Kim Chang-Seop, Jung Myeongul, Kim So-Yeon, Kim Kwanguk
Department of Computer Science, Hanyang University, Seoul, Republic of Korea.
Department of Psychology, Duksung Woman's University, Seoul, Republic of Korea.
JMIR Serious Games. 2020 Sep 22;8(3):e21879. doi: 10.2196/21879.
The sense of embodiment (SoE) is the feeling of one's own body, and research on the SoE extends from the rubber hand illusion to the full-body ownership illusion with a virtual avatar.
The key to utilizing a virtual avatar is understanding and controlling the SoE, and it can be extended to several medical applications. In this study, we aimed to clarify these aspects by considering the following three subcomponents of SoE: sense of agency, ownership, and self-location.
We defined a human avatar (HA), point light avatar (PLA), and out-of-body point light avatar (OBPLA) and compared them in three user studies. In study 1, 28 participants were recruited and the three avatar conditions (HA, PLA, and OBPLA) were compared. In study 2, 29 new participants were recruited, and there were two avatar conditions (HA ad PLA) and two motion synchrony conditions (synchrony and asynchrony). In study 3, 29 other participants were recruited, and there were two avatar conditions (PLA and OBPLA) and two motion synchrony conditions (synchrony and asynchrony). Dependent measures included sense of agency, ownership, and self-location; emotional response; presence; and simulator sickness.
The findings of study 1 showed that the three avatar generation methodologies can control the sense of ownership and self-location in a stepwise manner while maintaining a high sense of agency. In studies 2 and 3, we found dependencies among the three subcomponents of SoE and observed that they affected users' subjective experiences.
Our findings may have implications for boosting the effects of virtual avatar applications in medical areas, by understanding and controlling the SoE with a full-body illusion.
身体自我感知(SoE)是对自身身体的感觉,对SoE的研究从橡皮手错觉扩展到使用虚拟化身的全身自我所有权错觉。
利用虚拟化身的关键在于理解和控制SoE,并且它可以扩展到多种医学应用。在本研究中,我们旨在通过考虑SoE的以下三个子成分来阐明这些方面:能动感、自我所有权感和自我定位感。
我们定义了一个人类化身(HA)、点光化身(PLA)和体外点光化身(OBPLA),并在三项用户研究中对它们进行了比较。在研究1中,招募了28名参与者,并比较了三种化身条件(HA、PLA和OBPLA)。在研究2中,招募了29名新参与者,有两种化身条件(HA和PLA)以及两种运动同步条件(同步和异步)。在研究3中,招募了另外29名参与者,有两种化身条件(PLA和OBPLA)以及两种运动同步条件(同步和异步)。相关测量包括能动感、自我所有权感和自我定位感;情绪反应;临场感;以及模拟器晕动症。
研究1的结果表明,这三种化身生成方法可以在保持较高能动感的同时逐步控制自我所有权感和自我定位感。在研究2和3中,我们发现了SoE的三个子成分之间的相关性,并观察到它们会影响用户的主观体验。
我们的研究结果可能有助于通过利用全身错觉来理解和控制SoE,从而增强虚拟化身在医学领域的应用效果。