2016 IEEE Virtual Reality (VR) 2016
DOI: 10.1109/vr.2016.7504682
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The role of interaction in virtual embodiment: Effects of the virtual hand representation

Abstract: International audienceHow do people appropriate their virtual hand representation when interacting in virtual environments? In order to answer this question , we conducted an experiment studying the sense of embodiment when interacting with three different virtual hand representations , each one providing a different degree of visual realism but keeping the same control mechanism. The main experimental task was a Pick-and-Place task in which participants had to grasp a virtual cube and place it to an indicated… Show more

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Cited by 255 publications
(212 citation statements)
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References 39 publications
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“…To achieve AR, we converted the Oculus into a see-through HMD by attaching a camera to the front, which provides live video from the user's point of view. The tracking data and camera stream are both channeled into Unity 3 , where we have built a "scene" with virtual representations of the interactive devices in the room and a plane onto which the camera image is projected. Furthermore, this scene contains a virtual full body avatar: a 3D model of a young man that is a standard asset in Unity.…”
Section: Methodsmentioning
confidence: 99%
See 2 more Smart Citations
“…To achieve AR, we converted the Oculus into a see-through HMD by attaching a camera to the front, which provides live video from the user's point of view. The tracking data and camera stream are both channeled into Unity 3 , where we have built a "scene" with virtual representations of the interactive devices in the room and a plane onto which the camera image is projected. Furthermore, this scene contains a virtual full body avatar: a 3D model of a young man that is a standard asset in Unity.…”
Section: Methodsmentioning
confidence: 99%
“…It is however unclear if ownership persists when the arm length is actively controlled by the user and used for interaction. Two active VHI studies, where the virtual hand can be controlled and ownership is explored during interaction, is the recent work by Lin and Jörg [38] and Argelaguet et al [3]. The first presents a VHI comparing 6 different hand representations of varying realism, which participants used to fend off spheres flying towards them in VR.…”
Section: Body Ownership Illusions (Bois)mentioning
confidence: 99%
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“…The impact of a self-avatar has been extensively investigated, including the visual embodiment of the user, means of interaction with the world, means of sensing various attributes of the world etc [5,14]. As described in detail previously [15], some authors have looked at the mechanisms by which the self-avatar embodies the user, thus the user can experience the selfavatar as their own body [15,22].…”
Section: Self-avatar or No Self-avatarmentioning
confidence: 99%
“…For instance, Kilteni et al (2012b) investigated body space and limb plausibility and found that participants tolerated having a virtual arm longer than their real one, while Argelaguet et al (2016) found that a realistic virtual hand elicited a stronger sense of ownership than more abstract representations. Other studies have also explored one's body weight perception by altering the complexity of the avatar (Piryankova et al, 2014), the effects of social anxiety responses to standing in front of an audience when having an invisible body (Guterstam et al, 2015), or how racial bias can be reduced by using an avatar of a black person (Peck et al, 2013).…”
Section: Ownership Illusion In Vrmentioning
confidence: 99%