This paper provides an empirical research about virtual reality users' avatar embodiment. According to literature, users that are embodied/incarnated in their avatars show a tendency to perceive avatars' failures as their own mistakes. Therefore, they are likely to monitor their own hands on the device they're using (e.g.: keyboard) when they perceive a failure in the interaction (a behavior named "focus shift"). We hypothesize that the phenomenon of focus shift is sensitive to different types of failures that can affect the multiple elements involved in the interaction. Thirty participants guided an avatar through a videogame-like virtual environment. The participants were exposed to three experimental manipulations (defective keyboard, de...
Customization of an in-game character, or avatar, is a core feature in modern video games and has ...
A rendering of a representation of one's own body in a head mounted display (HMD) virtual environmen...
This study explores factors responsible for a higher sense of presence in a Computer Generated (CG) ...
This paper provides an empirical research about virtual reality users' avatar embodiment. According ...
Brain monitoring of errors in one's own and other's actions is crucial for a variety of processes, r...
Controlling artificial virtual or physical agents is a fundamental challenge for both neuroscience ...
This study presents the second phase of a series of experiments investigating the impact of avatar v...
An increasing number of our interactions are mediated through e-technologies. In order to enhance th...
Putting oneself in the shoes of a digital alter ego becomes an increasingly relevant part of our eve...
The subjective experience of embodying an avatar when immersed in virtual reality (VR) is known to s...
A plausible assumption is that self-avatars increase the realism of immersive virtual environments (...
The subjective experience of embodying an avatar when immersed in virtual reality (VR) is known to s...
One way of achieving self-agency in virtual environments is by using a motion capture system and ret...
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...
Customization of an in-game character, or avatar, is a core feature in modern video games and has ...
A rendering of a representation of one's own body in a head mounted display (HMD) virtual environmen...
This study explores factors responsible for a higher sense of presence in a Computer Generated (CG) ...
This paper provides an empirical research about virtual reality users' avatar embodiment. According ...
Brain monitoring of errors in one's own and other's actions is crucial for a variety of processes, r...
Controlling artificial virtual or physical agents is a fundamental challenge for both neuroscience ...
This study presents the second phase of a series of experiments investigating the impact of avatar v...
An increasing number of our interactions are mediated through e-technologies. In order to enhance th...
Putting oneself in the shoes of a digital alter ego becomes an increasingly relevant part of our eve...
The subjective experience of embodying an avatar when immersed in virtual reality (VR) is known to s...
A plausible assumption is that self-avatars increase the realism of immersive virtual environments (...
The subjective experience of embodying an avatar when immersed in virtual reality (VR) is known to s...
One way of achieving self-agency in virtual environments is by using a motion capture system and ret...
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...
Customization of an in-game character, or avatar, is a core feature in modern video games and has ...
A rendering of a representation of one's own body in a head mounted display (HMD) virtual environmen...
This study explores factors responsible for a higher sense of presence in a Computer Generated (CG) ...