The influence of a self-avatar on space and body perception in immersive virtual reality

The influence of a self-avatar on space and body perception in immersive virtual reality PDF

Author: Ivelina Piryankova

Publisher: Logos Verlag Berlin GmbH

Published: 2015-05-26

Total Pages: 146

ISBN-13: 3832539786

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Technologische Fortschritte in der Computergrafik, dem dreidimensionalen Scannen und in Motion-Tracking-Technologien haben zu einem erhöhten Einsatz von Selbst-Avataren in immersiven virtuellen Realitäten (VR) beigetragen. Selbst-Avatare werden zum Beispiel in den Bereichen Visualisierung und Simulation, aber auch in klinischen Anwendungen oder für Unterhaltungszwecke eingesetzt. Deshalb ist es wichtig neue Erkenntnisse über die Wahrnehmung des eigenen Körpers, des Selbst-Avatars und der räumlichen Wahrnehmung des Benutzers zu gewinnen, sowie den Einfluss des Selbst-Avatars auf die räumliche Wahrnehmung in der virtuellen Welt zu untersuchen. Mit Hilfe von moderner VR-Technologie habe ich untersucht wie Veränderungen des Selbst-Avatars die Wahrnehmung des eigenen Körpers und des Raumes verändern. Die Ergebnisse zeigen, dass Selbst-Avatare nicht genau die gleichen Dimensionen wie der Körper des Benutzers haben müssen, damit sich der Benutzer mit seinem Selbst-Avatar identifizieren kann.

Measuring, modelling and minimizing perceived motion incongruence for vehicle motion simulation

Measuring, modelling and minimizing perceived motion incongruence for vehicle motion simulation PDF

Author: Diane Cleij

Publisher: Logos Verlag Berlin GmbH

Published: 2020-01-28

Total Pages: 294

ISBN-13: 3832550445

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Humans always wanted to go faster and higher than their own legs could carry them. This led them to invent numerous types of vehicles to move fast over land, water and air. As training how to handle such vehicles and testing new developments can be dangerous and costly, vehicle motion simulators were invented. Motion-based simulators in particular, combine visual and physical motion cues to provide occupants with a feeling of being in the real vehicle. While visual cues are generally not limited in amplitude, physical cues certainly are, due to the limited simulator motion space. A motion cueing algorithm (MCA) is used to map the vehicle motions onto the simulator motion space. This mapping inherently creates mismatches between the visual and physical motion cues. Due to imperfections in the human perceptual system, not all visual/physical cueing mismatches are perceived. However, if a mismatch is perceived, it can impair the simulation realism and even cause simulator sickness. For MCA design, a good understanding of when mismatches are perceived, and ways to prevent these from occurring, are therefore essential. In this thesis a data-driven approach, using continuous subjective measures of the time-varying Perceived Motion Incongruence (PMI), is adopted. PMI in this case refers to the effect that perceived mismatches between visual and physical motion cues have on the resulting simulator realism. The main goal of this thesis was to develop an MCA-independent off-line prediction method for time-varying PMI during vehicle motion simulation, with the aim of improving motion cueing quality. To this end, a complete roadmap, describing how to measure and model PMI and how to apply such models to predict and minimize PMI in motion simulations is presented. Results from several human-in-the-loop experiments are used to demonstrate the potential of this novel approach.

Research Anthology on Virtual Environments and Building the Metaverse

Research Anthology on Virtual Environments and Building the Metaverse PDF

Author: Management Association, Information Resources

Publisher: IGI Global

Published: 2022-12-19

Total Pages: 797

ISBN-13: 1668475987

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With the advent of virtual environments and communities, the metaverse has been rapidly expanding in recent years as businesses and industries have begun to see the value and opportunities this technology provides. In order to ensure this technology is utilized to its full potential, further study on the best practices, challenges, and future directions is required. The Research Anthology on Virtual Environments and Building the Metaverse considers the latest research regarding the metaverse and discusses potential issues and benefits of the technology. The book also examines strategies and tactics businesses and companies can use when implementing the metaverse into their operations. Covering key topics such as immersion, augmented reality, and virtual worlds, this major reference work is ideal for computer scientists, business owners, managers, industry professionals, researchers, scholars, academicians, practitioners, instructors, and students.

The Social Brain in Virtual Reality. Changing Perspective on Self and Others in Immersive Virtual Environments

The Social Brain in Virtual Reality. Changing Perspective on Self and Others in Immersive Virtual Environments PDF

Author: Solène Neyret

Publisher:

Published: 2019

Total Pages: 196

ISBN-13:

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One fundamental aspect of the human brain is that it is highly shaped by experience and interaction with the surrounding environment. Signals coming from different sensory streams are integrated to create a coherent representation of the environment and of the "self", as a part of this environment. The boundaries of the self are defined through the constant and dynamic exchanges between an individual and their physical and social environment. Self-perception and self-representation are complex processes that seem to be linked to perception and representation of others. We know that humans experience a sense of self-awareness, but the neural bases of this phenomenon are not clearly understood yet. In this thesis we focus on three different aspects of the "self" as a dynamic process: body representation, social identity, and conceptual representation of a personal problem. We report on three behavioural studies using immersive virtual reality that demonstrate how self-representation is highly influenced by social feedback. In the first experiment, we re-created a virtual representation of the internal image participants had of their own body shape. We also re-created a virtual body corresponding to their ideal body shape, and another virtual body representing their real body shape. Participants saw the three different virtual bodies from a first-person perspective and from a third-person perspective and they had to evaluate the appearance of those virtual bodies. We observed that female participants evaluated their real body as more attractive when they saw it from a third-person perspective, and that their level of body dissatisfaction was lower after the experimental procedure. We believe that third-person perspective allowed female participants to perceive their real body shape without applying the negative prior beliefs usually associated to the "self", and that this resulted in a more positive evaluation of their body shape. In the second experiment, we showed how the influence of a group can determine behaviour of an individual. We created a social situation of verbal harassment in virtual reality, and embodied participants in different agents of that scene. In one condition, participants experienced the scene from the perspective of the victim (female avatar). In the other condition, participants saw the situation from the perspective of a member of the group of males performing the harassment (in-group condition). One week later, participants went through a virtual reproduction of the Milgram experiment, and we measured their behaviour in terms of the number of shocks they would give to the victim (again a female avatar). All participants were sitting with a group of three virtual experimenters (male avatars), who were instructing them to give shocks to the victim until the end of the procedure. Our results show that participants of the in-group condition, behaved according to the instructions received from the virtual experimenters, and were more likely to finish the procedure. We argue that social feedback and group influence is critical in determining individual behaviour. In the third experiment, we show how subjective evaluation of a personal problem, can be modified by getting a third-person perspective of oneself. Participants were asked to describe a personal problem causing mid-level distress in their daily life and had the opportunity to discuss it, in virtual reality, with an avatar of Dr Sigmund Freud. In the experimental condition, participants were embodied alternatively in their own virtual avatar and in the virtual body of Freud, allowing them to enter in a "self-conversation". In the control condition, participants were embodied in their own virtual body, and received general counselling from the avatar of Freud. Our results show that the self- conversation condition helped participants to get a new perspective on their problem, leading them to get a better understanding of it and new ideas on how to solve it. Participants in the self-conversation condition also reported less negative automatic thoughts after their experience in virtual reality. We believe that the psychological distance given by the third-person perspective, allowed participants to get a more rational understanding of their situation. Overall, we demonstrate in this thesis, that self-perception, self-representation, self- evaluation and behavioral responses are highly influenced by social feedback. We show that third-person perspective enables to decrease negative bias in self-evaluation. We hope to be able to develop those findings in future clinical applications of immersive virtual reality.

Where are you? Self- and body part localization using virtual reality setups

Where are you? Self- and body part localization using virtual reality setups PDF

Author: Albert van der Veer

Publisher: Logos Verlag Berlin GmbH

Published: 2019-09-19

Total Pages: 184

ISBN-13: 3832549870

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This volume presents a line of original experimental studies on the bodily self, investigating where people locate themselves in their bodies and how accurate they are at localizing their body parts. So far, it was not well known whether people locate themselves in one or more specific regions of their bodies. On the other hand, some systematic distortions in indicating bodily locations were already documented. In the present studies, participants were therefore asked to indicate their self-locations, as well as the locations of several of their body parts, using a self-directed, first-person perspective pointing paradigm in various virtual reality (VR) setups (different head-mounted displays and a large-screen immersive display). Overall, participants were found to locate themselves mainly in the (upper) face and the (upper) torso. However, striking differences in self-localization were found when testing in different VR setups. Upon further investigation, these differences were found to be foremost due to inaccuracies in body part localization. When taking these inaccuracies into account, differences between setups—and also with self-localization outside of VR—largely disappear. Another striking finding was that providing participants—in between pointing phases—with information about their bodies in the form of a real-time animated self-avatar, did not make them more accurate at locating their own body parts. While manipulating their viewpoint to chest-height of their self-avatar did shift the afterwards indicated locations of their own body parts upwards, towards where they were seen on the avatar. Potential explanations for the various new findings, also from tasks outside of VR, are discussed. Taken together, this volume suggests a differential involvement of multi-sensory information processing in experienced self-location within the body and the ability to locate body parts. Self-localization seems to be less flexible, possibly because it is strongly grounded in the 'bodily senses', while body part localization appears more adaptable to the manipulation of sensory stimuli, at least in the visual modality.

Avatars at Work and Play

Avatars at Work and Play PDF

Author: Ralph Schroeder

Publisher: Springer Science & Business Media

Published: 2006-07-08

Total Pages: 287

ISBN-13: 1402038984

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Avatars at Work and Play brings together contributions from leading social scientists and computer scientists who have conducted research on virtual environments used for collaboration and online gaming. They present a well-rounded and state-of-the-art overview of current applications of multi-user virtual environments, ranging from highly immersive virtual reality systems to internet-based virtual environments on personal computers. The volume is a follow-up to a previous essay collection, ‘The Social Life of Avatars’, which explored general issues in this field. This collection goes further, examining uses of shared virtual environments in practical settings such as scientific collaboration, distributed meetings, building models together, and others. It also covers online gaming in virtual environments, which has attracted hundreds of thousands of users and presents an opportunity for studying a myriad of social issues. Covering both ‘work’ and ‘play’, the volume brings together issues common to the two areas, including: What kind of avatar appearance is suitable for different kinds of interaction? How best to foster collaboration and promote usable shared virtual spaces? What kinds of activities work well in different types of virtual environments and systems?

HCI International 2017 – Posters' Extended Abstracts

HCI International 2017 – Posters' Extended Abstracts PDF

Author: Constantine Stephanidis

Publisher: Springer

Published: 2017-05-11

Total Pages: 621

ISBN-13: 3319587501

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The two-volume set CCIS 713 and CCIS 714 contains the extended abstracts of the posters presented during the 19th International Conference on Human-Computer Interaction, HCI International 2017, held in Vancouver, BC, Canada, in July 2017. HCII 2017 received a total of 4340 submissions, of which 1228 papers were accepted for publication after a careful reviewing process. The 177 papers presented in these two volumes were organized in topical sections as follows: Part I: Design and evaluation methods, tools and practices; novel interaction techniques and devices; psychophisiological measuring and monitoring; perception, cognition and emotion in HCI; data analysis and data mining in social media and communication; ergonomics and models in work and training support. Part II: Interaction in virtual and augmented reality; learning, games and gamification; health, well-being and comfort; smart environments; mobile interaction; visual design and visualization; social issues and security in HCI.