The influence of a self-avatar on space and body perception in immersive virtual reality

Ivelina Piryankova

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Ivelina Piryankova, The influence of a self-avatar on space and body perception in immersive virtual reality (2015), Logos Verlag, Berlin, ISBN: 9783832587734

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Beschreibung / Abstract

The technological advances in computer graphics, three-dimensional scanning and motion tracking technologies, contribute to the increase in the use of self-avatars in immersive real time virtual reality (VR) for visualization, simulation, clinical VR and entertainment purposes. Therefore, it is important to gain new insights on how users perceive their body, their self-avatar and the virtual space, as well as the interaction between body and space perception in VR. Using state-of-the-art VR technologies, I investigated how changes of the self-avatar influence the perception of one's own body and space in VR. This research has major implications for improving the usefulness of clinical VR (e.g. therapies and diagnostics), as well as VR applications (e.g. games, visualization and entertainment) that use self-avatars and aim at providing a realistic experience in VR.



Technologische Fortschritte in der Computergrafik, dem dreidimensionalen Scannen und in Motion-Tracking-Technologien haben zu einem erhöhten Einsatz von Selbst-Avataren in immersiven virtuellen Realitäten (VR) beigetragen. Selbst-Avatare werden zum Beispiel in den Bereichen Visualisierung und Simulation, aber auch in klinischen Anwendungen oder für Unterhaltungszwecke eingesetzt. Deshalb ist es wichtig neue Erkenntnisse über die Wahrnehmung des eigenen Körpers, des Selbst-Avatars und der räumlichen Wahrnehmung des Benutzers zu gewinnen, sowie den Einfluss des Selbst-Avatars auf die räumliche Wahrnehmung in der virtuellen Welt zu untersuchen. Mit Hilfe von moderner VR-Technologie habe ich untersucht wie Veränderungen des Selbst-Avatars die Wahrnehmung des eigenen Körpers und des Raumes verändern. Die Ergebnisse zeigen, dass Selbst-Avatare nicht genau die gleichen Dimensionen wie der Körper des Benutzers haben müssen, damit sich der Benutzer mit seinem Selbst-Avatar identifizieren kann.

Inhaltsverzeichnis

  • BEGINN
  • 1 INTRODUCTION
  • 1.1 Outline of the thesis
  • 1.2 Virtual Reality
  • 1.3 Virtual Reality applications
  • 1.4 Aim of this dissertation
  • 1.5 Contribution of the candidate
  • 2 STATE -OF - THE -ART AVATARS AND TECHNOLOGIES
  • 2.1 State-of-the-art realistic avatars
  • 2.2 Platforms for visualizing self-avatars and creating 3D interactive tools
  • 2.3 Tools for creating and animating computer graphics content
  • 2.4 Types of immersive display technologies used in VR systems
  • 2.5 Limitations
  • 3 RELATED RESEARCH
  • 3.1 Body perception and embodiment
  • 3.2 Perception of space and visual cues in immersive displays
  • 4 MOTIVATION AND RES EARCH QUESTIONS
  • 4.1 Motivation VR applications
  • 4.2 How to provide realistic experience in VR?
  • 4.3 Ownership over a considerably different self-avatar?
  • 4.4 Precision of weight perception in VR and contribution of visual cues
  • 5 OWNING AN OVERWEIGHT OR UNDERWEIGHT BODY
  • 5.1 Materials and Methods
  • 5.2 Results
  • 5.3 Discussion
  • 5.4 Summary of the main findings
  • 6 S PACE PERCEPTION IN LSIDS
  • 6.1 Materials and methods
  • 6.2 Egocentric distance perception in the real world
  • 6.3 Egocentric distance perception in LSIDs
  • 6.4 Discussion
  • 6.5 Summary of the main findings
  • 7 CAN I RECOGNIZE MY BODY†™ S WEIGHT ? THE INFLUENCE OF SHAPE AND TEXTURE
  • 7.1 Method
  • 7.2 Results
  • 7.3 Discussion
  • 7.4 Summary of the main findings
  • 8 GENERAL DISCUSSION
  • 8.1 Experience of ownership over a considerably different selfavatar in VR
  • 8.2 Designing LSID VR systems to provide a realistic experience
  • 8.3 The contribution of visual cues and the precision of perception of own body weight portrayed by a personalized self-avatar
  • 9 IMPLICATIONS FOR COMPUTER GRAPHICS AND VIRTUAL REALITY APPLICATIONS
  • 9.1 Implications for designing LSID VR systems
  • 9.2 Implications for VR applications using self-avatars in HMDs
  • 9.3 Implications for VR applications using personalized self-avatars
  • 9.4 Implications for novel response measures
  • 10 CONCLUSION
  • BIBLIOGRAPHY

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