Avatars in virtual reality (VR) can have body structures that differ from the physical self. Game designers, for example, often stylize virtual characters by reducing the number of fingers. Previous work found that the sensation of presence in VR depends on avatar realism and the number of limbs. However, it is currently unknown how the removal of individual fingers affects the VR experience, body perception, and how fingers are used instead. In a study with 24 participants, we investigate the effects of missing fingers and avatar realism on presence, phantom pain perception, and finger usage. Our results show that particularly missing index fingers decrease presence, show the highest phantom pain ratings, and significantly change hand interaction behavior. We found that relative usage of thumb and index fingers in contrast to middle, ring, and little finger usage was higher with abstract hands than with realistic ones-even when the fingers were missing. We assume that dominant fingers are firstly integrated into the own body schema when an avatar does not resemble one's own appearance. We discuss cognitive mechanisms in experiencing virtual limb loss.
Virtual reality (VR) allows embodying any possible avatar. Known as the Proteus effect, avatars can change users' behavior and attitudes. Previous work found that embodying Albert Einstein can increase cognitive task performance. The behavioral confirmation paradigm, however, predicts that our behavior is also affected by others' perception of us. Therefore, we investigated the cognitive performance in collaborative VR when self-perception and external perception of the own avatar differ. 32 male participants performed a Tower of London task in pairs. One participant embodied Einstein or a young adult while the other perceived the participant as Einstein or a young adult. We show that the perception by others affects cognitive performance. The Einstein avatar also decreased the perceived workload. Results imply that avatars' appearance to both, the user and the others must be considered when designing for cognitively demanding tasks. CCS CONCEPTS • Human-centered computing → Virtual reality.
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