Cargando…
Characterizing first and third person viewpoints and their alternation for embodied interaction in virtual reality
Empirical research on the bodily self has shown that the body representation is malleable, and prone to manipulation when conflicting sensory stimuli are presented. Using Virtual Reality (VR) we assessed the effects of manipulating multisensory feedback (full body control and visuo-tactile congruenc...
Autores principales: | , , , , , |
---|---|
Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
Public Library of Science
2017
|
Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC5744958/ https://www.ncbi.nlm.nih.gov/pubmed/29281736 http://dx.doi.org/10.1371/journal.pone.0190109 |
_version_ | 1783288842355212288 |
---|---|
author | Galvan Debarba, Henrique Bovet, Sidney Salomon, Roy Blanke, Olaf Herbelin, Bruno Boulic, Ronan |
author_facet | Galvan Debarba, Henrique Bovet, Sidney Salomon, Roy Blanke, Olaf Herbelin, Bruno Boulic, Ronan |
author_sort | Galvan Debarba, Henrique |
collection | PubMed |
description | Empirical research on the bodily self has shown that the body representation is malleable, and prone to manipulation when conflicting sensory stimuli are presented. Using Virtual Reality (VR) we assessed the effects of manipulating multisensory feedback (full body control and visuo-tactile congruence) and visual perspective (first and third person perspective) on the sense of embodying a virtual body that was exposed to a virtual threat. We also investigated how subjects behave when the possibility of alternating between first and third person perspective at will was presented. Our results support that illusory ownership of a virtual body can be achieved in both first and third person perspectives under congruent visuo-motor-tactile condition. However, subjective body ownership and reaction to threat were generally stronger for first person perspective and alternating condition than for third person perspective. This suggests that the possibility of alternating perspective is compatible with a strong sense of embodiment, which is meaningful for the design of new embodied VR experiences. |
format | Online Article Text |
id | pubmed-5744958 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2017 |
publisher | Public Library of Science |
record_format | MEDLINE/PubMed |
spelling | pubmed-57449582018-01-09 Characterizing first and third person viewpoints and their alternation for embodied interaction in virtual reality Galvan Debarba, Henrique Bovet, Sidney Salomon, Roy Blanke, Olaf Herbelin, Bruno Boulic, Ronan PLoS One Research Article Empirical research on the bodily self has shown that the body representation is malleable, and prone to manipulation when conflicting sensory stimuli are presented. Using Virtual Reality (VR) we assessed the effects of manipulating multisensory feedback (full body control and visuo-tactile congruence) and visual perspective (first and third person perspective) on the sense of embodying a virtual body that was exposed to a virtual threat. We also investigated how subjects behave when the possibility of alternating between first and third person perspective at will was presented. Our results support that illusory ownership of a virtual body can be achieved in both first and third person perspectives under congruent visuo-motor-tactile condition. However, subjective body ownership and reaction to threat were generally stronger for first person perspective and alternating condition than for third person perspective. This suggests that the possibility of alternating perspective is compatible with a strong sense of embodiment, which is meaningful for the design of new embodied VR experiences. Public Library of Science 2017-12-27 /pmc/articles/PMC5744958/ /pubmed/29281736 http://dx.doi.org/10.1371/journal.pone.0190109 Text en © 2017 Galvan Debarba et al http://creativecommons.org/licenses/by/4.0/ This is an open access article distributed under the terms of the Creative Commons Attribution License (http://creativecommons.org/licenses/by/4.0/) , which permits unrestricted use, distribution, and reproduction in any medium, provided the original author and source are credited. |
spellingShingle | Research Article Galvan Debarba, Henrique Bovet, Sidney Salomon, Roy Blanke, Olaf Herbelin, Bruno Boulic, Ronan Characterizing first and third person viewpoints and their alternation for embodied interaction in virtual reality |
title | Characterizing first and third person viewpoints and their alternation for embodied interaction in virtual reality |
title_full | Characterizing first and third person viewpoints and their alternation for embodied interaction in virtual reality |
title_fullStr | Characterizing first and third person viewpoints and their alternation for embodied interaction in virtual reality |
title_full_unstemmed | Characterizing first and third person viewpoints and their alternation for embodied interaction in virtual reality |
title_short | Characterizing first and third person viewpoints and their alternation for embodied interaction in virtual reality |
title_sort | characterizing first and third person viewpoints and their alternation for embodied interaction in virtual reality |
topic | Research Article |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC5744958/ https://www.ncbi.nlm.nih.gov/pubmed/29281736 http://dx.doi.org/10.1371/journal.pone.0190109 |
work_keys_str_mv | AT galvandebarbahenrique characterizingfirstandthirdpersonviewpointsandtheiralternationforembodiedinteractioninvirtualreality AT bovetsidney characterizingfirstandthirdpersonviewpointsandtheiralternationforembodiedinteractioninvirtualreality AT salomonroy characterizingfirstandthirdpersonviewpointsandtheiralternationforembodiedinteractioninvirtualreality AT blankeolaf characterizingfirstandthirdpersonviewpointsandtheiralternationforembodiedinteractioninvirtualreality AT herbelinbruno characterizingfirstandthirdpersonviewpointsandtheiralternationforembodiedinteractioninvirtualreality AT boulicronan characterizingfirstandthirdpersonviewpointsandtheiralternationforembodiedinteractioninvirtualreality |