One way of achieving self-agency in virtual environments is by using a motion capture system and retargeting user’s motion to the virtual avatar. In this study, we investigated whether the self-agency is affected when motion artifacts appear on top of the baseline motion capture data assigned to the self-avatar. For this experiment, we implemented four artifacts: noise, latency, motion jump, and offset rotation of joints. The data provided directly from the motion capture system formed the baseline of the study. We developed three observation tasks to assess self-agency: self-observation, observation through a virtual mirror, and observation during locomotion. A questionnaire was adopted and used to capture the self-agency of participants. ...
Humans have been shown to perceive and perform actions differently in immersive virtual environments...
Humans have been shown to perceive and perform actions differently in immersive virtual environments...
Humans have been shown to perceive and perform actions differently in immersive virtual environments...
A plausible assumption is that self-avatars increase the realism of immersive virtual environments (...
A plausible assumption is that self-avatars increase the realism of immersive virtual environments (...
A rendering of a representation of one's own body in a head mounted display (HMD) virtual environmen...
A rendering of a representation of onelsquo;s own body in a head mounted display (HMD) virtual envir...
A rendering of a representation of one's own body in a head mounted display (HMD) virtual environmen...
The subjective experience of embodying an avatar when immersed in virtual reality (VR) is known to s...
A rendering of a representation of onelsquo;s own body in a head mounted display (HMD) virtual envir...
The subjective experience of embodying an avatar when immersed in virtual reality (VR) is known to s...
When motion is isolated from form cues and viewed from third-person perspectives, individuals are ab...
To date, few head-mounted display (HMD) virtual environment systems display a rendering of the user’...
To date, few head-mounted display (HMD) virtual environment systems display a rendering of the user’...
With the broad range of motion capture devices available on the market, it is now commonplace to dir...
Humans have been shown to perceive and perform actions differently in immersive virtual environments...
Humans have been shown to perceive and perform actions differently in immersive virtual environments...
Humans have been shown to perceive and perform actions differently in immersive virtual environments...
A plausible assumption is that self-avatars increase the realism of immersive virtual environments (...
A plausible assumption is that self-avatars increase the realism of immersive virtual environments (...
A rendering of a representation of one's own body in a head mounted display (HMD) virtual environmen...
A rendering of a representation of onelsquo;s own body in a head mounted display (HMD) virtual envir...
A rendering of a representation of one's own body in a head mounted display (HMD) virtual environmen...
The subjective experience of embodying an avatar when immersed in virtual reality (VR) is known to s...
A rendering of a representation of onelsquo;s own body in a head mounted display (HMD) virtual envir...
The subjective experience of embodying an avatar when immersed in virtual reality (VR) is known to s...
When motion is isolated from form cues and viewed from third-person perspectives, individuals are ab...
To date, few head-mounted display (HMD) virtual environment systems display a rendering of the user’...
To date, few head-mounted display (HMD) virtual environment systems display a rendering of the user’...
With the broad range of motion capture devices available on the market, it is now commonplace to dir...
Humans have been shown to perceive and perform actions differently in immersive virtual environments...
Humans have been shown to perceive and perform actions differently in immersive virtual environments...
Humans have been shown to perceive and perform actions differently in immersive virtual environments...