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Impact of Personalized Avatars and Motion Synchrony on Embodiment and Users’ Subjective Experience: Empirical Study

BACKGROUND: Embodiment through a virtual avatar is a key element for people to feel that they are in the virtual world. OBJECTIVE: This study aimed to elucidate the interaction between 2 methods of eliciting embodiment through a virtual avatar: motion synchronization and appearance similarity betwee...

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Autores principales: Jung, Myeongul, Sim, Sangyong, Kim, Jejoong, Kim, Kwanguk
Formato: Online Artículo Texto
Lenguaje:English
Publicado: JMIR Publications 2022
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9682455/
https://www.ncbi.nlm.nih.gov/pubmed/36346658
http://dx.doi.org/10.2196/40119
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author Jung, Myeongul
Sim, Sangyong
Kim, Jejoong
Kim, Kwanguk
author_facet Jung, Myeongul
Sim, Sangyong
Kim, Jejoong
Kim, Kwanguk
author_sort Jung, Myeongul
collection PubMed
description BACKGROUND: Embodiment through a virtual avatar is a key element for people to feel that they are in the virtual world. OBJECTIVE: This study aimed to elucidate the interaction between 2 methods of eliciting embodiment through a virtual avatar: motion synchronization and appearance similarity between a human and avatar, to understand embodiment (agency, body ownership, and self-location) and subjective experience (presence, simulator sickness, and emotion) in virtual reality. METHODS: Using a full-body motion capture system, 24 participants experienced their virtual avatars with a 3D-scanned face and size-matched body from a first-person perspective. This study used a 2 (motion; sync and async) × 2 (appearance; personalized and generic) within-subject design. RESULTS: The results indicated that agency and body ownership increased when motion and appearance were matched, whereas self-location, presence, and emotion were affected by motion only. Interestingly, if the avatar’s appearance was similar to the participants (personalized avatar), they formed an agency toward the avatar’s motion that was not performed by themselves. CONCLUSIONS: Our findings would be applicable in the field of behavioral therapy, rehabilitation, and entertainment applications, by eliciting higher agency with a personalized avatar.
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spelling pubmed-96824552022-11-24 Impact of Personalized Avatars and Motion Synchrony on Embodiment and Users’ Subjective Experience: Empirical Study Jung, Myeongul Sim, Sangyong Kim, Jejoong Kim, Kwanguk JMIR Serious Games Original Paper BACKGROUND: Embodiment through a virtual avatar is a key element for people to feel that they are in the virtual world. OBJECTIVE: This study aimed to elucidate the interaction between 2 methods of eliciting embodiment through a virtual avatar: motion synchronization and appearance similarity between a human and avatar, to understand embodiment (agency, body ownership, and self-location) and subjective experience (presence, simulator sickness, and emotion) in virtual reality. METHODS: Using a full-body motion capture system, 24 participants experienced their virtual avatars with a 3D-scanned face and size-matched body from a first-person perspective. This study used a 2 (motion; sync and async) × 2 (appearance; personalized and generic) within-subject design. RESULTS: The results indicated that agency and body ownership increased when motion and appearance were matched, whereas self-location, presence, and emotion were affected by motion only. Interestingly, if the avatar’s appearance was similar to the participants (personalized avatar), they formed an agency toward the avatar’s motion that was not performed by themselves. CONCLUSIONS: Our findings would be applicable in the field of behavioral therapy, rehabilitation, and entertainment applications, by eliciting higher agency with a personalized avatar. JMIR Publications 2022-11-08 /pmc/articles/PMC9682455/ /pubmed/36346658 http://dx.doi.org/10.2196/40119 Text en ©Myeongul Jung, Sangyong Sim, Jejoong Kim, Kwanguk Kim. Originally published in JMIR Serious Games (https://games.jmir.org), 08.11.2022. https://creativecommons.org/licenses/by/4.0/This is an open-access article distributed under the terms of the Creative Commons Attribution License (https://creativecommons.org/licenses/by/4.0/), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work, first published in JMIR Serious Games, is properly cited. The complete bibliographic information, a link to the original publication on https://games.jmir.org, as well as this copyright and license information must be included.
spellingShingle Original Paper
Jung, Myeongul
Sim, Sangyong
Kim, Jejoong
Kim, Kwanguk
Impact of Personalized Avatars and Motion Synchrony on Embodiment and Users’ Subjective Experience: Empirical Study
title Impact of Personalized Avatars and Motion Synchrony on Embodiment and Users’ Subjective Experience: Empirical Study
title_full Impact of Personalized Avatars and Motion Synchrony on Embodiment and Users’ Subjective Experience: Empirical Study
title_fullStr Impact of Personalized Avatars and Motion Synchrony on Embodiment and Users’ Subjective Experience: Empirical Study
title_full_unstemmed Impact of Personalized Avatars and Motion Synchrony on Embodiment and Users’ Subjective Experience: Empirical Study
title_short Impact of Personalized Avatars and Motion Synchrony on Embodiment and Users’ Subjective Experience: Empirical Study
title_sort impact of personalized avatars and motion synchrony on embodiment and users’ subjective experience: empirical study
topic Original Paper
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9682455/
https://www.ncbi.nlm.nih.gov/pubmed/36346658
http://dx.doi.org/10.2196/40119
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