Inside virtual reality, users can embody avatars that are collocated from a first-person perspective. When doing so, participants have the feeling that the own body has been substituted by the self-avatar, and that the new body is the source of the sensations. Embodiment is complex as it includes not only body ownership over the avatar, but also agency, co-location, and external appearance. Despite the multiple variables that influence it, the illusion is quite robust, and it can be produced even if the self-avatar is of a different age, size, gender, or race from the participant's own body. Embodiment illusions are therefore the basis for many social VR experiences and a current active research area among the community. Researchers are interested both in the body manipulations that can be accepted, as well as studying how different self-avatars produce different attitudinal, social, perceptual, and behavioral effects. However, findings suggest that despite embodiment being strongly associated with the performance and reactions inside virtual reality, the extent to which the illusion is experienced varies between participants. In this paper, we review the questionnaires used in past experiments and propose a standardized embodiment questionnaire based on 25 questions that are prevalent in the literature. We encourage future virtual reality experiments that include first-person virtual avatars to administer this questionnaire in order to evaluate the degree of embodiment.
Virtual reality users wearing head-mounted displays can experience the illusion of walking in any direction for infinite distance while, in reality, they are walking a curvilinear path in physical space. This is accomplished by introducing unnoticeable rotations to the virtual environment-a technique called redirected walking. This paper gives an overview of the research that has been performed since redirected walking was first practically demonstrated 15 years ago.
We report an ex periment where participants observed an attack on their virtual body as ex perienced in an immersive virtual reality (IVR) system. Participants sat by a table with their right hand resting upon it. In IVR they saw a virtual table that was registered with the real one, and they had a virtual body that substituted their real body seen from a first person perspective. The virtual right hand was collocated with their real right hand. Event-related brain potentials (ERPs) were recorded in two conditions, one where the participant's virtual hand was attacked with a knife and a control condition where the knife only struck the virtual table. Significantly greater P450 potentials were obtained in the attack condition confirming our ex pectations that participants had a strong illusion of the virtual hand being their own, which was also strongly supported by questionnaire responses. Higher levels of subjective virtual hand ownership correlate with larger P450 amplitudes. Mu-rhythm Event Related Desynchronization (ERD) in the motor cortex , and Readiness Potential (C3-C4) negativity were clearly observed when the virtual hand was threatened -as would be ex pected if the real hand was threatened and the participant tried to avoid harm. Our results support the idea that eventrelated potentials (ERPs) may provide a promising non-subjective measure of virtual embodiment. They also support previous ex periments on pain observation and are placed into contex t of similar ex periments and studies of body-perception and body-ownership within cognitive neuroscience.
The aim of this paper is to further the understanding of embodiment by 1) analytically determining the components defining embodiment, 2) increasing comparability and standardization of the measurement of embodiment across experiments by providing a universal embodiment questionnaire that is validated and reliable, and 3) motivating researchers to use a standardized questionnaire. In this paper we validate numerically and refine our previously proposed Embodiment Questionnaire. We collected data from nine experiments, with over 400 questionnaires, that used all or part of the original embodiment 25-item questionnaire. Analysis was performed to eliminate non-universal questions, redundant questions, and questions that were not strongly correlated with other questions. We further numerically categorized and weighted sub-scales and determined that embodiment is comprised of interrelated categories of Appearance, Response, Ownership, and Multi-Sensory. The final questionnaire consists of 16 questions and four interrelated sub-scales with high reliability within each sub-scale, Chronbach’s α ranged from 0.72 to 0.82. Results of the original and refined questionnaire are compared over all nine experiments and in detail for three of the experiments. The updated questionnaire produced a wider range of embodiment scores compared to the original questionnaire, was able to detect the presence of a self-avatar, and was able to discern that participants over 30 years of age have significantly lower embodiment scores compared to participants under 30 years of age. Removed questions and further research of interest to the community are discussed.
We report on a user study evaluating Redirected Free Exploration with Distractors (RFED), a large-scale, real-walking, locomotion interface, by comparing it to Walking-in-Place (WIP) and Joystick (JS), two common locomotion interfaces. The between-subjects study compared navigation ability in RFED, WIP, and JS interfaces in VEs that are more than two times the dimensions of the tracked space. The interfaces were evaluated based on navigation and wayfinding metrics and results suggest that participants using RFED were significantly better at navigating and wayfinding through virtual mazes than participants using walking-in-place and joystick interfaces. Participants traveled shorter distances, made fewer wrong turns, pointed to hidden targets more accurately and more quickly, and were able to place and label targets on maps more accurately. Moreover, RFED participants were able to more accurately estimate VE size.
Users in virtual environments often find navigation more difficult than in the real world. Our new locomotion interface, Improved Redirection with Distractors (IRD), enables users to walk in larger-than-tracked space VEs without predefined waypoints. We compared IRD to the current best interface, really walking, by conducting a user study measuring navigational ability. Our results show that IRD users can really walk through VEs that are larger than the tracked space and can point to targets and complete maps of VEs no worse than when really walking.
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