Author(s)
Term
4. term
Education
Publication year
2016
Submitted on
2016-06-01
Pages
206 pages
Abstract
VR giver realistiske oplevelser til brugerne. Virtuel embodiment blev løbende udforsket med henblik på at øge realismen i oplevelsen med VR. Bevægelse og virtuel kropsejerskab har været undersøgt ved brug af flagermusens form for at skabe en troværdig virtuel oplevelse af kroppen. Det første forsøg omfattede en accept af flagermusens virtuelle krop ved brug af visuel-taktile feedback. Forsøget undersøgte også både lemmernes bevægelser og brugen af lemmernes bevægelser til navigation via det virtuelle miljø. Begge undersøgelser viste signifikant forskel mellem betingelserne. Fraværelse af taktile input i det første eksperiment brød den virtuelle kropejerskabs illusion. Derudover viste observationer, at passive bevægelser og fraværelse af proprioceptiv feedback fratog testpersoner en stabil virtuel kropsejerskabs dannelse. Det andet eksperiment viste, at der er en lineær sammenhæng mellem bevægelse og virtuel kropsejerskab. Jo mere bevægelse, desto mere virtuel kropsejerskab. Dette kunne indikere, at bevægelse skaber kropsejerskab i VR. Eksperimentet anvendte Asynkron bevægelsesmapping, hvilket skabte en illusion af at bevægelser var synkrone. Observationer har også demonstreret, hvor vigtigt det var at vise den virtuelle krop til testpersoner i forbindelse med deres oplevelser i VR.
VR brings realistic experiences to the users. To enhance realism problems of virtual embodiment has been continuously studied. In order to investigate the potential factors for achieving the illusion of morphologically different from human shape body there has been experimented with agency and body ownership in virtual reality. First experiment included the acceptance of the bat´s virtual body differences using only visuotactile feedback. The second one studied both limbs movement and the movement through the environment. Both studies showed significant difference between the conditions. Absence of tactile input in the first experiment was breaking the illusion of VBO. Furthermore observations showed that passive movement (movement of the virtual bat on the screen, when test subjects were not moved in physical reality) and absence of proprioceptive feedback deprived test subjects from relating to virtual body as their own. The second experiment proved that there is a linear relationship between agency and virtual body ownership. The higher agency was the higher virtual body ownership became, which might indicate that agency structures body ownership in VR. Asynchronous mapping used for controlled movements produced the illusion that actions were synchronous. The last finding was that it is important to see virtual body present in the scene when non-human avatar is used.
Keywords
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