Abstract Immersive virtual reality can give people the illusion of owning artificial bodies (i.e., avatars) and controlling their actions. Tellingly, people appear to adhere to the newly embodied entities not just on the basis of physical traits but also behaving accordingly with the hallmarks of the represented characters. In two studies we pushed the limits of this process by testing if one’s own sense of power could be affected by embodying the anthropomorphic representation of the Christian God, that is considered an omnipotent entity. A human Muscled and a Normotype avatar were used as controls. Results showed that participants embodying the God-avatar: (i) reacted to a threatening event compromising their physical safety by exhibiting...
When immersive virtual reality users employ digital self-representations, i.e., avatars, they may be...
In this paper we report on an investigation of the effects of a self-avatar\u27s visual similarity t...
This study presents the second phase of a series of experiments investigating the impact of avatar v...
Virtual reality (VR) allows users to embody any possible avatar. Previous work found that the appear...
Avatars are an increasingly popular research topic in the field of virtual reality. The first 20-30 ...
Waltemate T, Gall D, Roth D, Botsch M, Latoschik ME. The Impact of Avatar Personalization and Immers...
Performing motor tasks in virtual environments is best achieved with motion capture and animation of...
International audienceIn Virtual Reality (VR), the Sense of Embodiment (SoE) corresponds to the feel...
Avatars in virtual reality (VR) enable embodied experiences and induce the Proteus effect—a shift in...
Customization of an in-game character, or avatar, is a core feature in modern video games and has ...
Virtual reality in various forms has been around for about 40 years. It has been considered mainly a...
Modulating emotional responses to virtual stimuli is a fundamental goal of many immersive interactiv...
When immersive virtual reality users employ digital self-representations, i.e., avatars, they may be...
In this paper we report on an investigation of the effects of a self-avatar\u27s visual similarity t...
This study presents the second phase of a series of experiments investigating the impact of avatar v...
Virtual reality (VR) allows users to embody any possible avatar. Previous work found that the appear...
Avatars are an increasingly popular research topic in the field of virtual reality. The first 20-30 ...
Waltemate T, Gall D, Roth D, Botsch M, Latoschik ME. The Impact of Avatar Personalization and Immers...
Performing motor tasks in virtual environments is best achieved with motion capture and animation of...
International audienceIn Virtual Reality (VR), the Sense of Embodiment (SoE) corresponds to the feel...
Avatars in virtual reality (VR) enable embodied experiences and induce the Proteus effect—a shift in...
Customization of an in-game character, or avatar, is a core feature in modern video games and has ...
Virtual reality in various forms has been around for about 40 years. It has been considered mainly a...
Modulating emotional responses to virtual stimuli is a fundamental goal of many immersive interactiv...
When immersive virtual reality users employ digital self-representations, i.e., avatars, they may be...
In this paper we report on an investigation of the effects of a self-avatar\u27s visual similarity t...
This study presents the second phase of a series of experiments investigating the impact of avatar v...