IEEE Trans Vis Comput Graph. 2024 May;30(5):2109-2118. doi: 10.1109/TVCG.2024.3372042. Epub 2024 Apr 19.
The sense of embodiment in virtual reality (VR) is commonly understood as the subjective experience that one's physical body is substituted by a virtual counterpart, and is typically achieved when the avatar's body, seen from a first-person view, moves like one's physical body. Embodiment can also be experienced in other circumstances (e.g., in third-person view) or with imprecise or distorted visuo-motor coupling. It was moreover observed, in various cases of small or progressive temporal and spatial manipulations of avatars' movements, that participants may spontaneously follow the movement shown by the avatar. The present work investigates whether, in some specific contexts, participants would follow what their avatar does even when large movement discrepancies occur, thereby extending the scope of understanding of the self-avatar follower effect beyond subtle changes of motion or speed manipulations. We conducted an experimental study in which we introduced uncertainty about which movement to perform at specific times and analyzed participants' movements and subjective feedback after their avatar showed them an incorrect movement. Results show that, when in doubt, participants were influenced by their avatar's movements, leading them to perform that particular error twice more often than normal. Importantly, results of the embodiment score indicate that participants experienced a dissociation with their avatar at those times. Overall, these observations not only demonstrate the possibility of provoking situations in which participants follow the guidance of their avatar for large motor distortions, despite their awareness about the avatar movement disruption and on the possible influence it had on their choice, and, importantly, exemplify how the cognitive mechanism of embodiment is deeply rooted in the necessity of having a body.
虚拟现实 (VR) 中的存在感通常被理解为一种主观体验,即一个人的身体被虚拟替身所取代,并且通常当从第一人称视角看到的化身的身体像自己的身体一样移动时,就会产生存在感。在其他情况下(例如第三人称视角)或在不精确或失真的视动耦合下,也可以体验到存在感。此外,在对化身运动进行各种小的或渐进的时空操作的情况下,观察到参与者可能会自发地跟随化身所展示的运动。本工作研究了在某些特定情况下,即使发生较大的运动差异,参与者是否会跟随化身的运动,从而将自我-化身跟随效应的理解范围扩展到超越运动或速度操纵的细微变化。我们进行了一项实验研究,在该研究中,我们在特定时间引入了不确定要执行哪个运动的因素,并分析了参与者在其化身向他们展示错误运动后的运动和主观反馈。结果表明,当存在疑问时,参与者会受到化身运动的影响,导致他们以特定错误的方式执行该运动的次数比正常情况下多两倍。重要的是,体现得分的结果表明,参与者在那些时候与化身分离。总的来说,这些观察结果不仅表明了参与者有可能在意识到化身运动干扰及其对选择的可能影响的情况下,为了大的运动失真而遵循化身的指导,而且重要的是,说明了体现的认知机制是如何深深植根于拥有身体的必要性的。