146 research outputs found

    A framework for interactivity and presence in novel bodies

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    Researchers are beginning to explore the consequences of interacting with virtual worlds using non-human bodies. As virtual environments become more advanced, it is possible for participants to interact with their environments in increasingly sophisticated ways. Using trackers, users can control multiple avatar limbs in order to manipulate objects, move through space, and otherwise act in the virtual world. However, these avatar bodies need not conform to the normal human configuration, either in their appearance or in the way the tracked movements of the user are rendered to control the movements of the avatar. In this chapter we use the framework developed by Haans and IJsselsteijn to investigate the experience of self-presence in cases of nonhuman avatars or avatars that otherwise differ in ability or control schema from the user’s own body; for example, avatars with more than two arms. We focus on cases where participants inhabit avatars in which the veridical mapping between tracking and rendering is disrupted

    Towards a Framework for Embodying Any-Body through Sensory Translation and Proprioceptive Remapping: A Pilot Study

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    We address the problem of physical avatar embodiment and investi- gate the most general factors that may allow a person to “wear” 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 user’s movement, increasing the sense of connection with the avatar; the feedback system is a virtual reality (VR) environment represent- ing the avatar’s 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

    Embodied virtual geographies:linkages between bodies, spaces, and digital environments

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    Within an ongoing debate about the relationships between the body and technological experiences within virtual reality (VR), there has hitherto been limited consideration of the spatial. Geographers, meanwhile, have only just begun to engage with VR and its spatialities but have paid less attention to its embodiment. The technology allows users to go beyond merely imagining themselves in a different world, creating a real sense of presence in the digital realm. Immersion and presence in VR are, however, a mix of space, embodiment and the digital. As such, any discussion of VR requires critical consideration of both embodiment and space. This paper therefore explores some of the linkages between bodies, spaces and VR to demonstrate how engagement with VR can enrich geographical scholarship

    Virtual Trauma: Prospects for Automediality

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    Unlike some current discourse on automediality, this essay eschews most of the analysis concerning the adoption or modification of avatars to deliberately enhance, extend or distort the self. Rather than the automedial enabling of alternative, virtual selves modified by playful, confronting or disarming avatars we concentrate instead on emerging efforts to present the self in hyper-realist, interactive modes..

    Adventures beyond anthropocentrism in virtual reality art

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    In the following essay, I consider if and how VR’s uncanny ability to create an illusion of presence and generate a sense of body ownership might be used to go beyond our anthropocentric perspective, towards non-human experiences. By adventuring outside the domain of human experience, my goal is to address the affordances and limitations of VR’s illusionistic potential. Knowing full well that certain economic pressures preclude artists from pursuing the kinds of provocations I describe in this essay, I nevertheless invite readers to follow along as I explore alternative potentialities of contemporary VR. Specifically, I approach VR here in the hopes of finding ways of engaging with different bodies, spaces, and realities, even if illusorily

    Body-Borne Computers as Extensions of Self

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    The opportunities for wearable technologies go well beyond always-available information displays or health sensing devices. The concept of the cyborg introduced by Clynes and Kline, along with works in various fields of research and the arts, offers a vision of what technology integrated with the body can offer. This paper identifies different categories of research aimed at augmenting humans. The paper specifically focuses on three areas of augmentation of the human body and its sensorimotor capabilities: physical morphology, skin display, and somatosensory extension. We discuss how such digital extensions relate to the malleable nature of our self-image. We argue that body-borne devices are no longer simply functional apparatus, but offer a direct interplay with the mind. Finally, we also showcase some of our own projects in this area and shed light on future challenges

    Going Incognito in the Metaverse

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    Virtual reality (VR) telepresence applications and the so-called "metaverse" promise to be the next major medium of interaction with the internet. However, with numerous recent studies showing the ease at which VR users can be profiled, deanonymized, and data harvested, metaverse platforms carry all the privacy risks of the current internet and more while at present having none of the defensive privacy tools we are accustomed to using on the web. To remedy this, we present the first known method of implementing an "incognito mode" for VR. Our technique leverages local differential privacy to quantifiably obscure sensitive user data attributes, with a focus on intelligently adding noise when and where it is needed most to maximize privacy while minimizing usability impact. Moreover, our system is capable of flexibly adapting to the unique needs of each metaverse application to further optimize this trade-off. We implement our solution as a universal Unity (C#) plugin that we then evaluate using several popular VR applications. Upon faithfully replicating the most well-known VR privacy attack studies, we show a significant degradation of attacker capabilities when using our proposed solution

    Acquisition of ownership illusion with self-disownership in neurological patients

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    The multisensory regions in frontoparietal cortices play a crucial role in the sense of body and self. Disrupting this sense may lead to a feeling of disembodiment, or more generally, a sense of disownership. Experimentally, this altered consciousness disappears during illusory own-body perceptions, increasing the intensity of perceived ownership for an external virtual limb. In many clinical conditions, particularly in individuals with a discontinuous or absent sense of bodily awareness, the brain may effortlessly create a convincing feeling of body ownership over a surrogate body or body part. The immediate visual input dominates the current bodily state and induces rapid plastic adaptation that reconfigures the dynamics of bodily representation, allowing the brain to acquire an alternative sense of body and self. Investigating strategies to deconstruct the lack of a normal sense of bodily ownership, especially after a neurological injury, may aid the selection of appropriate clinical treatment
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