Stretch your reach: Studying Self-Avatar and Controller Misalignment in Virtual Reality Interaction

被引:0
|
作者
Luis Ponton, Jose [1 ]
Keshavarz, Reza [2 ]
Beacco, Alejandro [1 ]
Pelechano, Nuria [1 ]
机构
[1] Univ Politecn Cataluna, Barcelona, Spain
[2] Univ Bologna, Bologna, Italy
来源
PROCEEDINGS OF THE 2024 CHI CONFERENCE ON HUMAN FACTORS IN COMPUTING SYTEMS, CHI 2024 | 2024年
基金
欧盟地平线“2020”;
关键词
virtual reality; 3D interaction; avatars; perception; embodiment; EMBODIMENT; SENSE;
D O I
10.1145/3613904.3642268
中图分类号
TP18 [人工智能理论];
学科分类号
081104 ; 0812 ; 0835 ; 1405 ;
摘要
Immersive Virtual Reality typically requires a head-mounted display (HMD) to visualize the environment and hand-held controllers to interact with the virtual objects. Recently, many applications display full-body avatars to represent the user and animate the arms to follow the controllers. Embodiment is higher when the self-avatar movements align correctly with the user. However, having a full-body self-avatar following the user's movements can be challenging due to the disparities between the virtual body and the user's body. This can lead to misalignments in the hand position that can be noticeable when interacting with virtual objects. In this work, we propose five different interaction modes to allow the user to interact with virtual objects despite the self-avatar and controller misalignment and study their influence on embodiment, proprioception, preference, and task performance. We modify aspects such as whether the virtual controllers are rendered, whether controllers are rendered in their real physical location or attached to the user's hand, and whether stretching the avatar arms to always reach the real controllers. We evaluate the interaction modes both quantitatively (performance metrics) and qualitatively (embodiment, proprioception, and user preference questionnaires). Our results show that the stretching arms solution, which provides body continuity and guarantees that the virtual hands or controllers are in the correct location, offers the best results in embodiment, user preference, proprioception, and performance. Also, rendering the controller does not have an effect on either embodiment or user preference.
引用
收藏
页数:15
相关论文
共 34 条
  • [1] The Self-Avatar Follower Effect in Virtual Reality
    Gonzalez-Franco, Mar
    Cohn, Brian
    Ofek, Eyal
    Burin, Dalila
    Maselli, Antonella
    2020 IEEE CONFERENCE ON VIRTUAL REALITY AND 3D USER INTERFACES (VR 2020), 2020, : 18 - 25
  • [2] The Impact of a Self-Avatar on Cognitive Load in Immersive Virtual Reality
    Steed, Anthony
    Pan, Ye
    Zisch, Fiona
    Steptoe, William
    2016 IEEE VIRTUAL REALITY CONFERENCE (VR), 2016, : 67 - 76
  • [3] A Cardboard-Based Virtual Reality Study on Self-Avatar Appearance and Breathing
    Cui, Dixuan
    Mousas, Christos
    2022 IEEE CONFERENCE ON VIRTUAL REALITY AND 3D USER INTERFACES ABSTRACTS AND WORKSHOPS (VRW 2022), 2022, : 1 - 6
  • [4] Prism Aftereffects for Throwing with a Self-Avatar in an Immersive Virtual Environment
    Bodenheimer, Bobby
    Creem-Regehr, Sarah
    Stefanucci, Jeanine
    Shemetova, Elena
    Thompson, William B.
    2017 IEEE VIRTUAL REALITY (VR), 2017, : 141 - 147
  • [5] An embodied body morphology task for investigating self-avatar proportions perception in Virtual Reality
    Boban, Loen
    Boulic, Ronan
    Herbelin, Bruno
    IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS, 2025, 31 (05) : 3077 - 3086
  • [6] Evidence for a Relationship Between Self-Avatar Fixations and Perceived Avatar Similarity within Low-Cost Virtual Reality Embodiment
    Krogmeier, Claudia
    Mousas, Christos
    2021 IEEE CONFERENCE ON VIRTUAL REALITY AND 3D USER INTERFACES ABSTRACTS AND WORKSHOPS (VRW 2021), 2021, : 127 - 134
  • [7] Self-Avatar Motion Retargeting for Virtual Reality Post-Stroke Rehabilitation Therapy
    Clocchiatti, Alessandro
    EXTENDED ABSTRACTS OF THE 2024 CHI CONFERENCE ON HUMAN FACTORS IN COMPUTING SYSTEMS, CHI 2024, 2024,
  • [8] Subjective Effects of Flying With an Autoscopic Self-Avatar in Third-Person Perspective Within an Immersive Mixed Reality
    Amato, Etienne Armand
    Pereny, Etienne
    Berthoz, Alain
    PROCEEDINGS OF THE 32ND INTERNATIONAL CONFERENCE ON COMPUTER ANIMATION AND SOCIAL AGENTS (CASA 2019), 2019, : 69 - 74
  • [9] How Foot Tracking Matters: The Impact of an Animated Self-Avatar on Interaction, Embodiment and Presence in Shared Virtual Environments
    Pan, Ye
    Steed, Anthony
    FRONTIERS IN ROBOTICS AND AI, 2019, 6
  • [10] Self Representation and Interaction in Immersive Virtual Reality
    Viola, Eros
    Solari, Fabio
    Chessa, Manuela
    HUCAPP: PROCEEDINGS OF THE 16TH INTERNATIONAL JOINT CONFERENCE ON COMPUTER VISION, IMAGING AND COMPUTER GRAPHICS THEORY AND APPLICATIONS - VOL. 2: HUCAPP, 2021, : 237 - 244