Bodies and Movement in Immersive Realities

会議の名前
CHI 2024
ShareYourReality: Investigating Haptic Feedback and Agency in Virtual Avatar Co-embodiment
要旨

Virtual co-embodiment enables two users to share a single avatar in Virtual Reality (VR). During such experiences, the illusion of shared motion control can break during joint-action activities, highlighting the need for position-aware feedback mechanisms. Drawing on the perceptual crossing paradigm, we explore how haptics can enable non-verbal coordination between co-embodied participants. In a within-subjects study (20 participant pairs), we examined the effects of vibrotactile haptic feedback (None, Present) and avatar control distribution (25-75%, 50-50%, 75-25%) across two VR reaching tasks (Targeted, Free-choice) on participants’ Sense of Agency (SoA), co-presence, body ownership, and motion synchrony. We found (a) lower SoA in the free-choice with haptics than without, (b) higher SoA during the shared targeted task, (c) co-presence and body ownership were significantly higher in the free-choice task, (d) players’ hand motions synchronized more in the targeted task. We provide cautionary considerations when including haptic feedback mechanisms for avatar co-embodiment experiences.

著者
Karthikeya Puttur Venkatraj
Centrum Wiskunde & Informatica, Amsterdam, Netherlands
Wo Meijer
TU Delft, Delft, Netherlands
Monica Perusquia-Hernandez
Nara Institute of Science and Technolgy, Ikoma-shi, Nara, Japan
Gijs Huisman
Delft University of Technology, Delft, Netherlands
Abdallah El Ali
Centrum Wiskunde & Informatica (CWI), Amsterdam, Netherlands
論文URL

doi.org/10.1145/3613904.3642425

動画
Process, Roles, Tools, and Team: Understanding the Emerging Medium of Virtual Reality Theatre
要旨

Virtual reality (VR) theatre artists are combining theatre production and game development practices to create live performances in VR. To date, little is known about VR theatre creators' experiences of this process or how staging a play in VR might affect the audience's experience. To capture the experience of developing a VR theatre production we interviewed the production team behind the VR play You Should Have Stayed Home. Members of this team felt the process was a learning experience and shared the lessons they plan to incorporate into their future work. We report on the team's efforts to understand the VR theatre medium, how this team was constructed, and challenges that they encountered. In this paper we present the opportunities that the production team members identified for creating novel experiences for VR audiences, and their own needs as creators.

著者
Michaelah Wales
Queen's University, Kingston, Ontario, Canada
Michael Wheeler
Queen's University, Kingston, Ontario, Canada
Gabriele Cimolino
Queen's University, Kingston, Ontario, Canada
Laura Levin
York University, Toronto , Ontario, Canada
Jayna Mees
York University, Toronto, Ontario, Canada
T.C. Nicholas Graham
Queen's University, Kingston, Ontario, Canada
論文URL

doi.org/10.1145/3613904.3642741

動画
TimeTunnel: Integrating Spatial and Temporal Motion Editing for Character Animation in Virtual Reality
要旨

Editing character motion in Virtual Reality is challenging as it requires working with both spatial and temporal data using controls with multiple degrees of freedom. The spatial and temporal controls are separated, making it difficult to adjust poses over time and predict the effects across adjacent frames. To address this challenge, we propose TimeTunnel, an immersive motion editing interface that integrates spatial and temporal control for 3D character animation in VR. TimeTunnel provides an approachable editing experience via KeyPoses and Trajectories. KeyPoses are a set of representative poses automatically computed to concisely depict motion. Trajectories are 3D animation curves that pass through the joints of KeyPoses to represent in-betweens. TimeTunnel integrates spatial and temporal control by superimposing Trajectories and KeyPoses onto a 3D character. We conducted two studies to evaluate TimeTunnel. In our quantitative study, TimeTunnel reduced the amount of time required for editing motion, and saved effort in locating target poses. Our qualitative study with domain experts demonstrated how TimeTunnel is an approachable interface that can simplify motion editing, while still preserving a direct representation of motion.

著者
Qian Zhou
Autodesk Research, Toronto, Ontario, Canada
David Ledo
Autodesk Research, Toronto, Ontario, Canada
George Fitzmaurice
Autodesk Research, Toronto, Ontario, Canada
Fraser Anderson
Autodesk Research, Toronto, Ontario, Canada
論文URL

doi.org/10.1145/3613904.3641927

動画
A Systematic Review and Meta-analysis of the Effectiveness of Body Ownership Illusions in Virtual Reality
要旨

Body ownership illusions (BOIs) occur when participants experience that their actual body is replaced by a body shown in virtual reality (VR). Based on a systematic review of the cumulative evidence on BOIs from 111 research articles published in 2010 to 2021, this article summarizes the findings of empirical studies of BOIs. Following the PRISMA guidelines, the review points to diverse experimental practices for inducing and measuring body ownership. The two major components of embodiment measurement, body ownership and agency, are examined. The embodiment of virtual avatars generally leads to modest body ownership and slightly higher agency. We also find that BOI research lacks statistical power and standardization across tasks, measurement instruments, and analysis approaches. Furthermore, the reviewed studies showed a lack of clarity in fundamental terminology, constructs, and theoretical underpinnings. These issues restrict scientific advances on the major components of BOIs, and together impede scientific rigor and theory-building.

著者
Aske Mottelson
IT University of Copenhagen, Copenhagen, Denmark
Andreea Muresan
University of Copenhagen, Copenhagen, Denmark
Kasper Hornbæk
University of Copenhagen, Copenhagen, Denmark
Guido Makransky
University of Copenhagen, Copenhagen, Denmark
動画