Embodying Physics-Aware Avatars in Virtual Reality

Embodiment toward an avatar in virtual reality (VR) is generally stronger when there is a high degree of alignment between the user’s and self-avatar’s motion. However, one-to-one mapping between the two is not always ideal when user interacts with the virtual environment. On these occasions, the user input often leads to unnatural behavior without physical realism (e.g., objects penetrating virtual body, body unmoved by hitting stimuli). We investigate how adding physics correction to self-avatar motion impacts embodiment. Physics-aware self-avatar preserves the physical meaning of the movement but introduces discrepancies between the user’s and self-avatar’s motion, whose contingency is a determining factor for embodiment. To understand its impact, we conducted an in-lab study (n = 20) where participants interacted with obstacles on their upper bodies in VR with and without physics correction. Our results showed that, rather than compromising embodiment level, physics-responsive self-avatar improved embodiment compared to no-physics condition in both active and passive interactions.

[1]  Christopher C. Berger,et al.  Follow Your Nose: Extended Arm Reach After Pinocchio Illusion in Virtual Reality , 2022, Frontiers in Virtual Reality.

[2]  Ruijia Chen,et al.  Modeling the Noticeability of User-Avatar Movement Inconsistency for Sense of Body Ownership Intervention , 2022, Proc. ACM Interact. Mob. Wearable Ubiquitous Technol..

[3]  Sriram Kalyanaraman,et al.  The effects of embodying wildlife in virtual reality on conservation behaviors , 2022, Scientific Reports.

[4]  Chris Harrison,et al.  Retargeted Self-Haptics for Increased Immersion in VR without Instrumentation , 2021, UIST.

[5]  Andrew D. Wilson,et al.  CoolMoves , 2021 .

[6]  S. Levine,et al.  AMP , 2021, ACM Trans. Graph..

[7]  Tabitha C. Peck,et al.  Avatar Embodiment. A Standardized Questionnaire , 2021, Frontiers in Virtual Reality.

[8]  Jaron Lanier,et al.  The Rocketbox Library and the Utility of Freely Available Rigged Avatars , 2020, Frontiers in Virtual Reality.

[9]  Eric J. Gonzalez,et al.  REACH+: Extending the Reachability of Encountered-type Haptics Devices through Dynamic Redirection in VR , 2020, UIST.

[10]  P. Beckerle,et al.  Embodiment, Presence, and Their Intersections , 2020, ACM Transactions on Human-Robot Interaction.

[11]  Mike Y. Chen,et al.  Miniature Haptics: Experiencing Haptic Feedback through Hand-based and Embodied Avatars , 2020, CHI.

[12]  Johann Wentzel,et al.  Improving Virtual Reality Ergonomics Through Reach-Bounded Non-Linear Input Amplification , 2020, CHI.

[13]  Kwanguk Kenny Kim,et al.  Impact of Body Size Match to an Avatar on the Body Ownership Illusion and User's Subjective Experience , 2020, Cyberpsychology Behav. Soc. Netw..

[14]  Ludovic Hoyet,et al.  Avatar and Sense of Embodiment: Studying the Relative Preference Between Appearance, Control and Point of View , 2020, IEEE Transactions on Visualization and Computer Graphics.

[15]  Daniel Holden,et al.  DReCon , 2019, ACM Trans. Graph..

[16]  Eyal Ofek,et al.  Mise-Unseen: Using Eye Tracking to Hide Virtual Reality Scene Changes in Plain Sight , 2019, UIST.

[17]  Sophie Jörg,et al.  Virtual Grasping Feedback and Virtual Hand Ownership , 2019, SAP.

[18]  Bruno Porras Garcia,et al.  Is This My Own Body? Changing the Perceptual and Affective Body Image Experience among College Students Using a New Virtual Reality Embodiment-Based Technique , 2019, Journal of clinical medicine.

[19]  Eyal Ofek,et al.  I'm a Giant: Walking in Large Virtual Environments at High Speed Gains , 2019, CHI.

[20]  Dieter Schmalstieg,et al.  Human upper-body inverse kinematics for increased embodiment in consumer-grade virtual reality , 2018, VRST.

[21]  Jörg Müller,et al.  Ownershift: Facilitating Overhead Interaction in Virtual Reality with an Ownership-Preserving Hand Space Shift , 2018, UIST.

[22]  Alejandro Beacco,et al.  Virtually Being Lenin Enhances Presence and Engagement in a Scene From the Russian Revolution , 2018, Front. Robot. AI.

[23]  Prajwal Kuchchangi,et al.  HAPTICS: THE VIRTUAL REALITY , 2018 .

[24]  Tabitha C. Peck,et al.  Avatar Embodiment. Towards a Standardized Questionnaire , 2018, Front. Robot. AI.

[25]  Enrico Rukzio,et al.  Breaking the Tracking: Enabling Weight Perception using Perceivable Tracking Offsets , 2018, CHI.

[26]  Sergey Levine,et al.  DeepMimic , 2018, ACM Trans. Graph..

[27]  Marc Erich Latoschik,et al.  The Impact of Avatar Personalization and Immersion on Virtual Body Ownership, Presence, and Emotional Response , 2018, IEEE Transactions on Visualization and Computer Graphics.

[28]  Niels Henze,et al.  "These are not my hands!": Effect of Gender on the Perception of Avatar Hands in Virtual Reality , 2017, CHI.

[29]  Sophie Jörg,et al.  Need a hand?: how appearance affects the virtual hand illusion , 2016, SAP.

[30]  Eyal Ofek,et al.  Haptic Retargeting: Dynamic Repurposing of Passive Haptics for Enhanced Virtual Reality Experiences , 2016, CHI.

[31]  Antoni Rodríguez-Fornells,et al.  Violating body movement semantics: Neural signatures of self-generated and external-generated errors , 2016, NeuroImage.

[32]  Joan López-Moliner,et al.  The Effects of Visuomotor Calibration to the Perceived Space and Body, through Embodiment in Immersive Virtual Reality , 2015, TAP.

[33]  Mel Slater,et al.  How to Build an Embodiment Lab: Achieving Body Representation Illusions in Virtual Reality , 2014, Front. Robot. AI.

[34]  Kym Maclaren Touching matters: Embodiments of intimacy , 2014 .

[35]  M. Slater,et al.  The building blocks of the full body ownership illusion , 2013, Front. Hum. Neurosci..

[36]  Nicolas Pronost,et al.  Interactive Character Animation Using Simulated Physics: A State‐of‐the‐Art Review , 2012, Comput. Graph. Forum.

[37]  Heinrich H. Bülthoff,et al.  The influence of avatar (self and character) animations on distance estimation, object interaction and locomotion in immersive virtual environments , 2011, APGV '11.

[38]  Peter-Pike J. Sloan,et al.  Physics-inspired upsampling for cloth simulation in games , 2011, ACM Trans. Graph..

[39]  M. Slater,et al.  Multisensory Stimulation Can Induce an Illusion of Larger Belly Size in Immersive Virtual Reality , 2011, PloS one.

[40]  Maria V. Sanchez-Vives,et al.  First Person Experience of Body Transfer in Virtual Reality , 2010, PloS one.

[41]  Maria V. Sanchez-Vives,et al.  Virtual Hand Illusion Induced by Visuomotor Correlations , 2010, PloS one.

[42]  Mel Slater,et al.  Place illusion and plausibility can lead to realistic behaviour in immersive virtual environments , 2009, Philosophical Transactions of the Royal Society B: Biological Sciences.

[43]  Robert Bridson,et al.  Fluid Simulation for Computer Graphics , 2008 .

[44]  Marjolein P. M. Kammers,et al.  What is embodiment? A psychometric approach , 2008, Cognition.

[45]  Orit Shaer,et al.  Reality-based interaction: a framework for post-WIMP interfaces , 2008, CHI.

[46]  J. Bailenson,et al.  The Proteus Effect: The Effect of Transformed Self-Representation on Behavior , 2007 .

[47]  Kenneth Aizawa,et al.  Understanding The Embodiment of Perception , 2007 .

[48]  Sharif Razzaque,et al.  The hand is slower than the eye: a quantitative exploration of visual dominance over proprioception , 2005, IEEE Proceedings. VR 2005. Virtual Reality, 2005..

[49]  P. Haggard,et al.  The rubber hand illusion revisited: visuotactile integration and self-attribution. , 2005, Journal of experimental psychology. Human perception and performance.

[50]  Petros Faloutsos,et al.  Composable controllers for physics-based character animation , 2001, SIGGRAPH.

[51]  S. Gallagher Philosophical conceptions of the self: implications for cognitive science , 2000, Trends in Cognitive Sciences.

[52]  Ivan Poupyrev,et al.  The go-go interaction technique: non-linear mapping for direct manipulation in VR , 1996, UIST '96.

[53]  C E Chapman,et al.  Active versus passive touch: factors influencing the transmission of somatosensory signals to primary somatosensory cortex. , 1994, Canadian journal of physiology and pharmacology.

[54]  Jacob Cohen,et al.  A power primer. , 1992, Psychological bulletin.

[55]  Jane Wilhelms,et al.  Using Dynamic Analysis for Realistic Animation of Articulated Bodies , 1987, IEEE Computer Graphics and Applications.