2015 IEEE Virtual Reality (VR) 2015
DOI: 10.1109/vr.2015.7223379
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Avatar anthropomorphism and illusion of body ownership in VR

Abstract: In this paper we present a novel experiment to explore the impact of avatar realism on the illusion of virtual body ownership (IVBO) in immersive virtual environments, with full-body avatar embodiment and freedom of movement. We evaluated four distinct avatars (a humanoid robot, a block-man, and both male and female human adult) presenting an increasing level of anthropomorphism in their detailed compositions Our results revealed that each avatar elicited a relatively high level of illusion. However both machi… Show more

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Cited by 146 publications
(94 citation statements)
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“…Immersive technologies not only allow us to experience such a "feeling of being there" [16], but also increase our ability to emphasize our virtual self-representation. We can embody our avatar to a remarkable degree, which is also referred to as the illusion of virtual body ownership (IVBO) [35], agency, or body transfer illusion.…”
Section: Related Workmentioning
confidence: 99%
See 1 more Smart Citation
“…Immersive technologies not only allow us to experience such a "feeling of being there" [16], but also increase our ability to emphasize our virtual self-representation. We can embody our avatar to a remarkable degree, which is also referred to as the illusion of virtual body ownership (IVBO) [35], agency, or body transfer illusion.…”
Section: Related Workmentioning
confidence: 99%
“…IVBO was mainly explored with anthropomorphic characters and realistic representations [35,31,18]. For instance, related to the question of avatar customization in games, Waltemate et al [69] showed that customizable representations lead to significantly higher IVBO effects.…”
Section: Related Workmentioning
confidence: 99%
“…Based on previous conducted research, the utilisation of anthropomorphic interface could be perceived as an avatar (Mull, Jamie, Moon, & Lee, 2015) or an interface agent (Lisetti, Amini, Yasavur, & Rishe, 2013) in different degrees of anthropomorphic designs. According to previous research in examining the effectiveness of user interface, the anthropomorphic interface designs could be comprehend into real human representations (avatar), interface agents (mixes between human and animal representation), and hybrid characters (an abstract design, could be in any form) (Lortie & Guitton, 2011;Lugrin, Latt, & Latoschik, 2015;Tsiourti, Joly, Ben Moussa, Wings-Kolgen, & Wac, 2014).…”
Section: Anthropomorphic Interfaces Gamificationmentioning
confidence: 99%
“…Auto-report generation after the therapy is also effective for patients [17]. Sometimes illusion are created in game based exercise to engage patients to perform better [18].…”
Section: Introductionmentioning
confidence: 99%