We present two experiments to assess the relative impact of different levels of body animation fidelity on plausibility illusion (Psi). The first experiment presents a virtual character that is not controlled by the user ($n = 13$) while the second experiment presents a user-controlled virtual avatar ($n = 24$, all male). Psi concerns how realistic and coherent the events in a virtual environment look and feel and is part of Slater's proposition of two orthogonal components of presence in virtual reality (VR). In the experiments, the face, hands, upper body and lower body of the character or self-avatar were manipulated to present different degrees of animation fidelity, such as no animation, procedural animation, and motion captured animat...
Avatars are an increasingly popular research topic in the field of virtual reality. The first 20-30 ...
Avatars are an increasingly popular research topic in the field of virtual reality. The first 20-30 ...
Inside virtual reality, users can embody avatars that are collocated from a first-person perspective...
Performing motor tasks in virtual environments is best achieved with motion capture and animation of...
<div><p>Recent studies have shown that a fake body part can be incorporated into human body represen...
One of the most exciting possibilities of virtual reality is inducing in participants the illusion o...
One of the most exciting possibilities of virtual reality is inducing in participants the illusion o...
One of the most exciting possibilities of virtual reality is inducing in participants the illusion o...
The employment of visual, auditory and tactile senses directly related to specific body limbs associ...
In this paper we address the question as to why participants tend to respond realistically to situat...
Immersive virtual environments have proven to be a plausible platform to be used by multiple discipl...
Previous research indicates that the size of the own body affects the judgment of objects’ size, dep...
Manipulating sensory and motor cues can cause an illusionary perception of ownership of a fake body ...
This study presents the second phase of a series of experiments investigating the impact of avatar v...
Figure 1: Male avatar rendered in different visual styles, ranging from realistic to abstract, based...
Avatars are an increasingly popular research topic in the field of virtual reality. The first 20-30 ...
Avatars are an increasingly popular research topic in the field of virtual reality. The first 20-30 ...
Inside virtual reality, users can embody avatars that are collocated from a first-person perspective...
Performing motor tasks in virtual environments is best achieved with motion capture and animation of...
<div><p>Recent studies have shown that a fake body part can be incorporated into human body represen...
One of the most exciting possibilities of virtual reality is inducing in participants the illusion o...
One of the most exciting possibilities of virtual reality is inducing in participants the illusion o...
One of the most exciting possibilities of virtual reality is inducing in participants the illusion o...
The employment of visual, auditory and tactile senses directly related to specific body limbs associ...
In this paper we address the question as to why participants tend to respond realistically to situat...
Immersive virtual environments have proven to be a plausible platform to be used by multiple discipl...
Previous research indicates that the size of the own body affects the judgment of objects’ size, dep...
Manipulating sensory and motor cues can cause an illusionary perception of ownership of a fake body ...
This study presents the second phase of a series of experiments investigating the impact of avatar v...
Figure 1: Male avatar rendered in different visual styles, ranging from realistic to abstract, based...
Avatars are an increasingly popular research topic in the field of virtual reality. The first 20-30 ...
Avatars are an increasingly popular research topic in the field of virtual reality. The first 20-30 ...
Inside virtual reality, users can embody avatars that are collocated from a first-person perspective...