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Book The influence of a self avatar on space and body perception in immersive virtual reality

Download or read book The influence of a self avatar on space and body perception in immersive virtual reality written by Ivelina Piryankova and published by Logos Verlag Berlin GmbH. This book was released on 2015-05-26 with total page 146 pages. Available in PDF, EPUB and Kindle. Book excerpt: Technologische Fortschritte in der Computergrafik, dem dreidimensionalen Scannen und in Motion-Tracking-Technologien haben zu einem erhöhten Einsatz von Selbst-Avataren in immersiven virtuellen Realitäten (VR) beigetragen. Selbst-Avatare werden zum Beispiel in den Bereichen Visualisierung und Simulation, aber auch in klinischen Anwendungen oder für Unterhaltungszwecke eingesetzt. Deshalb ist es wichtig neue Erkenntnisse über die Wahrnehmung des eigenen Körpers, des Selbst-Avatars und der räumlichen Wahrnehmung des Benutzers zu gewinnen, sowie den Einfluss des Selbst-Avatars auf die räumliche Wahrnehmung in der virtuellen Welt zu untersuchen. Mit Hilfe von moderner VR-Technologie habe ich untersucht wie Veränderungen des Selbst-Avatars die Wahrnehmung des eigenen Körpers und des Raumes verändern. Die Ergebnisse zeigen, dass Selbst-Avatare nicht genau die gleichen Dimensionen wie der Körper des Benutzers haben müssen, damit sich der Benutzer mit seinem Selbst-Avatar identifizieren kann.

Book The Influence of a Self avatar on Space and Body Perception in Immersive Virtual Reality

Download or read book The Influence of a Self avatar on Space and Body Perception in Immersive Virtual Reality written by Ivelina Vesselinova Piryankova and published by . This book was released on 2015 with total page pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book Measuring  modelling and minimizing perceived motion incongruence for vehicle motion simulation

Download or read book Measuring modelling and minimizing perceived motion incongruence for vehicle motion simulation written by Diane Cleij and published by Logos Verlag Berlin GmbH. This book was released on 2020-01-28 with total page 294 pages. Available in PDF, EPUB and Kindle. Book excerpt: Humans always wanted to go faster and higher than their own legs could carry them. This led them to invent numerous types of vehicles to move fast over land, water and air. As training how to handle such vehicles and testing new developments can be dangerous and costly, vehicle motion simulators were invented. Motion-based simulators in particular, combine visual and physical motion cues to provide occupants with a feeling of being in the real vehicle. While visual cues are generally not limited in amplitude, physical cues certainly are, due to the limited simulator motion space. A motion cueing algorithm (MCA) is used to map the vehicle motions onto the simulator motion space. This mapping inherently creates mismatches between the visual and physical motion cues. Due to imperfections in the human perceptual system, not all visual/physical cueing mismatches are perceived. However, if a mismatch is perceived, it can impair the simulation realism and even cause simulator sickness. For MCA design, a good understanding of when mismatches are perceived, and ways to prevent these from occurring, are therefore essential. In this thesis a data-driven approach, using continuous subjective measures of the time-varying Perceived Motion Incongruence (PMI), is adopted. PMI in this case refers to the effect that perceived mismatches between visual and physical motion cues have on the resulting simulator realism. The main goal of this thesis was to develop an MCA-independent off-line prediction method for time-varying PMI during vehicle motion simulation, with the aim of improving motion cueing quality. To this end, a complete roadmap, describing how to measure and model PMI and how to apply such models to predict and minimize PMI in motion simulations is presented. Results from several human-in-the-loop experiments are used to demonstrate the potential of this novel approach.

Book Research Anthology on Virtual Environments and Building the Metaverse

Download or read book Research Anthology on Virtual Environments and Building the Metaverse written by Management Association, Information Resources and published by IGI Global. This book was released on 2022-12-19 with total page 797 pages. Available in PDF, EPUB and Kindle. Book excerpt: With the advent of virtual environments and communities, the metaverse has been rapidly expanding in recent years as businesses and industries have begun to see the value and opportunities this technology provides. In order to ensure this technology is utilized to its full potential, further study on the best practices, challenges, and future directions is required. The Research Anthology on Virtual Environments and Building the Metaverse considers the latest research regarding the metaverse and discusses potential issues and benefits of the technology. The book also examines strategies and tactics businesses and companies can use when implementing the metaverse into their operations. Covering key topics such as immersion, augmented reality, and virtual worlds, this major reference work is ideal for computer scientists, business owners, managers, industry professionals, researchers, scholars, academicians, practitioners, instructors, and students.

Book The Social Brain in Virtual Reality  Changing Perspective on Self and Others in Immersive Virtual Environments

Download or read book The Social Brain in Virtual Reality Changing Perspective on Self and Others in Immersive Virtual Environments written by Solène Neyret and published by . This book was released on 2019 with total page 196 pages. Available in PDF, EPUB and Kindle. Book excerpt: One fundamental aspect of the human brain is that it is highly shaped by experience and interaction with the surrounding environment. Signals coming from different sensory streams are integrated to create a coherent representation of the environment and of the "self", as a part of this environment. The boundaries of the self are defined through the constant and dynamic exchanges between an individual and their physical and social environment. Self-perception and self-representation are complex processes that seem to be linked to perception and representation of others. We know that humans experience a sense of self-awareness, but the neural bases of this phenomenon are not clearly understood yet. In this thesis we focus on three different aspects of the "self" as a dynamic process: body representation, social identity, and conceptual representation of a personal problem. We report on three behavioural studies using immersive virtual reality that demonstrate how self-representation is highly influenced by social feedback. In the first experiment, we re-created a virtual representation of the internal image participants had of their own body shape. We also re-created a virtual body corresponding to their ideal body shape, and another virtual body representing their real body shape. Participants saw the three different virtual bodies from a first-person perspective and from a third-person perspective and they had to evaluate the appearance of those virtual bodies. We observed that female participants evaluated their real body as more attractive when they saw it from a third-person perspective, and that their level of body dissatisfaction was lower after the experimental procedure. We believe that third-person perspective allowed female participants to perceive their real body shape without applying the negative prior beliefs usually associated to the "self", and that this resulted in a more positive evaluation of their body shape. In the second experiment, we showed how the influence of a group can determine behaviour of an individual. We created a social situation of verbal harassment in virtual reality, and embodied participants in different agents of that scene. In one condition, participants experienced the scene from the perspective of the victim (female avatar). In the other condition, participants saw the situation from the perspective of a member of the group of males performing the harassment (in-group condition). One week later, participants went through a virtual reproduction of the Milgram experiment, and we measured their behaviour in terms of the number of shocks they would give to the victim (again a female avatar). All participants were sitting with a group of three virtual experimenters (male avatars), who were instructing them to give shocks to the victim until the end of the procedure. Our results show that participants of the in-group condition, behaved according to the instructions received from the virtual experimenters, and were more likely to finish the procedure. We argue that social feedback and group influence is critical in determining individual behaviour. In the third experiment, we show how subjective evaluation of a personal problem, can be modified by getting a third-person perspective of oneself. Participants were asked to describe a personal problem causing mid-level distress in their daily life and had the opportunity to discuss it, in virtual reality, with an avatar of Dr Sigmund Freud. In the experimental condition, participants were embodied alternatively in their own virtual avatar and in the virtual body of Freud, allowing them to enter in a "self-conversation". In the control condition, participants were embodied in their own virtual body, and received general counselling from the avatar of Freud. Our results show that the self- conversation condition helped participants to get a new perspective on their problem, leading them to get a better understanding of it and new ideas on how to solve it. Participants in the self-conversation condition also reported less negative automatic thoughts after their experience in virtual reality. We believe that the psychological distance given by the third-person perspective, allowed participants to get a more rational understanding of their situation. Overall, we demonstrate in this thesis, that self-perception, self-representation, self- evaluation and behavioral responses are highly influenced by social feedback. We show that third-person perspective enables to decrease negative bias in self-evaluation. We hope to be able to develop those findings in future clinical applications of immersive virtual reality.

Book Where are you  Self  and body part localization using virtual reality setups

Download or read book Where are you Self and body part localization using virtual reality setups written by Albert van der Veer and published by Logos Verlag Berlin GmbH. This book was released on 2019-09-19 with total page 184 pages. Available in PDF, EPUB and Kindle. Book excerpt: This volume presents a line of original experimental studies on the bodily self, investigating where people locate themselves in their bodies and how accurate they are at localizing their body parts. So far, it was not well known whether people locate themselves in one or more specific regions of their bodies. On the other hand, some systematic distortions in indicating bodily locations were already documented. In the present studies, participants were therefore asked to indicate their self-locations, as well as the locations of several of their body parts, using a self-directed, first-person perspective pointing paradigm in various virtual reality (VR) setups (different head-mounted displays and a large-screen immersive display). Overall, participants were found to locate themselves mainly in the (upper) face and the (upper) torso. However, striking differences in self-localization were found when testing in different VR setups. Upon further investigation, these differences were found to be foremost due to inaccuracies in body part localization. When taking these inaccuracies into account, differences between setups—and also with self-localization outside of VR—largely disappear. Another striking finding was that providing participants—in between pointing phases—with information about their bodies in the form of a real-time animated self-avatar, did not make them more accurate at locating their own body parts. While manipulating their viewpoint to chest-height of their self-avatar did shift the afterwards indicated locations of their own body parts upwards, towards where they were seen on the avatar. Potential explanations for the various new findings, also from tasks outside of VR, are discussed. Taken together, this volume suggests a differential involvement of multi-sensory information processing in experienced self-location within the body and the ability to locate body parts. Self-localization seems to be less flexible, possibly because it is strongly grounded in the 'bodily senses', while body part localization appears more adaptable to the manipulation of sensory stimuli, at least in the visual modality.

Book Avatars at Work and Play

    Book Details:
  • Author : Ralph Schroeder
  • Publisher : Springer Science & Business Media
  • Release : 2006-07-08
  • ISBN : 1402038984
  • Pages : 287 pages

Download or read book Avatars at Work and Play written by Ralph Schroeder and published by Springer Science & Business Media. This book was released on 2006-07-08 with total page 287 pages. Available in PDF, EPUB and Kindle. Book excerpt: Avatars at Work and Play brings together contributions from leading social scientists and computer scientists who have conducted research on virtual environments used for collaboration and online gaming. They present a well-rounded and state-of-the-art overview of current applications of multi-user virtual environments, ranging from highly immersive virtual reality systems to internet-based virtual environments on personal computers. The volume is a follow-up to a previous essay collection, ‘The Social Life of Avatars’, which explored general issues in this field. This collection goes further, examining uses of shared virtual environments in practical settings such as scientific collaboration, distributed meetings, building models together, and others. It also covers online gaming in virtual environments, which has attracted hundreds of thousands of users and presents an opportunity for studying a myriad of social issues. Covering both ‘work’ and ‘play’, the volume brings together issues common to the two areas, including: What kind of avatar appearance is suitable for different kinds of interaction? How best to foster collaboration and promote usable shared virtual spaces? What kinds of activities work well in different types of virtual environments and systems?

Book The Impact of Virtual and Augmented Reality on Individuals and Society

Download or read book The Impact of Virtual and Augmented Reality on Individuals and Society written by Mel Slater and published by Frontiers Media SA. This book was released on 2019-10-24 with total page 335 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book The Neural Basis of Hyper Adaptability in Humans and Animals

Download or read book The Neural Basis of Hyper Adaptability in Humans and Animals written by Jun Izawa and published by Frontiers Media SA. This book was released on 2023-03-28 with total page 453 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book HCI International 2017     Posters  Extended Abstracts

Download or read book HCI International 2017 Posters Extended Abstracts written by Constantine Stephanidis and published by Springer. This book was released on 2017-05-11 with total page 621 pages. Available in PDF, EPUB and Kindle. Book excerpt: The two-volume set CCIS 713 and CCIS 714 contains the extended abstracts of the posters presented during the 19th International Conference on Human-Computer Interaction, HCI International 2017, held in Vancouver, BC, Canada, in July 2017. HCII 2017 received a total of 4340 submissions, of which 1228 papers were accepted for publication after a careful reviewing process. The 177 papers presented in these two volumes were organized in topical sections as follows: Part I: Design and evaluation methods, tools and practices; novel interaction techniques and devices; psychophisiological measuring and monitoring; perception, cognition and emotion in HCI; data analysis and data mining in social media and communication; ergonomics and models in work and training support. Part II: Interaction in virtual and augmented reality; learning, games and gamification; health, well-being and comfort; smart environments; mobile interaction; visual design and visualization; social issues and security in HCI.

Book Consensual Illusion  The Mind in Virtual Reality

Download or read book Consensual Illusion The Mind in Virtual Reality written by Vanja Kljajevic and published by Springer Nature. This book was released on 2021-07-15 with total page 137 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book is inspired by the contemporary fascination with virtual reality and growing presence of this type of technology in everyday life. It explores the ways in which virtual reality evokes illusory transformation responses. The power of virtual reality is in making the mediation by technology in these experiences appear irrelevant to cognitive processes, so much so that it is often assumed that skills acquired in virtual environments are generally transferable to the physical world. However, cognition is affected by virtual reality technology, which is reflected in issues related to virtual embodiment, choice of spatial strategies, differences in neural and electrophysiological patterns associated with movement processing when navigating virtual vs. physical environments, and, at least to some extent, in virtual proxemics. In addition to spatial cognition, the book explores the sense of self in virtual reality, social interaction and virtual togetherness, action and motor cognition, calling to mind debates from philosophy, psychology, and cognitive neuroscience.

Book Virtual Reality and Body Image

Download or read book Virtual Reality and Body Image written by Clare K. Purvis and published by . This book was released on 2014 with total page 242 pages. Available in PDF, EPUB and Kindle. Book excerpt: Feelings of dissatisfaction and distress related to one's perception of one's body are collectively referred to as body image disturbance (BID), a common phenomenon among young women. BID is a clinically significant problem that is linked to depression, sexual dysfunction, social dysfunction, and the onset and maintenance of eating disorders. Cognitive-behavioral treatments for BID have limited long-term effectiveness. Previous research on cognitive processing biases suggests that women with BID demonstrate differences in their implicit behavioral responses to body-related stimuli in the environment, suggesting that clinical interventions targeting implicit behaviors may lead to more effective treatment. However, this research is limited by methodology that lacks ecological validity. Virtual reality (VR) offers near-perfect experimental control over environmental variables while maintaining realism and allowing for automatic and unobtrusive behavioral measurement. There has been limited research on BID using VR, and no research to date using this methodology to explore implicit behavioral processes among women with BID. The present study explores behavioral measurement of BID using VR. Environmental variables of body salience and social presence were manipulated in a 2x2 design to create four distinct immersive virtual environments (IVE) designed to elicit varying levels of state body dissatisfaction. A total of 78 female undergraduate students were sorted into two groups: control (n=40) and elevated weight-and-shape concerns (n=38); all subjects were exposed to all four IVE in counterbalanced order. State body satisfaction was measured immediately following exposure to each IVE to determine whether VR elicits similar fluctuations in body satisfaction as predicted in the non-VR BID literature. In two of the IVE, subjects were exposed to female avatars of various body sizes: (a) thin/underweight, (b) average weight, and (c) overweight. In IVE with high body salience and social presence, state body satisfaction decreased for women in both groups. In IVE with avatars, subjects' minimum interpersonal distance and amount of time spent looking at avatars of each body size was measured. Between groups, differences were found with regard to interpersonal distance. Weight-and-shape-concerned women demonstrated a closer mean approach distance to thin avatars (M=.57 m, SD=.025) as compared to average size avatars (M=.60 m, SD=.023), whereas women in the control group approached closer to average-size avatars (M=0.538 m, SD=.024) versus thin avatars, (M= 0.572 m, SD=.026), respectively. With regard to visual gaze, women in the control visually attended to average-size avatars for a greater percentage of overall time in IVE (M=28.4%, SD.006) as compared to overweight (M=26.9%, SD=.006) or thin avatars (M=26.7, SD=.007). Weight/shape concerned subjects spent a greater proportion of time attending to thin avatars (M=29.2%, SD=.006) as compared to average, (M=26.9%, SD=.006) or overweight avatars (M=25.6%, SD=.006). Across all subjects, there was a preference to approach thin or average-weight avatars as compared to overweight avatars. Implications for future use in clinical assessment, interventions, and research directions are discussed.

Book Research Handbook on Artificial Intelligence and Communication

Download or read book Research Handbook on Artificial Intelligence and Communication written by Seungahn Nah and published by Edward Elgar Publishing. This book was released on 2023-11-03 with total page 453 pages. Available in PDF, EPUB and Kindle. Book excerpt: This forward-looking Research Handbook makes an insightful contribution to the emerging field of studies on communication of, by and with AI. Bringing together state-of-the-art research from over 50 leading international scholars across various fields, it provides a comprehensive overview of the complex intersections between AI and communication.

Book When the Body Feels Like Mine  Constructing and Deconstructing the Sense of Body Ownership Through the Lifespan

Download or read book When the Body Feels Like Mine Constructing and Deconstructing the Sense of Body Ownership Through the Lifespan written by Gerardo Salvato and published by Frontiers Media SA. This book was released on 2022-04-07 with total page 143 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book Virtual Reality and Augmented Reality

Download or read book Virtual Reality and Augmented Reality written by Jernej Barbic and published by Springer. This book was released on 2017-12-06 with total page 205 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the refereed proceedings of the 14th International Conference on Virtual Reality and Augmented Reality, EuroVR 2017, held in Laval, France, in December 2017. The 10 full papers and 2 short papers presented were carefully reviewed and selected from 36 submissions. The papers are organized in four topical sections: interaction models and user studies, visual and haptic real-time rendering, perception and cognition, and rehabilitation and safety.

Book Virtual Reality and Augmented Reality

Download or read book Virtual Reality and Augmented Reality written by Patrick Bourdot and published by Springer Nature. This book was released on 2020-10-26 with total page 254 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the refereed proceedings of the 17th International Conference on Virtual Reality and Augmented Reality, EuroVR 2020, held in Valencia, Spain, in November 2020. The 12 full papers were carefully reviewed and selected from 35 submissions. The papers are organized in topical sections named: Perception, Cognition and Behaviour; Training, Teaching and Learning; Tracking and Rendering; and Scientific Posters.

Book Advances in Visual Computing

Download or read book Advances in Visual Computing written by George Bebis and published by Springer Nature. This book was released on 2019-10-25 with total page 718 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the refereed proceedings of the 14th International Symposium on Visual Computing, ISVC 2019, held in Lake Tahoe, NV, USA in October 2019. The 100 papers presented in this double volume were carefully reviewed and selected from 163 submissions. The papers are organized into the following topical sections: Deep Learning I; Computer Graphics I; Segmentation/Recognition; Video Analysis and Event Recognition; Visualization; ST: Computational Vision, AI and Mathematical methods for Biomedical and Biological Image Analysis; Biometrics; Virtual Reality I; Applications I; ST: Vision for Remote Sensing and Infrastructure Inspection; Computer Graphics II; Applications II; Deep Learning II; Virtual Reality II; Object Recognition/Detection/Categorization; and Poster.