichotomic manner (2 points for a correct verbal description vs. 0 points for an incorrect description). Accuracy for ORA and NORA stimuli was calculated by scoring one point for each correctly recognized action from male and female presentations (0–2 points). For interaction vs. individual actions classification, COM, Angry, Happy and SYNC were treated as falling into the category “interaction”, while ORA and NORA were treated as “individual actions.” Two items (“Dancing for joy” and “Fuming with rage”) without any explicit communicative cues were discarded from this part of the analysis.
Upon presentation of each animation, participants were asked to indicate whether the presented animation resembled human motion. Completion of the whole experimental procedure took approximately 20 min.
To examine between-category differences in accuracy levels, one way ANOVAs with Type of animation (six levels) were performed separately for interaction recognition and spontaneous identification of actions.
The number of stimuli classified as “human” at each scrambling level was compared to examine the effectiveness of the scrambling procedure. The results were analyzed using rmANOVA with the within-subject factor Scrambling (4 levels: 0, 15, 30, 100%).
Behavioral accuracies for each type of the task are presented below in
Behavioral accuracy for recognition of communicative intentions and identification of specific actions in Study 1 (mean ± standard deviation is given for each category).
Recognition of communicative intentions (%) | 95 ± 9 | 89 ± 13 | 95 ± 10 | 91 ± 11 | 94 ± 10 | 93 ± 8 |
Identification of specific action (%) | 81 ± 12 | 92 ± 11 | 78 ± 12 | 96 ± 6 | 95 ± 5 | 67 ± 13 |
No between category differences were observed for classifying actions as either communicative or individual [
A main effect of category was observed for the accuracy of identification of specific actions [
One participant with results over three standard deviations from the mean value in two conditions (0 and 100%) was excluded from the analysis. A robust effect of scrambling was observed [
Percentage of stimuli classified as a human motion for various levels of scrambling in Study 2 (mean ± standard deviation is given for each category).
Percentage of stimuli classified as a human motion | 98 ± 3 | 68 ± 18 | 20 ± 13 | 3 ± 5 |
The present paper describes the Social Perception and Interaction Database, a novel set of point-light displays that enables study of the processing of a wide range of communicative and individual actions from single-agent and two-agent vignettes. The SoPID includes 32 animations presenting various types of social interactions between two agents, including standard use of communicative gestures (COM), synchronous interactive physical activity (SYNC) and affective exchanges (either Happy or Angry), as well as 20 animations of each actor performing either object- (ORA) or non-object-related (NORA) individual actions. Furthermore, by performing two validation studies, we established that SoPID vignettes elicit similar effects to those previously described in studies on intention and emotion processing from PLDs.
Previous studies that used the CID database showed high accuracy in recognition of communicative vs. individual actions in healthy individuals (
These results suggest that the SoPID stimuli may be effectively used in a wide range of experiments examining both basic (e.g., recognition of biological vs. scrambled motion) and higher-order (e.g., recognition of communicative intentions of affective states from PLDs) processing of biological motion. Moreover, a recent review of the findings on emotion and intention processing from biological motion in psychiatric disorders (
Investigation of the behavioral and neural correlates of social interactions processing has been the focus of increasing interest in recent years (
Firstly, by including a wide range of actions from various semantic categories and allowing users to create stimuli by combining the actions of both agents, both within each category and between the categories, a wide range of novel stimuli can be created to study the impact of the content attributes on social interaction processing. In addition, by enabling the congruency of the actions in dyadic displays to be manipulated to create both typical and novel ambiguous or paradoxical situations (e.g., agent B performs an action that is opposite to the request of agent A). Secondly, target attributes can also be changed by either modifying the presentation of the agents (e.g., point-light agents vs. stick figures) or, as the SoPID includes actions produced by four different actors (two male and two female), by presenting the same situations involving different agents. Finally, by enabling one to manipulate the observer's visual perspective and the presence of the second agent's response, contextual factors impacting the SI processing can also be studied. For example, by presenting the same stimuli from a second- and third-person perspective, the impact of the participant vs. observer role for communicative intentions processing can be examined. It has been shown that communicative intentions directed toward the participant (second person perspective) elicit larger activity within the crucial nodes of the mentalizing network (medial prefrontal cortex, mPFC) and mirroring (bilateral premotor cortex) compared to the observation of the same communicative intentions observed from the third person perspective (
The necessity of developing new tasks to study the factors impacting third party encounter processing has recently been stressed (
The datasets analyzed for this study can be found in the OSF-HOME repository -
The studies involving human participants were reviewed and approved by Institute of Psychology, PAS. Written informed consent for participation was not required for this study in accordance with the national legislation and the institutional requirements.
ŁO contributed conception and design of the study, performed the statistical analysis, and wrote the first draft of the manuscript. MC collected the data and wrote a section of the manuscript. All authors contributed to manuscript revision, read, and approved the submitted version.
The authors declare that the research was conducted in the absence of any commercial or financial relationships that could be construed as a potential conflict of interest.
We would like to thank to the Bartłomiej Leszek, Marcin Kocik, and White Kanga studio personnel, as well as Aleksandra Matlingiewicz, Sonia Jachymiak, Piotr Sedkowski, Piotr Watroba, Artur Marchlewski, and Grzegorz Pochwatko for their help in stimuli creation. This manuscript has been released as a Pre-Print (
The Supplementary Material for this article can be found online at: