Abstract
The main goal of this paper is to investigate the effect of different types of self-representations through floating members (hands vs. hands + feet), virtual full body (hands + feet vs. full-body avatar), walking fidelity (static feet, simulated walking, real walking), and number of tracking points used (head + hands, head + hands + feet, head + hands + feet + hip) on the sense of presence and embodiment through questionnaires. The sample consisted of 98 participants divided into a total of six conditions in a between-subjects design. The HTC Vive headset, controllers, and trackers were used to perform the experiment. Users were tasked to find a series of hidden objects in a virtual environment and place them in a travel bag. We concluded that (1) the addition of feet to floating hands can impair the experienced realism (\(p=0.039\)), (2) both floating members and full-body avatars can be used without affecting presence and embodiment (\(p>0.05\)) as long as there is the same level of control over the self-representation, (3) simulated walking scores of presence and embodiment were similar when compared to static feet and real walking tracking data (\(p>0.05\)), and (4) adding hip tracking overhead, hand and feet tracking (when using a full-body avatar) allows for a more realistic response to stimuli (\(p=0.002\)) and a higher overall feeling of embodiment (\(p=0.023\)).
This is a preview of subscription content, access via your institution.








References
Argelaguet F, Hoyet L, Trico M, Lecuyer A (2016) The role of interaction in virtual embodiment: effects of the virtual hand representation. In: 2016 IEEE virtual reality (VR), pp 3–10. https://doi.org/10.1109/VR.2016.7504682
Banakou D, Groten R, Slater M (2013) Illusory ownership of a virtual child body causes overestimation of object sizes and implicit attitude changes. Proc Natl Acad Sci 110(31):12846–12851
Banakou D, Kishore S, Slater M (2018) Virtually being Einstein results in an improvement in cognitive task performance and a decrease in age bias. Front Psychol 9:917. https://doi.org/10.3389/fpsyg.2018.00917
Biocca F (1997) The cyborg’s dilemma: progressive embodiment in virtual environments. J Comput Mediat Commun 3(2):JCMC324
Biocca F (2014) Connected to my avatar. In: International conference on social computing and social media. Springer, pp 421–429
Dancey CP, Reidy J (2007) Statistics without maths for psychology. Pearson Education, London
George D (2011) SPSS for windows step by step: a simple study guide and reference, 17.0 update, 10/e. Pearson Education India, Delhi
Gonzalez-Franco M, Peck TC (2018) Avatar embodiment. Towards a standardized questionnaire. Front Robot AI 5:74. https://doi.org/10.3389/frobt.2018.00074
Hambleton RK, Zenisky AL (2011) Translating and adapting tests for cross-cultural assessments. In: Matsumoto D, van de Vijver FJR (eds) Culture and psychology. Cross-cultural research methods in psychology. Cambridge University Press, pp 46–74. https://psycnet.apa.org/record/2010-22491-003
Kilimann J, Friesen J, Pott C, Lensing P (2018) A fast avatar calibration method for virtual environments using six 6-dof trackers. In: 2018 IEEE 1st workshop on animation in virtual and augmented environments (ANIVAE), pp 1–4. https://doi.org/10.1109/ANIVAE.2018.8587272
Kilteni K, Groten R, Slater M (2012) The sense of embodiment in virtual reality. Presence Teleoper Virtual Environ 21(4):373–387
Latoschik ME, Roth D, Gall D, Achenbach J, Waltemate T, Botsch M (2017) The effect of avatar realism in immersive social virtual realities. In: Proceedings of the 23rd ACM symposium on virtual reality software and technology. ACM, p 39
Lin Q, Rieser JJ, Bodenheimer B (2013) Stepping off a ledge in an HMD-based immersive virtual environment. In: Proceedings of the ACM symposium on applied perception, SAP ’13. ACM, New York, NY, USA, pp 107–110. https://doi.org/10.1145/2492494.2492511
Lugrin J, Landeck M, Latoschik ME (2015a) Avatar embodiment realism and virtual fitness training. In: 2015 IEEE virtual reality (VR), pp 225–226. https://doi.org/10.1109/VR.2015.7223377
Lugrin J, Wiedemann M, Bieberstein D, Latoschik ME (2015b) Influence of avatar realism on stressful situation in VR. In: 2015 IEEE virtual reality (VR), pp 227–228. https://doi.org/10.1109/VR.2015.7223378
Lugrin J, Ertl M, Krop P, Klüpfel R, Stierstorfer S, Weisz B, Rück M, Schmitt J, Schmidt N, Latoschik ME (2018) Any body there? Avatar visibility effects in a virtual reality game. In: 2018 IEEE conference on virtual reality and 3D user interfaces (VR), pp 17–24. https://doi.org/10.1109/VR.2018.8446229
McManus EA, Bodenheimer B, Streuber S, de la Rosa S, Bülthoff HH, Mohler BJ (2011) The influence of avatar (self and character) animations on distance estimation, object interaction and locomotion in immersive virtual environments. In: Proceedings of the ACM SIGGRAPH symposium on applied perception in graphics and visualization, APGV ’11. ACM, New York, NY, USA, pp 37–44. https://doi.org/10.1145/2077451.2077458
Melo M, Vasconcelos-Raposo J, Bessa M (2018) Presence and cybersickness in immersive content: effects of content type, exposure time and gender. Comput Graph 71:159–165. https://doi.org/10.1016/j.cag.2017.11.007
Nakamura J, Csikszentmihalyi M (2009) Flow theory and research. In: Lopez SJ, Snyder CR (eds) Oxford library of psychology. Oxford handbook of positive psychology. Oxford University Press, pp 195–206. https://psycnet.apa.org/record/2009-05143-018
Park C, Jang K (2019) Investigation of visual self-representation for a walking-in-place navigation system in virtual reality. In: 2019 IEEE conference on virtual reality and 3D user interfaces (VR), pp 1114–1115. https://doi.org/10.1109/VR.2019.8798345
Petri K, Bandow N, Witte K (2018) Using several types of virtual characters in sports—a literature survey. Int J Comput Sci Sport 17(1):1–48
Ries B, Interrante V, Kaeding M, Anderson L (2008) The effect of self-embodiment on distance perception in immersive virtual environments. In: Proceedings of the 2008 ACM symposium on virtual reality software and technology, VRST ’08. ACM, New York, NY, USA, pp 167–170. https://doi.org/10.1145/1450579.1450614
Schuemie MJ, Van Der Straaten P, Krijn M, Van Der Mast CA (2001) Research on presence in virtual reality: a survey. CyberPsychol Behav 4(2):183–201
Skarbez R, Brooks FP Jr, Whitton MC (2017) A survey of presence and related concepts. ACM Comput Surv 50(6):96:1-96:39. https://doi.org/10.1145/3134301
Slater M, Steed A (2000) A virtual presence counter. Presence Teleoper Virtual Environ 9(5):413–434
Slater M, Wilbur S (1997) A framework for immersive virtual environments five: speculations on the role of presence in virtual environments. Presence Teleoper Virtual Environ 6(6):603–616. https://doi.org/10.1162/pres.1997.6.6.603
Slater M, Usoh M, Steed A (1995) Taking steps: the influence of a walking technique on presence in virtual reality. ACM Trans Comput Hum Interact 2(3):201–219. https://doi.org/10.1145/210079.210084
Slater M, Spanlang B, Corominas D (2010) Simulating virtual environments within virtual environments as the basis for a psychophysics of presence. ACM Trans Graph (TOG) 29:92
Steed A, Pan Y, Zisch F, Steptoe W (2016) The impact of a self-avatar on cognitive load in immersive virtual reality. In: 2016 IEEE virtual reality (VR). IEEE, pp 67–76
Stereoarts (2018) SAFullBodyIK. https://github.com/Stereoarts/SAFullBodyIK
Tajadura-Jiménez A, Banakou D, Bianchi-Berthouze N, Slater M (2017) Embodiment in a child-like talking virtual body influences object size perception, self-identification, and subsequent real speaking. Sci Rep 7(1):9637
Usoh M, Arthur K, Whitton MC, Bastos R, Steed A, Slater M, Brooks Jr FP (1999) Walking \(>\) walking-in-place \(>\) flying, in virtual environments. In: Proceedings of the 26th annual conference on computer graphics and interactive techniques. ACM Press/Addison-Wesley Publishing Co., pp 359–364
Van Der Hoort B, Guterstam A, Ehrsson HH (2011) Being Barbie: the size of one’s own body determines the perceived size of the world. PLoS One 6(5):e20195
Vasconcelos-Raposo J, Bessa M, Melo M, Barbosa L, Rodrigues R, Teixeira CM, Cabral L, Augusto Sousa A (2016) Adaptation and validation of the Igroup Presence Questionnaire (IPQ) in a Portuguese sample. Presence Teleoper Virtual Environ 25(3):191–203. https://doi.org/10.1162/PRES_a_00261
Yee N, Bailenson J (2007) The Proteus effect: the effect of transformed self-representation on behavior. Hum Commun Res 33(3):271–290
Acknowledgements
This work is financed by the ERDF – European Regional Development Fund through the Operational Programme for Competitiveness and Internationalisation - COMPETE 2020 Programme and by National Funds through the Portuguese funding agency, FCT - Fundação para a Ciência e a Tecnologia within project POCI-01-0145-FEDER-028618 entitled PERFECT - Perceptual Equivalence in virtual Reality For authEntiC Training.
Author information
Authors and Affiliations
Corresponding author
Additional information
Publisher's Note
Springer Nature remains neutral with regard to jurisdictional claims in published maps and institutional affiliations.
Rights and permissions
About this article
Cite this article
Gonçalves, G., Melo, M., Barbosa, L. et al. Evaluation of the impact of different levels of self-representation and body tracking on the sense of presence and embodiment in immersive VR. Virtual Reality 26, 1–14 (2022). https://doi.org/10.1007/s10055-021-00530-5
Received:
Accepted:
Published:
Issue Date:
DOI: https://doi.org/10.1007/s10055-021-00530-5