1,355 research outputs found
Playing With Embodied Social Interaction : A Thematic Review of Experiments on Social Aspects in Gameful Virtual Reality
Revision Published: 11 May 2022Recently, there has been a burgeoning of immersive virtual reality (VR) applications in a variety of shapes, including gameful social VR. Despite a longstanding tradition of studying social factors in gameful computing, this perspective in the specific experiences of VR is only gaining traction. This highly multidisciplinary area of interest is immensely complex with potential consequences on individuals and social groups alike. To aid in constituting and systematizing this area of research from the early days, this paper explores 14 state-of-art publications on experimental research of social aspects in gameful VR. These were analysed predominantly based on the included manipulations and the studied outcomes resulting in the extraction of five and seven thematic wholes, respectively. Finally, based on the findings, four broad avenues to consider were emphasized as suggested paths for a comprehensive future of embodied gameful social VR application and research across a variety of disciplines.Peer reviewe
''It''+''I'': Virtual Embodiments as Hybrid Experiences
International audienceA dichotomy exists in the way virtual embodiments are currently studied: embodied entities are considered by conversational approaches as other selves whereas avatar approaches study them as users' hosts. Virtual reality applications such as in our case study often propose a different, in between embodiment experience. In the context of a virtual house for sale visit, this paper aims at examining the user's self-reported embodiment perception resulting from such a hybrid experience. To induce variability in this embodiment experience, we manipulated avatar representations (high versus low anthropomorphism) and frame of reference (egocentric versus exocentric). Results show the importance of the entity humanness to foster both experiences. When controlled by humanness, having a conversational experience appears uncorrelated to an avatar experience. This highlights the need to study these hybrid experiences as a combination of both approaches
Towards a Framework for Embodying Any-Body through Sensory Translation and Proprioceptive Remapping: A Pilot Study
We address the problem of physical avatar embodiment and investi-
gate the most general factors that may allow a person to âwearâ an-
other body, different from her own. A general approach is required
to exploit the fact that an avatar can have any kind of body. With
this pilot study we introduce a conceptual framework for the design
of non-anthropomorphic embodiment, to foster immersion and
user engagement. The person is interfaced with the avatar, a robot,
through a system that induces a divergent internal sensorimotor
mapping while controlling the avatar, to create an immersive expe-
rience. Together with the conceptual framework, we present two
implementations: a prototype tested in the lab and an interactive in-
stallation exhibited to general public. These implementations consist
of a wheeled robot, and control and sensory feedback systems. The
control system includes mechanisms that both detect and resist the
userâs movement, increasing the sense of connection with the avatar;
the feedback system is a virtual reality (VR) environment represent-
ing the avatarâs unique perception, combining sensor and control in-
formation to generate visual cues. Data gathered from users indicate
that the systems implemented following the proposed framework
create a challenging and engaging experience, thus providing solid
ground for further developments
Effect of Avatar Anthropomorphism on Body Ownership, Attractiveness and Collaboration in Immersive Virtual Environments
Effective collaboration in immersive virtual environments requires to be able to communicate flawlessly using both verbal and non-verbal communication. We present an experiment investigating the impact of anthropomorphism on the sense of body ownership, avatar attractiveness and performance in an asymmetric collaborative task. Using three avatars presenting different facial properties, participants have to solve a construction game according to their partnerâs instructions. Results reveal no significant difference in terms of body ownership, but demonstrate significant differences concerning attractiveness and completion duration of the collaborative task. However the relative verbal interaction duration seems not impacted by the anthropomorphism level of the characters, meaning that participants were able to interact verbally independently of the way their character physically express their words in the virtual environment. Unexpectedly, correlation analyses also reveal a link between attractiveness and performance. The more attractive the avatar, the shorter the completion duration of the game. One could argue that, in the context of this experiment, avatar attractiveness could have led to an improvement in non-verbal communication as users could be more prone to observe their partner which translates into better performance in collaborative tasks. Other experiments must be conducted using gaze tracking to support this new hypothesis
Quantitative and Qualitative Exploration of the Effect of a Wearable Item on Non-Organic Virtual Limb Embodiment and User Behavior in Immersive Environments
This experiment was designed to investigate the potential contribution to the sense of embodiment of a wristband worn by the participants in both real and virtual environments. In addition, two virtual limb models were compared following a mixed between-within subjects design: an organic hand and a non-organic prosthesis matching the proposed task. Quantitative results revealed no significant effect of the wristband, while post-experiment semistructured interviews revealed that the wristband fostered the identification with the virtual limbs for several participants, but that it might be conditioned by interindividual differences. Ownership scores were significantly higher with the virtual hand. However, participants experienced a very high sense of agency with both conditions despite the lack of finger tracking when controlling the prosthesis. Agency was positively correlated with participants' perceived change in their body schema when embodying the prosthesis. Subjective and objective measures demonstrated that participants were less hesitant and that more collisions were recorded at higher speeds against potentially threatening objects with the non-organic prosthesis
Impact of Visuomotor Feedback on the Embodiment of Virtual Hands Detached from the Body
It has been shown that mere observation of body discontinuity leads to
diminished body ownership. However, the impact of body discontinuity has mainly
been investigated in conditions where participants observe a collocated static
virtual body from a first-person perspective. This study explores the influence
of body discountinuity on the sense of embodiment, when rich visuomotor
correlations between a real and an artificial virtual body are established. In
two experiments, we evaluated body ownership and motor performance, when
participants interacted in virtual reality either using virtual hands connected
or disconnected from a body. We found that even under the presence of congruent
visuomotor feedback, mere observation of body discontinuity resulted in
diminished embodiment. Contradictory evidence was found in relation to motor
performance, where further research is needed to understand the role of visual
body discontinuity in motor tasks. Preliminary findings on physiological
reactions to a threat were also assessed, indicating that body visual
discontinuity does not differently impact threat-related skin conductance
responses. The present results are in accordance with past evidence showing
that body discontinuity negatively impacts embodiment. However, further
research is needed to understand the influence of visuomotor feedback and body
morphological congruency on motor performance and threat-related physiological
reactions
From rubber hands to neuroprosthetics: Neural correlates of embodiment
© 2023 The Authors. Published by Elsevier Ltd. This is an open access article under the CC BY license (http://creativecommons.org/licenses/by/4.0/)Our interaction with the world rests on the knowledge that we are a body in space and time, which can interact with the environment. This awareness is usually referred to as sense of embodiment. For the good part of the past 30 years, the rubber hand illusion (RHI) has been a prime tool to study embodiment in healthy and people with a variety of clinical conditions. In this paper, we provide a critical overview of this research with a focus on the RHI paradigm as a tool to study prothesis embodiment in individuals with amputation. The RHI relies on well-documented multisensory integration mechanisms based on sensory precision, where parietal areas are involved in resolving the visuo-tactile conflict, and premotor areas in updating the conscious bodily representation. This mechanism may be transferable to prosthesis ownership in amputees. We discuss how these results might transfer to technological development of sensorised prostheses, which in turn might progress the acceptability by users.Peer reviewe
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