Beyond Human: Animals as an Escape from Stereotype Avatars in Virtual Reality Games

Virtual reality setups are particularly suited to create a tight bond between players and their avatars up to a degree where we start perceiving the virtual representation as our own body. We hypothesize that such an illusion of virtual body ownership (IVBO) has a particularly high, yet overlooked potential for nonhumanoid avatars. To validate our claim, we use the example of three very different creatures---a scorpion, a rhino, and a bird---to explore possible avatar controls and game mechanics based on specific animal abilities. A quantitative evaluation underpins the high game enjoyment arising from embodying such nonhuman morphologies, including additional body parts and obtaining respective superhuman skills, which allows us to derive a set of novel design implications. Furthermore, the experiment reveals a correlation between IVBO and game enjoyment, which is a further indication that nonhumanoid creatures offer a meaningful design space for VR games worth further investigation.

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

[2]  M. Tsakiris My body in the brain: A neurocognitive model of body-ownership , 2010, Neuropsychologia.

[3]  Michael J. Singer,et al.  The Factor Structure of the Presence Questionnaire , 2005, Presence: Teleoperators & Virtual Environments.

[4]  Maria V. Sanchez-Vives,et al.  Inducing Illusory Ownership of a Virtual Body , 2009, Front. Neurosci..

[5]  Mel Slater,et al.  Taking steps: the influence of a walking technique on presence in virtual reality , 1995, TCHI.

[6]  H. Ehrsson The Experimental Induction of Out-of-Body Experiences , 2007, Science.

[7]  Roy A. Ruddle,et al.  The benefits of using a walking interface to navigate virtual environments , 2009, TCHI.

[8]  E. Deci,et al.  Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. , 2000, The American psychologist.

[9]  Marc Erich Latoschik,et al.  Alpha IVBO - Construction of a Scale to Measure the Illusion of Virtual Body Ownership , 2017, CHI Extended Abstracts.

[10]  Jonathan D. Cohen,et al.  Rubber hands ‘feel’ touch that eyes see , 1998, Nature.

[11]  William R. Sherman,et al.  Understanding Virtual RealityInterface, Application, and Design , 2002, Presence: Teleoperators & Virtual Environments.

[12]  P. Bach-y-Rita,et al.  Sensory substitution and the human–machine interface , 2003, Trends in Cognitive Sciences.

[13]  Robert S. Kennedy,et al.  Simulator Sickness Questionnaire: An enhanced method for quantifying simulator sickness. , 1993 .

[14]  A. Imran Nordin,et al.  Immersion in Digital Games: Review of Gaming Experience Research , 2014 .

[15]  Maria V. Sanchez-Vives,et al.  Extending Body Space in Immersive Virtual Reality: A Very Long Arm Illusion , 2012, PloS one.

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

[17]  Ben A. M. Schouten,et al.  A Breathtaking Journey. On the Design of an Empathy-Arousing Mixed-Reality Game , 2016, CHI PLAY.

[18]  F. Biocca,et al.  Communication in the age of virtual reality , 1995 .

[19]  Verónica Orvalho,et al.  Shape your body: control a virtual silhouette using body motion , 2012, CHI EA '12.

[20]  Stefania Serafin,et al.  The role of sound in the sensation of ownership of a pair of virtual wings in immersive VR , 2014, Audio Mostly Conference.

[21]  Hans-Peter Seidel,et al.  Interactive motion mapping for real‐time character control , 2014, Comput. Graph. Forum.

[22]  Andrey Krekhov,et al.  VR Animals: Surreal Body Ownership in Virtual Reality Games , 2018, CHI PLAY.

[23]  J. Berenguer,et al.  The Effect of Empathy in Proenvironmental Attitudes and Behaviors , 2007 .

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

[25]  Dianne M. Murray,et al.  Interacting with Presence. HCI and the Sense of Presence in Computer-mediated Environments , 2014 .

[26]  Marc Erich Latoschik,et al.  Anthropomorphism and Illusion of Virtual Body Ownership , 2015, ICAT-EGVE.

[27]  Matthew Lombard,et al.  At the Heart of It All: The Concept of Presence , 2006 .

[28]  Tabitha C. Peck,et al.  Putting yourself in the skin of a black avatar reduces implicit racial bias , 2013, Consciousness and Cognition.

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

[30]  Mel Slater,et al.  Is my hand connected to my body? The impact of body continuity and arm alignment on the virtual hand illusion , 2011, Cognitive Neurodynamics.

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

[32]  M. Slater,et al.  Illusory ownership of a virtual child body causes overestimation of object sizes and implicit attitude changes , 2013, Proceedings of the National Academy of Sciences.

[33]  Joseph A. Tainter,et al.  Emerging Trends in the Social and Behavioral Sciences: An Interdisciplinary, Searchable, and Linkable Resource , 2015 .

[34]  K. J. Blom,et al.  The Effects of Rotating the Self Out of the Body in the Full Virtual Body Ownership Illusion , 2014, Perception.

[35]  Mel Slater,et al.  Human Tails: Ownership and Control of Extended Humanoid Avatars , 2013, IEEE Transactions on Visualization and Computer Graphics.

[36]  S. Buss Introduction to Inverse Kinematics with Jacobian Transpose , Pseudoinverse and Damped Least Squares methods , 2004 .

[37]  Mel Slater,et al.  Drumming in immersive virtual reality: The body shapes the way we play , 2013, VR.

[38]  Michael J. Singer,et al.  Measuring Presence in Virtual Environments: A Presence Questionnaire , 1998, Presence.

[39]  Andrey Krekhov,et al.  GulliVR: A Walking-Oriented Technique for Navigation in Virtual Reality Games Based on Virtual Body Resizing , 2018, CHI PLAY.

[40]  Kwanguk Kim,et al.  Full-Body Ownership Illusion Can Change Our Emotion , 2018, CHI.

[41]  Jaron Lanier,et al.  Homuncular Flexibility: The Human Ability to Inhabit Nonhuman Avatars , 2015 .

[42]  Andrew K. Przybylski,et al.  The Motivational Pull of Video Games: A Self-Determination Theory Approach , 2006 .

[43]  Hans-Peter Seidel,et al.  Generalizing wave gestures from sparse examples for real-time character control , 2015, ACM Trans. Graph..

[44]  Sule Serubugo,et al.  Extending the human body in virtual reality: effect of sensory feedback on agency and ownership of virtual wings , 2016, VRIC.

[45]  T. Nagel What is it like to be a Bat , 1974 .

[46]  Jeremy N. Bailenson,et al.  Experiencing Nature: Embodying Animals in Immersive Virtual Environments Increases Inclusion of Nature in Self and Involvement With Nature , 2016, J. Comput. Mediat. Commun..

[47]  D. Lloyd Spatial limits on referred touch to an alien limb may reflect boundaries of visuo-tactile peripersonal space surrounding the hand , 2007, Brain and Cognition.

[48]  H. Henrik Ehrsson,et al.  The Illusion of Owning a Third Arm , 2011, PloS one.

[49]  Carrie Heeter,et al.  Being There: The Subjective Experience of Presence , 1992, Presence: Teleoperators & Virtual Environments.

[50]  Maria V. Sanchez-Vives,et al.  Towards a Digital Body: The Virtual Arm Illusion , 2008, Frontiers in human neuroscience.

[51]  Justin M. Harris,et al.  If I Were You: Perceptual Illusion of Body Swapping , 2008, PloS one.

[52]  T. Metzinger,et al.  Video Ergo Sum: Manipulating Bodily Self-Consciousness , 2007, Science.

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

[54]  Daniel M. Johnson,et al.  Personality, motivation and video games , 2010, OZCHI '10.

[55]  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.

[56]  Pascal Fua,et al.  Mo2Cap2: Real-time Mobile 3D Motion Capture with a Cap-mounted Fisheye Camera , 2018, IEEE Transactions on Visualization and Computer Graphics.

[57]  Daphne A. Muller,et al.  Through Pink and Blue Glasses: Designing a Dispositional Empathy Game Using Gender Stereotypes and Virtual Reality , 2017, CHI PLAY.

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

[59]  Tania Signal,et al.  Empathy and attitudes to animals , 2005 .

[60]  Thomas W. Schubert The sense of presence in virtual environments: A three-component scale measuring spatial presence, involvement, and realness , 2003, Z. für Medienpsychologie.

[61]  T. Nagel Mortal Questions: What is it like to be a bat? , 2012 .

[62]  Mel Slater,et al.  The Sense of Embodiment in Virtual Reality , 2012, PRESENCE: Teleoperators and Virtual Environments.

[63]  H. Ehrsson,et al.  How Many Arms Make a Pair? Perceptual Illusion of Having an Additional Limb , 2009, Perception.

[64]  Kangsoo Kim,et al.  The impact of avatar-owner visual similarity on body ownership in immersive virtual reality , 2017, VRST.

[65]  Joseph J. LaViola,et al.  A discussion of cybersickness in virtual environments , 2000, SGCH.

[66]  The Player Experience of Need Satisfaction , 2022 .

[67]  Wijnand A. IJsselsteijn,et al.  Presence: concept, determinants, and measurement , 2000, Electronic Imaging.

[68]  Mel Slater,et al.  A note on presence terminology , 2003 .

[69]  Marc Erich Latoschik,et al.  Avatar anthropomorphism and acrophobia , 2016, VRST.