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
  • [21] A Preliminary Investigation on a Multimodal Controller and Freehand Based Interaction in Virtual Reality
    Capece, Nicola
    Gruosso, Monica
    Erra, Ugo
    Catena, Rosario
    Manfredi, Gilda
    AUGMENTED REALITY, VIRTUAL REALITY, AND COMPUTER GRAPHICS, 2021, 12980 : 53 - 65
  • [22] Is your virtual self as sensational as your real? Virtual Reality: The effect of body consciousness on the experience of exercise sensations
    Matsangidou, Maria
    Ang, Chee Siang
    Mauger, Alexis R.
    Intarasirisawat, Jittrapol
    Otkhmezuri, Boris
    Avraamides, Marios N.
    PSYCHOLOGY OF SPORT AND EXERCISE, 2019, 41 : 218 - 224
  • [23] Meeting Your Virtual Twin: Effects of Photorealism and Personalization on Embodiment, Self-Identification and Perception of Self-Avatars in Virtual Reality
    Salagean, Anca
    Crellin, Eleanor
    Parsons, Martin
    Cosker, Darren
    Fraser, Danae Stanton
    PROCEEDINGS OF THE 2023 CHI CONFERENCE ON HUMAN FACTORS IN COMPUTING SYSTEMS (CHI 2023), 2023,
  • [24] Immersive virtual reality for upper limb rehabilitation: comparing hand and controller interaction
    Juan, M-Carmen
    Elexpuru, Julen
    Dias, Paulo
    Santos, Beatriz Sousa
    Amorim, Paula
    VIRTUAL REALITY, 2023, 27 (02) : 1157 - 1171
  • [25] Immersive virtual reality for upper limb rehabilitation: comparing hand and controller interaction
    M.-Carmen Juan
    Julen Elexpuru
    Paulo Dias
    Beatriz Sousa Santos
    Paula Amorim
    Virtual Reality, 2023, 27 : 1157 - 1171
  • [26] TORC: A Virtual Reality Controller for In-Hand High-Dexterity Finger Interaction
    Lee, Jaeyeon
    Sinclair, Mike
    Gonzalez-Franco, Mar
    Ofek, Eyal
    Holz, Christian
    CHI 2019: PROCEEDINGS OF THE 2019 CHI CONFERENCE ON HUMAN FACTORS IN COMPUTING SYSTEMS, 2019,
  • [27] Exercising With a Six Pack in Virtual Reality: Examining the Proteus Effect of Avatar Body Shape and Sex on Self-Efficacy for Core-Muscle Exercise, Self-Concept of Body Shape, and Actual Physical Activity
    Lin, Jih-Hsuan Tammy
    Wu, Dai-Yun
    Yang, Ji-Wei
    FRONTIERS IN PSYCHOLOGY, 2021, 12
  • [28] Self-position awareness-based presence and interaction in virtual reality
    Xia, Zhenping
    Hwang, Alex
    VIRTUAL REALITY, 2020, 24 (02) : 255 - 262
  • [29] "Tricking the Brain" Using Immersive Virtual Reality: Modifying the Self-Perception Over Embodied Avatar Influences Motor Cortical Excitability and Action Initiation
    Buetler, Karin A.
    Penalver-Andres, Joaquin
    Ozen, Ozhan
    Ferriroli, Luca
    Mueri, Rene M.
    Cazzoli, Dario
    Marchal-Crespo, Laura
    FRONTIERS IN HUMAN NEUROSCIENCE, 2022, 15
  • [30] Dialogical Self on Virtual Reality Systems: Presence and Embodiment in Human Situated Interaction
    Pontes de Franca, Ana Carol
    Soares, Marcelo Marcio
    6TH INTERNATIONAL CONFERENCE ON APPLIED HUMAN FACTORS AND ERGONOMICS (AHFE 2015) AND THE AFFILIATED CONFERENCES, AHFE 2015, 2015, 3 : 6444 - 6450