virtual avatar
Recently Published Documents


TOTAL DOCUMENTS

63
(FIVE YEARS 24)

H-INDEX

5
(FIVE YEARS 2)

2022 ◽  
Vol 15 ◽  
Author(s):  
Ege Tekgün ◽  
Burak Erdeniz

Out-of-body experiences (OBEs) provide fascinating insights into our understanding of bodily self-consciousness and the workings of the brain. Studies that examined individuals with brain lesions reported that OBEs are generally characterized by participants experiencing themselves outside their physical body (i.e., disembodied feeling) (Blanke and Arzy, 2005). Based on such a characterization, it has been shown that it is possible to create virtual OBEs in immersive virtual environments (Ehrsson, 2007; Ionta et al., 2011b; Bourdin et al., 2017). However, the extent to which body-orientation influences virtual OBEs is not well-understood. Thus, in the present study, 30 participants (within group design) experienced a full-body ownership illusion (synchronous visuo-tactile stimulation only) induced with a gender-matched full-body virtual avatar seen from the first-person perspective (1PP). At the beginning of the experiment, participants performed a mental ball dropping (MBD) task, seen from the location of their virtual avatar, to provide a baseline measurement. After this, a full-body ownership illusion (embodiment phase) was induced in all participants. This was followed by the virtual OBE illusion phase of the experiment (disembodiment phase) in which the first-person viewpoint was switched to a third-person perspective (3PP), and participants' disembodied viewpoint was gradually raised to 14 m above the virtual avatar, from which altitude they repeated the MBD task. During the experiment, this procedure was conducted twice, and the participants were allocated first to the supine or the standing body position at random. Results of the MBD task showed that the participants experienced increased MBD durations during the supine condition compared to the standing condition. Furthermore, although the findings from the subjective reports confirmed the previous findings of virtual OBEs, no significant difference between the two postures was found for body ownership. Taken together, the findings of the current study make further contributions to our understanding of both the vestibular system and time perception during OBEs.


2022 ◽  
Vol 40 ◽  
pp. 100457
Author(s):  
Minna Pakanen ◽  
Paula Alavesa ◽  
Niels van Berkel ◽  
Timo Koskela ◽  
Timo Ojala
Keyword(s):  

2021 ◽  
Author(s):  
Toru Nishita ◽  
Kazuya Hirota ◽  
Rin Ouchi ◽  
Yuichi Furumoto ◽  
Masaaki Sato ◽  
...  

2021 ◽  
Vol 8 (1) ◽  
Author(s):  
Juyeon Park ◽  
Jennifer Paff Ogle

AbstractWe explored how viewing one’s anthropometric virtual avatar would affect the viewer’s self-body perception through the comparative evaluation of self-concepts—self-esteem and self-compassion, within the framework of allocentric lock theory. We recruited 18 female adults, aged 18–21, who identified themselves to have some level of body image concerns, and who had had no clinical treatment for their body image. Participants were randomly assigned either to the experimental or control group. The experimental group participated in both body positivity program and virtual avatar program, whereas the control group attended the body positivity program, only. The results affirmed that the body positivity program served as a psychological buffer prior to the virtual avatar stimulus. After the virtual avatar experience, the participants demonstrated self-acceptance by lowering their expectation on how they should look like. The findings from exit interviews enriched the quantitative results. This study verified the mechanism of the altered processing of the stored bodily memory by the egocentric sensory input of virtual avatars, and offered practical potential of the study outcomes to be applied in various emerging fields where novel applications of virtual 3D technology are sought, such as fashion e-commerce.


Heliyon ◽  
2021 ◽  
pp. e07515
Author(s):  
Riccardo Tambone ◽  
Giulia Poggio ◽  
Maria Pyasik ◽  
Dalila Burin ◽  
Olga Dal Monte ◽  
...  

BMC Neurology ◽  
2021 ◽  
Vol 21 (1) ◽  
Author(s):  
Rosa Angela Fabio ◽  
Giorgia Pergolizzi ◽  
Andrea Nucita ◽  
Giancarlo Iannizzotto ◽  
Tindara Caprì

Abstract Background Since subjects with Rett syndrome (RTT) focus their attention mainly on the faces of people with whom they interact, in this study the role of a human-like smart interactive agent (an avatar) in enhancing cognitive processes is examined. More in depth, this study aimed to understand if, and to what extent, the use of an avatar can improve attention and memory abilities in subjects with RTT. Method Thirty-six subjects with RTT participated in the study. All participants performed over-selectivity and memory tasks, for a total of six trials. These trials were randomly presented in two different conditions: with and without virtual avatar. Results The results indicated that the participants improved their attention and memory abilities when they performed the tasks with the avatar. There were no improvements when they performed the tasks without the avatar. Discussion The results were discussed considering the relationship between motivation, attention and memory in RTT.


2021 ◽  
Vol 2 ◽  
Author(s):  
James Coleman Eubanks ◽  
Alec G. Moore ◽  
Paul A. Fishwick ◽  
Ryan P. McMahan

Consumer virtual reality (VR) technologies have made embodying a virtual avatar during an immersive experience more feasible. The sense of embodiment toward that virtual avatar can be characterized and measured along three factors: self-location, agency, and body ownership. Some measures of embodiment have been previously proposed, but most have not been validated or do not measure the three individual factors of embodiment. In this paper, we present the construction and validation of a preliminary version of a short questionnaire that not only addresses these factors of embodiment but can also be used as an in-VR questionnaire, which we call the pESQ. By using and validating the pESQ, we provide results indicating that foot tracking significantly improves self-location and agency, and that an avatar significantly improves body ownership.


2021 ◽  
Vol 53 (3) ◽  
pp. 232-239
Author(s):  
Jared T. McGuirt ◽  
Basheerah Enahora ◽  
Omari L. Dyson ◽  
Gina L. Tripicchio ◽  
Lauryn Mallard ◽  
...  

2020 ◽  
Author(s):  
Marieke Lieve Weijs ◽  
Elle Macartney ◽  
Moritz M. Daum ◽  
Bigna Lenggenhager

The sense of a bodily self is thought to depend on adaptive weighting and integration of bodily afferents and prior beliefs. Evidence from studies using paradigms such as the rubber hand illusion and full body illusion suggests changes in the integration of visuotactile bodily signals throughout childhood. Here, we extended this line of research by assessing how bottom-up visuomotor synchrony and expectancy, modulated by visual appearance of virtual avatars, contribute to embodiment in children. We compared responses to a first-person perspective virtual full body illusion from 8-12-year-old children and adults, while manipulating synchrony of the avatar’s movements (synchronous, 0.5 s, 1 s delay compared to the participant’s movements), and appearance of the avatar (human or skeleton). We measured embodiment with both subjective questionnaires and objective skin conductance responses to virtual threat. Results showed that children experienced ownership for the virtual avatar in a similar way to adults, which was reduced with increasing asynchrony, and for the skeleton avatar as compared to the human avatar. This modulation of ownership was not reflected in the skin conductance responses, which were equally high in all experimental conditions and only showed a modulation of repetition by age. Contrastingly, in children, the subjective experience of agency was less affected by the dampening effects of visuomotor asynchrony or reduced human likeness, and overall higher. These findings suggest that children can easily embody a virtual avatar, but that different aspects of embodiment develop at different rates, which could have important implications for applications of embodied virtual reality.


Sign in / Sign up

Export Citation Format

Share Document