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...

Descripción completa

Detalles Bibliográficos
Autores principales: Galvan Debarba, Henrique, Bovet, Sidney, Salomon, Roy, Blanke, Olaf, Herbelin, Bruno, Boulic, Ronan
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