2022
DOI: 10.1109/tvcg.2020.3025175
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On the Plausibility of Virtual Body Animation Features in Virtual Reality

Abstract: We present two experiments to assess the relative impact of different levels of body animation fidelity on plausibility illusion (Psi). The first experiment presents a virtual character that is not controlled by the user (n = 13), while the second experiment presents a user-controlled virtual avatar (n = 24, all male). Psi concerns how realistic and coherent the events in a virtual environment look and feel and is part of Slater's proposition of two orthogonal components of presence in virtual reality (VR). In… Show more

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Cited by 17 publications
(18 citation statements)
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“…Psi is beginning to be extensively studied e.g. (Bergström et al, 2017;Skarbez et al, 2017;GalvanDebarba et al, 2020). The important point of this is that when both PI and Psi operate people tend to respond realistically to situations and events in the VR, even though they know for sure that these are illusions and not reality.…”
Section: The Illusions Of Vrmentioning
confidence: 99%
See 1 more Smart Citation
“…Psi is beginning to be extensively studied e.g. (Bergström et al, 2017;Skarbez et al, 2017;GalvanDebarba et al, 2020). The important point of this is that when both PI and Psi operate people tend to respond realistically to situations and events in the VR, even though they know for sure that these are illusions and not reality.…”
Section: The Illusions Of Vrmentioning
confidence: 99%
“…Fribourg et al (2020) turned the method towards evaluation of body ownership rather than PI or Psi. GalvanDebarba et al (2020) studied Psi in relation to body animation features. Clearly the same method could be used for the evaluation of different subjective responses, not only PI of Psi, which we turn to next.…”
Section: Configuration Transitionsmentioning
confidence: 99%
“…Previous work has demonstrated the importance of having a selfavatar that moves in sync with the user [9,10,33]. If we focus on the overall movement without further interaction with the virtual world, current animation techniques based on IK from sparse tracking data may suffice.…”
Section: Introductionmentioning
confidence: 99%
“…Using VR simplifies research by minimizing costs, time-consuming processes, accessing the needed physical surroundings. An additional benefit of VR is the synchronization with other measurement systems such as eye-tracking (ET) [16,67] or infrared motion capturing systems [24,66]. With that, extensions of possibilities arise that cannot be implemented in reality, such as occlusion of one's body parts [66] or changing and expanding body properties [33,73].…”
Section: Introductionmentioning
confidence: 99%