skip to main content
10.1145/3544548.3580979acmconferencesArticle/Chapter ViewAbstractPublication PageschiConference Proceedingsconference-collections
research-article

Embodying Physics-Aware Avatars in Virtual Reality

Published: 19 April 2023 Publication History

Abstract

Embodiment toward an avatar in virtual reality (VR) is generally stronger when there is a high degree of alignment between the user’s and self-avatar’s motion. However, one-to-one mapping between the two is not always ideal when user interacts with the virtual environment. On these occasions, the user input often leads to unnatural behavior without physical realism (e.g., objects penetrating virtual body, body unmoved by hitting stimuli). We investigate how adding physics correction to self-avatar motion impacts embodiment. Physics-aware self-avatar preserves the physical meaning of the movement but introduces discrepancies between the user’s and self-avatar’s motion, whose contingency is a determining factor for embodiment. To understand its impact, we conducted an in-lab study (n = 20) where participants interacted with obstacles on their upper bodies in VR with and without physics correction. Our results showed that, rather than compromising embodiment level, physics-responsive self-avatar improved embodiment compared to no-physics condition in both active and passive interactions.

Supplementary Material

MP4 File (3544548.3580979-talk-video.mp4)
Pre-recorded Video Presentation
MP4 File (3544548.3580979-video-preview.mp4)
Video Preview
MP4 File (3544548.3580979-video-figure.mp4)
Video Figure

References

[1]
2022. BONEWORKS. https://store.steampowered.com/app/823500/BONEWORKS/.
[2]
2022. Hand Physics Lab. https://sidequestvr.com/app/750/hand-physics-lab.
[3]
2022. HMD Geometry Database. https://risa2000.github.io/hmdgdb/.
[4]
2022. RootMotion Final IK. https://assetstore.unity.com/packages/tools/animation/final-ik-14290.
[5]
2022. RootMotion PuppetMaster. https://assetstore.unity.com/packages/tools/physics/puppetmaster-48977.
[6]
P. Abtahi, M. Gonzalez-Franco, E. Ofek, and A. Steed. 2019. I’m a giant: Walking in large virtual environments at high speed gains. In CHI ’19. 1–13. https://doi.org/doi.org/10.1145/3290605.3300752
[7]
Karan Ahuja, Eyal Ofek, Mar Gonzalez-Franco, Christian Holz, and Andrew D Wilson. 2021. Coolmoves: User motion accentuation in virtual reality. Proceedings of the ACM on Interactive, Mobile, Wearable and Ubiquitous Technologies 5, 2 (2021), 1–23. https://doi.org/10.1145/3463499
[8]
Kenneth Aizawa. 2007. Understanding the embodiment of perception. The Journal of philosophy 104, 1 (2007), 5–25. https://doi.org/10.5840/jphil2007104135
[9]
William W Armstrong and Mark W Green. 1985. The dynamics of articulated rigid bodies for purposes of animation. The visual computer 1, 4 (1985), 231–240. https://doi.org/10.1007/BF02021812
[10]
Mahdi Azmandian, Mark Hancock, Hrvoje Benko, Eyal Ofek, and Andrew D Wilson. 2016. Haptic retargeting: Dynamic repurposing of passive haptics for enhanced virtual reality experiences. In Proceedings of the 2016 chi conference on human factors in computing systems. 1968–1979. https://doi.org/10.1145/2858036.2858226
[11]
Kevin Bergamin, Simon Clavet, Daniel Holden, and James Richard Forbes. 2019. DReCon: data-driven responsive control of physics-based characters. ACM Transactions On Graphics (TOG) 38, 6 (2019), 1–11. https://doi.org/10.1145/3355089.3356536
[12]
Christopher C Berger, Baihan Lin, Bigna Lenggenhager, Jaron Lanier, and Mar Gonzalez-Franco. 2022. Follow Your Nose: Extended Arm Reach After Pinocchio Illusion in Virtual Reality. Frontiers in Virtual Reality(2022), 54. https://doi.org/10.3389/frvir.2022.712375
[13]
Matthew Botvinick and Jonathan Cohen. 1998. Rubber hands ‘feel’touch that eyes see. Nature 391, 6669 (1998), 756–756. https://doi.org/10.1038/35784
[14]
Robert Bridson. 2015. Fluid simulation for computer graphics. AK Peters/CRC Press. https://doi.org/10.1201/9781315266008
[15]
Eric Burns, Sharif Razzaque, Abigail T Panter, Mary C Whitton, Matthew R McCallus, and Frederick P Brooks. 2005. The hand is slower than the eye: A quantitative exploration of visual dominance over proprioception. In IEEE Proceedings. VR 2005. Virtual Reality, 2005.IEEE, 3–10. https://doi.org/10.1109/VR.2005.1492747
[16]
Ryan Canales, Aline Normoyle, Yu Sun, Yuting Ye, Massimiliano Di Luca, and Sophie Jörg. 2019. Virtual grasping feedback and virtual hand ownership. In ACM Symposium on Applied Perception 2019. 1–9. https://doi.org/10.1145/3343036.3343132
[17]
E.C. Chapman. 1994. Active versus passive touch: factors influencing the transmission of somatosensory signals to primary somatosensory cortex. Canadian journal of physiology and pharmacology 72, 5(1994), 558–570. https://doi.org/10.1139/y94-080
[18]
Jacob Cohen. 2016. A power primer.(2016).
[19]
B. Cohn, A. Maselli, E. Ofek, and M. Gonzalez Franco. 2020. SnapMove: Movement Projection Mapping in Virtual Reality. In IEEE AIVR ’20. https://doi.org/10.1109/AIVR50618.2020.00024
[20]
Lionel Dominjon, Anatole Lécuyer, J-M Burkhardt, Paul Richard, and Simon Richir. 2005. Influence of control/display ratio on the perception of mass of manipulated objects in virtual environments. In IEEE Proceedings. VR 2005. Virtual Reality, 2005.IEEE, 19–25. https://doi.org/10.1109/VR.2005.1492749
[21]
Petros Faloutsos, Michiel Van de Panne, and Demetri Terzopoulos. 2001. Composable controllers for physics-based character animation. In Proceedings of the 28th annual conference on Computer graphics and interactive techniques. 251–260. https://doi.org/10.1145/383259.383287
[22]
Cathy Mengying Fang and Chris Harrison. 2021. Retargeted Self-Haptics for Increased Immersion in VR without Instrumentation. In The 34th Annual ACM Symposium on User Interface Software and Technology. 1109–1121. https://doi.org/10.1145/3472749.3474810
[23]
Franz Faul, Edgar Erdfelder, Axel Buchner, and Albert-Georg Lang. 2009. Statistical power analyses using G* Power 3.1: Tests for correlation and regression analyses. Behavior research methods 41, 4 (2009), 1149–1160.
[24]
Tiare Feuchtner and Jörg Müller. 2018. Ownershift: Facilitating overhead interaction in virtual reality with an ownership-preserving hand space shift. In Proceedings of the 31st Annual ACM Symposium on User Interface Software and Technology. 31–43. https://doi.org/10.1145/3242587.3242594
[25]
R. Fribourg, F. Argelaguet, A. Lécuyer, and L. Hoyet. 2020. Avatar and sense of embodiment: Studying the relative preference between appearance, control and point of view. IEEE TVCG 26, 5 (2020), 2062–2072. https://doi.org/10.1109/TVCG.2020.2973077
[26]
Shaun Gallagher. 2000. Philosophical conceptions of the self: implications for cognitive science. Trends in cognitive sciences 4, 1 (2000), 14–21. https://doi.org/10.1016/s1364-6613(99)01417-5
[27]
Thomas Geijtenbeek and Nicolas Pronost. 2012. Interactive character animation using simulated physics: A state-of-the-art review. In Computer graphics forum, Vol. 31. Wiley Online Library, 2492–2515. https://doi.org/10.1111/j.1467-8659.2012.03189.x
[28]
Eric J Gonzalez, Parastoo Abtahi, and Sean Follmer. 2020. Reach+ extending the reachability of encountered-type haptics devices through dynamic redirection in vr. In Proceedings of the 33rd Annual ACM Symposium on User Interface Software and Technology. 236–248. https://doi.org/0.1145/3379337.3415870
[29]
Mar Gonzalez-Franco, Parastoo Abtahi, and Anthony Steed. 2019. Individual differences in embodied distance estimation in virtual reality. In 2019 IEEE Conference on Virtual Reality and 3D User Interfaces (VR). IEEE, 941–943. https://doi.org/10.1109/VR.2019.8798348
[30]
Mar Gonzalez-Franco and Christopher C Berger. 2019. Avatar embodiment enhances haptic confidence on the out-of-body touch illusion. IEEE transactions on haptics 12, 3 (2019), 319–326. https://doi.org/10.1109/TOH.2019.2925038
[31]
Mar Gonzalez-Franco, Brian Cohn, Eyal Ofek, Dalila Burin, and Antonella Maselli. 2020. The self-avatar follower effect in virtual reality. In 2020 IEEE Conference on Virtual Reality and 3D User Interfaces (VR). IEEE, 18–25. https://doi.org/10.1109/VR46266.2020.00019
[32]
Mar Gonzalez-Franco and Jaron Lanier. 2017. Model of illusions and virtual reality. Frontiers in psychology 8 (2017), 1125. https://doi.org/10.3389/fpsyg.2017.01125
[33]
Mar Gonzalez-Franco, Eyal Ofek, Christian Holz, Anthony Steed, Jaron Lanier, Bill Buxton, Ken Hinckley, and Mike Sinclair. 2022. Taxonomy of Hand-Object Haptics for Virtual Reality. (2022). https://doi.org/10.36227/techrxiv.20182229.v1
[34]
Mar Gonzalez-Franco, Eyal Ofek, Ye Pan, Angus Antley, Anthony Steed, Bernhard Spanlang, Antonella Maselli, Domna Banakou, Nuria Pelechano, Sergio Orts-Escolano, 2020. The rocketbox library and the utility of freely available rigged avatars. Frontiers in virtual reality(2020), 20. https://doi.org/10.3389/frvir.2020.561558
[35]
Mar Gonzalez-Franco and Tabitha C Peck. 2018. Avatar embodiment. towards a standardized questionnaire. Frontiers in Robotics and AI 5 (2018), 74. https://doi.org/10.3389/frobt.2018.00074
[36]
Mar González-Franco, Tabitha C Peck, Antoni Rodríguez-Fornells, and Mel Slater. 2014. A threat to a virtual hand elicits motor cortex activation. Experimental brain research 232, 3 (2014), 875–887. https://doi.org/10.1145/3332165.3347919
[37]
Mar Gonzalez-Franco, Daniel Perez-Marcos, Bernhard Spanlang, and Mel Slater. 2010. The contribution of real-time mirror reflections of motor actions on virtual body ownership in an immersive virtual environment. In 2010 IEEE virtual reality conference (VR). IEEE, 111–114. https://doi.org/10.1109/VR.2010.5444805
[38]
Dustin T Han, Mohamed Suhail, and Eric D Ragan. 2018. Evaluating remapped physical reach for hand interactions with passive haptics in virtual reality. IEEE transactions on visualization and computer graphics 24, 4(2018), 1467–1476. https://doi.org/10.1109/TVCG.2018.2794659
[39]
Robert JK Jacob, Audrey Girouard, Leanne M Hirshfield, Michael S Horn, Orit Shaer, Erin Treacy Solovey, and Jamie Zigelbaum. 2008. Reality-based interaction: a framework for post-WIMP interfaces. In Proceedings of the SIGCHI conference on Human factors in computing systems. 201–210. https://doi.org/10.1145/1357054.1357089
[40]
David Antonio Gomez Jauregui, Ferran Argelaguet, Anne-Hélène Olivier, Maud Marchal, Franck Multon, and Anatole Lecuyer. 2014. Toward" pseudo-haptic avatars": Modifying the visual animation of self-avatar can simulate the perception of weight lifting. IEEE transactions on visualization and computer graphics 20, 4(2014), 654–661. https://doi.org/10.1109/TVCG.2014.45
[41]
M.V. Sanchez-Vives K. Kilteni, J.M. Normandand M. Slater. 2012. Extending body space in immersive virtual reality: A very long arm illusion. PloS one 7, 7 (2012). https://doi.org/10.1371/journal.pone.0040867
[42]
Ladislav Kavan, Dan Gerszewski, Adam W Bargteil, and Peter-Pike Sloan. 2011. Physics-inspired upsampling for cloth simulation in games. In ACM SIGGRAPH 2011 papers. 1–10. https://doi.org/10.1145/2010324.1964988
[43]
Konstantina Kilteni, Raphaela Groten, and Mel Slater. 2012. The sense of embodiment in virtual reality. Presence: Teleoperators and Virtual Environments 21, 4(2012), 373–387. https://doi.org/10.1162/PRES_a_00124
[44]
Jun-Sik Kim and Jung-Min Park. 2015. Physics-based hand interaction with virtual objects. In 2015 IEEE International Conference on Robotics and Automation (ICRA). IEEE, 3814–3819. https://doi.org/10.1109/ICRA.2015.7139730
[45]
So-Yeon Kim, Hyojin Park, Myeongul Jung, and Kwanguk Kim. 2020. Impact of Body Size Match to an Avatar on the Body Ownership Illusion and User’s Subjective Experience. Cyberpsychology, Behavior, and Social Networking 23, 4(2020), 234–241. https://doi.org/10.1089/cyber.2019.0136
[46]
Elena Kokkinara, Mel Slater, and Joan López-Moliner. 2015. The effects of visuomotor calibration to the perceived space and body, through embodiment in immersive virtual reality. ACM Transactions on Applied Perception (TAP) 13, 1 (2015), 1–22. https://doi.org/doi.org/10.1145/2818998
[47]
Anita Körner, Sascha Topolinski, and Fritz Strack. 2015. Routes to embodiment. Frontiers in psychology 6 (2015), 940. https://doi.org/fpsyg.2015.00940
[48]
Andrey Krekhov, Sebastian Cmentowski, and Jens Krüger. 2019. The illusion of animal body ownership and its potential for virtual reality games. In 2019 IEEE Conference on Games (CoG). IEEE, 1–8. https://doi.org/10.1109/CIG.2019.8848005
[49]
Zhipeng Li, Yu Jiang, Yihao Zhu, Ruijia Chen, Ruolin Wang, Yuntao Wang, Yukang Yan, and Yuanchun Shi. 2022. Modeling the Noticeability of User-Avatar Movement Inconsistency for Sense of Body Ownership Intervention. Proc. ACM Interact. Mob. Wearable Ubiquitous Technol. 6, 2, Article 64 (jul 2022), 26 pages. https://doi.org/10.1145/3534590
[50]
Lorraine Lin and Sophie Jörg. 2016. Need a hand? How appearance affects the virtual hand illusion. In Proceedings of the ACM symposium on applied perception. 69–76. https://doi.org/10.1145/2931002.2931006
[51]
Joan Llobera and Caecilia Charbonnier. 2022. Physics-based character animation for Virtual Reality. In 2022 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW). IEEE, 56–57. https://doi.org/10.1109/VRW55335.2022.00021
[52]
Matthew R Longo, Friederike Schüür, Marjolein PM Kammers, Manos Tsakiris, and Patrick Haggard. 2008. What is embodiment? A psychometric approach. Cognition 107, 3 (2008), 978–998. https://doi.org/j.cognition.2007.12.004
[53]
Jean-Luc Lugrin, Johanna Latt, and Marc Erich Latoschik. 2015. Avatar anthropomorphism and illusion of body ownership in VR. In 2015 IEEE Virtual Reality (VR). IEEE, 229–230. https://doi.org/10.1109/VR.2015.7223379
[54]
K. Maclaren. 2014. Touching matters: Embodiments of intimacy. Emotion, Space and Society 13 (2014), 95–102. https://doi.org/10.1016/j.emospa.2013.12.004
[55]
Sebastian Marwecki, Andrew D Wilson, Eyal Ofek, Mar Gonzalez Franco, and Christian Holz. 2019. Mise-unseen: Using eye tracking to hide virtual reality scene changes in plain sight. In Proceedings of the 32nd Annual ACM Symposium on User Interface Software and Technology. 777–789. https://doi.org/10.1145/3332165.3347919
[56]
Antonella Maselli, Eyal Ofek, Brian Cohn, Keno Hinckley, and Mar Gonzalez-Franco. 2022. Enhanced efficiency in visually guided online motor control for actions directed towards the body midline. Philosophical Transactiosn of the Royal Society B (2022).
[57]
A. Maselli and M. Slater. 2013. The building blocks of the full body ownership illusion. Frontiers in human neuroscience 7 (2013), 83. https://doi.org/10.3389/fnhum.2013.00083
[58]
Erin A McManus, Bobby Bodenheimer, Stephan Streuber, Stephan De La Rosa, Heinrich H Bülthoff, and Betty J Mohler. 2011. The influence of avatar (self and character) animations on distance estimation, object interaction and locomotion in immersive virtual environments. In Proceedings of the ACM SIGGRAPH Symposium on applied perception in graphics and visualization. 37–44. https://doi.org/10.1145/2077451.2077458
[59]
Kizashi Nakano, Naoya Isoyama, Diego Monteiro, Nobuchika Sakata, Kiyoshi Kiyokawa, and Takuji Narumi. 2021. Head-mounted display with increased downward field of view improves presence and sense of self-location. IEEE Transactions on Visualization & Computer Graphics 27, 11(2021), 4204–4214. https://doi.org/10.1109/TVCG.2021.3106513
[60]
Jean-Marie Normand, Elias Giannopoulos, Bernhard Spanlang, and Mel Slater. 2011. Multisensory stimulation can induce an illusion of larger belly size in immersive virtual reality. PloS one 6, 1 (2011), e16128.
[61]
Nicolas Nostadt, David A Abbink, Oliver Christ, and Philipp Beckerle. 2020. Embodiment, presence, and their intersections: teleoperation and beyond. ACM Transactions on Human-Robot Interaction (THRI) 9, 4 (2020), 1–19. https://doi.org/10.1145/3389210
[62]
Gonçalo Padrao, Mar Gonzalez-Franco, Maria V Sanchez-Vives, Mel Slater, and Antoni Rodriguez-Fornells. 2016. Violating body movement semantics: Neural signatures of self-generated and external-generated errors. Neuroimage 124(2016), 147–156. https://doi.org/j.neuroimage.2015.08.022
[63]
M. Parger, J.H. Mueller, D. Schmalstieg, and M. Steinberger. 2018. Human upper-body inverse kinematics for increased embodiment in consumer-grade virtual reality. In ACM VRST. 1–10. https://doi.org/10.1145/3281505.3281529
[64]
T.C. Peck and M. Gonzalez-Franco. 2021. Avatar embodiment. a standardized questionnaire. Frontiers in Virtual Reality 1 (2021), 575943. https://doi.org/10.3389/frobt.2018.00074
[65]
Tabitha C Peck, Sofia Seinfeld, Salvatore M Aglioti, and Mel Slater. 2013. Putting yourself in the skin of a black avatar reduces implicit racial bias. Consciousness and cognition 22, 3 (2013), 779–787. https://doi.org/10.1016/j.concog.2013.04.016
[66]
Manuel Peinado, Damien Maupu, Daniel Raunhardt, Daniel Meziat, Daniel Thalmann, and Ronan Boulic. 2009. Full-body avatar control with environment awareness. IEEE Computer Graphics and Applications 29, 3 (2009), 62–75. https://doi.org/10.1109/MCG.2009.42
[67]
Xue Bin Peng, Pieter Abbeel, Sergey Levine, and Michiel Van de Panne. 2018. Deepmimic: Example-guided deep reinforcement learning of physics-based character skills. ACM Transactions On Graphics (TOG) 37, 4 (2018), 1–14. https://doi.org/10.1145/3197517.3201311
[68]
Xue Bin Peng, Ze Ma, Pieter Abbeel, Sergey Levine, and Angjoo Kanazawa. 2021. Amp: Adversarial motion priors for stylized physics-based character control. ACM Transactions on Graphics (TOG) 40, 4 (2021), 1–20. https://doi.org/10.1145/3450626.3459670
[69]
Daniel Pimentel and Sri Kalyanaraman. 2022. The effects of embodying wildlife in virtual reality on conservation behaviors. Scientific Reports 12, 1 (2022), 1–18. https://doi.org/10.1038/s41598-022-10268-y
[70]
Bruno Porras Garcia, Marta Ferrer Garcia, Agata Olszewska, Lena Yilmaz, Cristina González Ibañez, Mireia Gracia Blanes, Gamze Gültekin, Eduardo Serrano Troncoso, and José Gutiérrez Maldonado. 2019. Is this my own body? Changing the perceptual and affective body image experience among college students using a new virtual reality embodiment-based technique. Journal of clinical medicine 8, 7 (2019), 925. https://doi.org/j.1468-2958.2007.00299.x
[71]
Ivan Poupyrev, Mark Billinghurst, Suzanne Weghorst, and Tadao Ichikawa. 1996. The go-go interaction technique: non-linear mapping for direct manipulation in VR. In Proceedings of the 9th annual ACM symposium on User interface software and technology. 79–80. https://doi.org/10.1145/237091.237102
[72]
Mores Prachyabrued and Christoph W Borst. 2012. Visual interpenetration tradeoffs in whole-hand virtual grasping. In 2012 IEEE Symposium on 3D User Interfaces (3DUI). IEEE, 39–42. https://doi.org/10.1109/3DUI.2012.6184182
[73]
Mores Prachyabrued and Christoph W Borst. 2013. Effects and optimization of visual-proprioceptive discrepancy reduction for virtual grasping. In 2013 IEEE Symposium on 3D User Interfaces (3DUI). IEEE, 11–14. https://doi.org/10.1109/3DUI.2013.6550190
[74]
Andreas Pusch, Olivier Martin, and Sabine Coquillart. 2008. Hemp-hand-displacement-based pseudo-haptics: a study of a force field application. In 2008 IEEE Symposium on 3D User Interfaces. IEEE, 59–66. https://doi.org/10.1109/3DUI.2008.4476593
[75]
Michael Rietzler, Florian Geiselhart, Jan Gugenheimer, and Enrico Rukzio. 2018. Breaking the tracking: Enabling weight perception using perceivable tracking offsets. In Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems. 1–12. https://doi.org/10.1145/3173574.3173702
[76]
Majed Samad, Elia Gatti, Anne Hermes, Hrvoje Benko, and Cesare Parise. 2019. Pseudo-haptic weight: Changing the perceived weight of virtual objects by manipulating control-display ratio. In Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems. 1–13. https://doi.org/10.1109/3DUI.2008.4476593
[77]
Maria V Sanchez-Vives, Bernhard Spanlang, Antonio Frisoli, Massimo Bergamasco, and Mel Slater. 2010. Virtual hand illusion induced by visuomotor correlations. PloS one 5, 4 (2010), e10381. https://doi.org/10.1371/journal.pone.0010381
[78]
Jesse Schell. 2008. The Art of Game Design: A book of lenses. CRC press. https://doi.org/10.1201/b17723
[79]
Valentin Schwind, Pascal Knierim, Cagri Tasci, Patrick Franczak, Nico Haas, and Niels Henze. 2017. " These are not my hands!" Effect of Gender on the Perception of Avatar Hands in Virtual Reality. In Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems. 1577–1582.
[80]
Sofia Seinfeld, Jorge Arroyo-Palacios, Guillermo Iruretagoyena, Ruud Hortensius, Luis E Zapata, David Borland, Beatrice de Gelder, Mel Slater, and Maria V Sanchez-Vives. 2018. Offenders become the victim in virtual reality: impact of changing perspective in domestic violence. Scientific reports 8, 1 (2018), 1–11. https://doi.org/10.1016/j.concog.2013.04.016
[81]
Mel Slater. 2009. Place illusion and plausibility can lead to realistic behaviour in immersive virtual environments. Philosophical Transactions of the Royal Society B: Biological Sciences 364, 1535 (2009), 3549–3557. https://doi.org/10.1098/rstb.2009.0138
[82]
Mel Slater. 2017. Implicit learning through embodiment in immersive virtual reality. In Virtual, augmented, and mixed realities in education. Springer, 19–33. https://doi.org/10.1007/978-981-10-5490-7_2
[83]
Mel Slater, Xavi Navarro, Jose Valenzuela, Ramon Oliva, Alejandro Beacco, Jacob Thorn, and Zillah Watson. 2018. Virtually being lenin enhances presence and engagement in a scene from the russian revolution. Frontiers in Robotics and AI 5 (2018), 91. https://doi.org/10.3389/frobt.2018.00091
[84]
Mel Slater, Bernhard Spanlang, Maria V Sanchez-Vives, and Olaf Blanke. 2010. First person experience of body transfer in virtual reality. PloS one 5, 5 (2010), e10564. https://doi.org/10.1371/journal.pone.0010564
[85]
Bernhard Spanlang, Jean-Marie Normand, David Borland, Konstantina Kilteni, Elias Giannopoulos, Ausiàs Pomés, Mar González-Franco, Daniel Perez-Marcos, Jorge Arroyo-Palacios, Xavi Navarro Muncunill, 2014. How to build an embodiment lab: achieving body representation illusions in virtual reality. Frontiers in Robotics and AI 1 (2014), 9. https://doi.org/10.3389/frobt.2014.00009
[86]
Anthony Steed, Ye Pan, Fiona Zisch, and William Steptoe. 2016. The impact of a self-avatar on cognitive load in immersive virtual reality. In 2016 IEEE virtual reality (VR). IEEE, 67–76. https://doi.org/10.1109/VR.2016.7504689
[87]
Tuukka M Takala, Chen Chun Hsin, and Takashi Kawai. 2019. Stand-alone, Wearable System for Full Body VR Avatars: Towards Physics-based 3D Interaction. In 2019 IEEE Conference on Virtual Reality and 3D User Interfaces (VR). IEEE, 1398–1398. https://doi.org/10.1109/VR.2019.8798169
[88]
Harry Moss Traquair. 1938. An introduction to clinical perimetry, Chpt. 1. London: Henry Kimpton(1938), 4–5. https://doi.org/10.1001/archopht.1938.00850240232021
[89]
Manos Tsakiris and Patrick Haggard. 2005. The rubber hand illusion revisited: visuotactile integration and self-attribution.Journal of experimental psychology: Human perception and performance 31, 1(2005), 80. https://doi.org/10.1037/0096-1523.31.1.80
[90]
Thomas Waltemate, Dominik Gall, Daniel Roth, Mario Botsch, and Marc Erich Latoschik. 2018. The impact of avatar personalization and immersion on virtual body ownership, presence, and emotional response. IEEE TVCG 24, 4 (2018), 1643–1652. https://doi.org/10.1109/TVCG.2018.2794629
[91]
Bo-Xiang Wang, Yu-Wei Wang, Yen-Kai Chen, Chun-Miao Tseng, Min-Chien Hsu, Cheng An Hsieh, Hsin-Ying Lee, and Mike Y Chen. 2020. Miniature Haptics: Experiencing Haptic Feedback through Hand-based and Embodied Avatars. In Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems. 1–8. https://doi.org/10.1145/3313831.3376292
[92]
Johann Wentzel, Greg d’Eon, and Daniel Vogel. 2020. Improving virtual reality ergonomics through reach-bounded non-linear input amplification. In Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems. 1–12. https://doi.org/10.1145/3313831.3376687
[93]
Jane Wilhelms. 1987. Using dynamic analysis for realistic animation of articulated bodies. IEEE Computer Graphics and Applications 7, 6 (1987), 12–27. https://doi.org/10.1109/MCG.1987.276893
[94]
Andrea Stevenson Won, Jeremy N Bailenson, and Jaron Lanier. 2015. Homuncular flexibility: the human ability to inhabit nonhuman avatars. Emerging Trends in the Social and Behavioral Sciences: An Interdisciplinary, Searchable, and Linkable Resource(2015), 1–16. https://doi.org/10.1002/9781118900772.etrds0165
[95]
N. Yee and J. Bailenson. 2007. The Proteus effect: The effect of transformed self-representation on behavior. Human communication research 33, 3 (2007), 271–290. https://doi.org/10.1111/j.1468-2958.2007.00299.x

Cited By

View all
  • (2024)Understanding the Impact of Coherence between Virtual Representations and Possible Interactions on Embodiment in VR: an Affordance PerspectiveExtended Abstracts of the CHI Conference on Human Factors in Computing Systems10.1145/3613905.3650752(1-7)Online publication date: 11-May-2024
  • (2024)ArmDeformation: Inducing the Sensation of Arm Deformation in Virtual Reality Using Skin-StretchingProceedings of the 2024 CHI Conference on Human Factors in Computing Systems10.1145/3613904.3642518(1-18)Online publication date: 11-May-2024
  • (2024)Stretch your reach: Studying Self-Avatar and Controller Misalignment in Virtual Reality InteractionProceedings of the 2024 CHI Conference on Human Factors in Computing Systems10.1145/3613904.3642268(1-15)Online publication date: 11-May-2024
  • Show More Cited By

Recommendations

Comments

Information & Contributors

Information

Published In

cover image ACM Conferences
CHI '23: Proceedings of the 2023 CHI Conference on Human Factors in Computing Systems
April 2023
14911 pages
ISBN:9781450394215
DOI:10.1145/3544548
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected].

Sponsors

Publisher

Association for Computing Machinery

New York, NY, United States

Publication History

Published: 19 April 2023

Permissions

Request permissions for this article.

Check for updates

Badges

  • Honorable Mention

Author Tags

  1. Embodiment
  2. Physics Avatars
  3. Virtual Reality

Qualifiers

  • Research-article
  • Research
  • Refereed limited

Conference

CHI '23
Sponsor:

Acceptance Rates

Overall Acceptance Rate 6,199 of 26,314 submissions, 24%

Upcoming Conference

CHI 2025
ACM CHI Conference on Human Factors in Computing Systems
April 26 - May 1, 2025
Yokohama , Japan

Contributors

Other Metrics

Bibliometrics & Citations

Bibliometrics

Article Metrics

  • Downloads (Last 12 months)726
  • Downloads (Last 6 weeks)88
Reflects downloads up to 20 Feb 2025

Other Metrics

Citations

Cited By

View all
  • (2024)Understanding the Impact of Coherence between Virtual Representations and Possible Interactions on Embodiment in VR: an Affordance PerspectiveExtended Abstracts of the CHI Conference on Human Factors in Computing Systems10.1145/3613905.3650752(1-7)Online publication date: 11-May-2024
  • (2024)ArmDeformation: Inducing the Sensation of Arm Deformation in Virtual Reality Using Skin-StretchingProceedings of the 2024 CHI Conference on Human Factors in Computing Systems10.1145/3613904.3642518(1-18)Online publication date: 11-May-2024
  • (2024)Stretch your reach: Studying Self-Avatar and Controller Misalignment in Virtual Reality InteractionProceedings of the 2024 CHI Conference on Human Factors in Computing Systems10.1145/3613904.3642268(1-15)Online publication date: 11-May-2024
  • (2024)The Impact of Avatar Completeness on Embodiment and the Detectability of Hand Redirection in Virtual RealityProceedings of the 2024 CHI Conference on Human Factors in Computing Systems10.1145/3613904.3641933(1-9)Online publication date: 11-May-2024
  • (2024)XDTK: A Cross-Device Toolkit for Input & Interaction in XR2024 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW)10.1109/VRW62533.2024.00092(467-470)Online publication date: 16-Mar-2024
  • (2024)Comparing Physics-based Hand Interaction in Virtual Reality: Custom Soft Body Simulation vs. Off-the-Shelf Integrated Solution2024 IEEE Conference Virtual Reality and 3D User Interfaces (VR)10.1109/VR58804.2024.00094(743-753)Online publication date: 16-Mar-2024
  • (2023)Dynamic Theater: Location-Based Immersive Dance Theater, Investigating User Guidance and ExperienceProceedings of the 29th ACM Symposium on Virtual Reality Software and Technology10.1145/3611659.3615705(1-11)Online publication date: 9-Oct-2023

View Options

Login options

View options

PDF

View or Download as a PDF file.

PDF

eReader

View online with eReader.

eReader

Full Text

View this article in Full Text.

Full Text

HTML Format

View this article in HTML Format.

HTML Format

Figures

Tables

Media

Share

Share

Share this Publication link

Share on social media