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A master's thesis from Aalborg University
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Agency and Virtual Body Ownership of a Virtual Bat´s Avatar in VR

Translated title

Agency og virtual krop ejerskab af flagermusens avatar i VR

Author

Term

4. term

Education

Publication year

2016

Submitted on

Pages

206

Abstract

Virtual reality (VR) skal føles virkelig. En central del er embodiment: oplevelsen af både at styre en virtuel krop (agency) og at kroppen føles som ens egen (virtuelt krops-ejerskab, VBO) – også når kroppen ikke er menneskelig. Dette projekt undersøger, hvilke faktorer der understøtter denne illusion, når man indtager en avatar formet som en flagermus. Forsøg 1 testede, om matchede syns- og berøringssignaler (visuo-taktil feedback) hjælper deltagere med at acceptere flagermusens anderledes krop. Betingelserne adskilte sig signifikant: uden berøring brød illusionen om VBO sammen. Forsøg 2 undersøgte både bevægelse af avatarens lemmer og bevægelse gennem det virtuelle miljø. Observationer viste, at passiv bevægelse og fravær af proprioceptiv feedback (kropssans) gjorde det sværere at opleve den virtuelle krop som sin egen. Studiet fandt også en lineær sammenhæng mellem agency og VBO: jo mere kontrol deltagerne følte, desto stærkere var krops-ejerskabet, hvilket tyder på, at agency er med til at strukturere krops-ejerskab i VR. Selv når bevægelsesmappingen bevidst var asynkron ved kontrollerede bevægelser, kunne deltagerne opleve deres handlinger som synkrone. Endelig var det vigtigt, at den virtuelle krop var synlig i scenen, når en ikke-menneskelig avatar blev brugt. På tværs af begge forsøg var der signifikante forskelle mellem betingelserne.

Virtual reality (VR) aims to feel real. A key part is embodiment: the sense that you control a body in VR (agency) and that this body feels like your own (virtual body ownership, VBO), even when it is non-human. This thesis examines which factors support that illusion when people inhabit a bat-shaped avatar. Experiment 1 tested whether matched sight-and-touch cues (visuotactile feedback) help participants accept the bat’s unusual body. Conditions differed significantly: removing touch broke the illusion of VBO. Experiment 2 examined both moving the avatar’s limbs and moving through the virtual environment. Observations showed that passive movement and a lack of proprioceptive feedback (the body’s sense of position) made it harder to relate to the virtual body as one’s own. The study also found a linear relationship between agency and VBO: the more control participants felt, the stronger their sense of ownership, suggesting that agency helps structure body ownership in VR. Even when movement mappings were intentionally asynchronous for controlled motions, participants could still experience their actions as synchronous. Finally, it mattered that the virtual body was visible in the scene when using a non-human avatar. Across both experiments, conditions differed significantly.

[This abstract was generated with the help of AI]

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