Quantitative and Qualitative Exploration of the Effect of a Wearable Item on Non-Organic Virtual Limb Embodiment and User Behavior in Immersive Environments
This experiment was designed to investigate the potential contribution to the sense of embodiment of a wristband worn by the participants in both real and virtual environments. In addition, two virtual limb models were compared following a mixed between-within subjects design: an organic hand and a...
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Published in | Presence : teleoperators and virtual environment Vol. 30; pp. 213 - 231 |
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Main Authors | , , , |
Format | Journal Article |
Language | English |
Published |
One Rogers Street, Cambridge, MA 02142-1209, USA
MIT Press
01.12.2021
MIT Press Journals, The |
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ISSN | 1531-3263 1054-7460 1531-3263 |
DOI | 10.1162/pres_a_00389 |
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Abstract | This experiment was designed to investigate the potential contribution to the sense of embodiment of a wristband worn by the participants in both real and virtual environments. In addition, two virtual limb models were compared following a mixed between-within subjects design: an organic hand and a non-organic prosthesis matching the proposed task. Quantitative results revealed no significant effect of the wristband, while post-experiment semistructured interviews revealed that the wristband fostered the identification with the virtual limbs for several participants, but that it might be conditioned by interindividual differences. Ownership scores were significantly higher with the virtual hand. However, participants experienced a very high sense of agency with both conditions despite the lack of finger tracking when controlling the prosthesis. Agency was positively correlated with participants' perceived change in their body schema when embodying the prosthesis. Subjective and objective measures demonstrated that participants were less hesitant and that more collisions were recorded at higher speeds against potentially threatening objects with the non-organic prosthesis. |
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AbstractList | This experiment was designed to investigate the potential contribution to the sense of embodiment of a wristband worn by the participants in both real and virtual environments. In addition, two virtual limb models were compared following a mixed between-within subjects design: an organic hand and a non-organic prosthesis matching the proposed task. Quantitative results revealed no significant effect of the wristband, while post-experiment semistructured interviews revealed that the wristband fostered the identification with the virtual limbs for several participants, but that it might be conditioned by interindividual differences. Ownership scores were significantly higher with the virtual hand. However, participants experienced a very high sense of agency with both conditions despite the lack of finger tracking when controlling the prosthesis. Agency was positively correlated with participants' perceived change in their body schema when embodying the prosthesis. Subjective and objective measures demonstrated that participants were less hesitant and that more collisions were recorded at higher speeds against potentially threatening objects with the non-organic prosthesis. |
Author | Brousse, Audrey Gorisse, Geoffrey Richir, Simon Christmann, Olivier |
Author_xml | – sequence: 1 givenname: Geoffrey surname: Gorisse fullname: Gorisse, Geoffrey email: geoffrey.gorisse@ensam.eu organization: LAMPA, Arts et Métiers Institute of Technology 53810 Changé, France – sequence: 2 givenname: Audrey surname: Brousse fullname: Brousse, Audrey organization: LAMPA, Arts et Métiers Institute of Technology 53810 Changé, France – sequence: 3 givenname: Simon surname: Richir fullname: Richir, Simon organization: LAMPA, Arts et Métiers Institute of Technology 53810 Changé, France – sequence: 4 givenname: Olivier surname: Christmann fullname: Christmann, Olivier organization: LAMPA, Arts et Métiers Institute of Technology 53810 Changé, France |
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Title | Quantitative and Qualitative Exploration of the Effect of a Wearable Item on Non-Organic Virtual Limb Embodiment and User Behavior in Immersive Environments |
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