Evaluation of the impact of different levels of self-representation and body tracking on the sense of presence and embodiment in immersive VR

dc.contributor.author Guilherme Santos Gonçalves en
dc.contributor.author Miguel Correia Melo en
dc.contributor.author Luis Barbosa en
dc.contributor.author José Vasconcelos Raposo en
dc.contributor.author Maximino Bessa en
dc.contributor.other 5095 en
dc.contributor.other 5408 en
dc.contributor.other 6279 en
dc.contributor.other 6565 en
dc.contributor.other 6871 en
dc.date.accessioned 2023-05-04T14:04:21Z
dc.date.available 2023-05-04T14:04:21Z
dc.date.issued 2022 en
dc.description.abstract The main goal of this paper is to investigate the effect of different types of self-representations through floating members (hands vs. hands feet), virtual full body (hands feet vs. full-body avatar), walking fidelity (static feet, simulated walking, real walking), and number of tracking points used (head hands, head hands feet, head hands feet hip) on the sense of presence and embodiment through questionnaires. The sample consisted of 98 participants divided into a total of six conditions in a between-subjects design. The HTC Vive headset, controllers, and trackers were used to perform the experiment. Users were tasked to find a series of hidden objects in a virtual environment and place them in a travel bag. We concluded that (1) the addition of feet to floating hands can impair the experienced realism (p = 0.039), (2) both floating members and full-body avatars can be used without affecting presence and embodiment (p > 0.05) as long as there is the same level of control over the self-representation, (3) simulated walking scores of presence and embodiment were similar when compared to static feet and real walking tracking data (p > 0.05), and (4) adding hip tracking overhead, hand and feet tracking (when using a full-body avatar) allows for a more realistic response to stimuli (p = 0.002) and a higher overall feeling of embodiment (p = 0.023). en
dc.identifier P-00T-ZR1 en
dc.identifier.uri http://dx.doi.org/10.1007/s10055-021-00530-5 en
dc.identifier.uri https://repositorio.inesctec.pt/handle/123456789/13762
dc.language eng en
dc.rights info:eu-repo/semantics/openAccess en
dc.title Evaluation of the impact of different levels of self-representation and body tracking on the sense of presence and embodiment in immersive VR en
dc.type en
dc.type Publication en
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