Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems 2017
DOI: 10.1145/3025453.3025962
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Malleable Embodiment

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Cited by 45 publications
(14 citation statements)
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References 29 publications
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“…Using a system that captures human body movement and generates an immersive 1PP view of one's body position with a small (forward or backward) shift in time, it was found that spatiotemporal deformations of the body representation induced distinct physical sensations (Kasahara et al, 2017). Viewing a prediction of one's body image in the future induced lighter, nimble and vitalized sensations, whereas past views evoked heavier, dull, and diminished sensations.…”
Section: Visual Perspectivementioning
confidence: 99%
“…Using a system that captures human body movement and generates an immersive 1PP view of one's body position with a small (forward or backward) shift in time, it was found that spatiotemporal deformations of the body representation induced distinct physical sensations (Kasahara et al, 2017). Viewing a prediction of one's body image in the future induced lighter, nimble and vitalized sensations, whereas past views evoked heavier, dull, and diminished sensations.…”
Section: Visual Perspectivementioning
confidence: 99%
“…Numerous studies have explored people's experience in VR with the goal of designing better systems that enhance interaction. These largely consist of self-report questionnaires, qualitative analysis or performance measures to evaluate the effectiveness of VR interaction (e.g., [10,19,20,35]). These measures give information about the system's general usability and the impressions of immersion, but do not consider whether a particular tool or controls realistically reproduce interaction in the real world, much less tool embodiment.…”
Section: Virtual Realitymentioning
confidence: 99%
“…Research in virtual reality has a long tradition striving to reproduce the sensations, perceptions and experience of being elsewhere (this is often referred to as presence [39,43], immersion [19] or spatial-temporal deformation [1]). An important part of this presence is interaction; people in an immersive VR environment need to be able to interact realistically with the objects in the environment in order not to break the illusion of immersion in an alternate reality [37].…”
Section: Introductionmentioning
confidence: 99%
“…Due to the immense consequences of VR motion sickness, researchers and developers seek to reduce delays and to predict head [2,39,50] and body [22,31,42] movements to improve subjective experiences and objective measures. Wu and Ming demonstrated that compensating delays using head movement extrapolation techniques in VR can improve human performance in spatial tasks [50].…”
Section: Movement Predictions In Vrmentioning
confidence: 99%
“…However, the effects of machine learning (ML)-based algorithms predicting real-time or future movements of the own body particularly in the context of time critical input performance or immersive experiences are currently unknown. Previous research of linearly extrapolated movements indicates that induced a "lighter weight" sensation [22], however, objective findings about using neural networks able to predict the own movements in VR or input measures quantifying the input performance in a gaming scenario are currently unknown.…”
Section: Introductionmentioning
confidence: 99%