000268760 001__ 268760
000268760 005__ 20190814150350.0
000268760 037__ $$aCONF
000268760 245__ $$aReconciling Being in-Control vs. Being Helped for the Execution of Complex Movements in VR
000268760 260__ $$c2019-03-23$$bIEEE
000268760 269__ $$a2019-03-23
000268760 300__ $$a9
000268760 336__ $$aConference Papers
000268760 520__ $$aPerforming motor tasks in virtual environments is best achieved with motion capture and animation of a 3D character that participants control in real time and perceive as being their avatar in the virtual environment. A strong Sense of Embodiment (SoE) for the virtual body not only relies on the feeling that the virtual body is their own (body ownership), but also that the virtual body moves in the world according to their will and replicates precisely their body movement (sense of agency). Within that frame of mind our specific aim is to demonstrate that the avatar can even be programmed to be better at executing a given task or to perform a movement that is normally difficult or impossible to execute precisely by the user. More specifically, our experimental task consists in asking subjects to follow with the hand a target that is animated using non-biological motion; the unnatural nature of the movement leads to systematic errors by the subjects. The challenge here is to introduce a subtle distortion between the position of the real hand and the position of the virtual hand, so that the virtual hand succeeds in performing the task while still letting subjects believe they are fully in control. Results of two experiments (N=16) show that our implementation of a distortion function, that we name the attraction well, successfully led participants to report being in control of the movement (agency) and being embodied in the avatar (body ownership) even when the distortion was above a threshold that they can detect. Furthermore, a progressive introduction of the distortion (starting without help, and introducing distortion on the go) could even further increase its acceptance.
000268760 6531_ $$aVirtual Reality
000268760 6531_ $$aEmbodiment
000268760 6531_ $$a3D interaction
000268760 6531_ $$aAgency
000268760 6531_ $$aBody ownership
000268760 6531_ $$amovement distortion
000268760 700__ $$0250269$$aPorssut, Thibault$$g274328
000268760 700__ $$0241247$$aHerbelin, Bruno$$g146265
000268760 700__ $$0240519$$aBoulic, Ronan$$g104608
000268760 7112_ $$dmarch 23-27, 2019$$cOsaka, Japan$$aIEEE VR - The 26th IEEE Conference on Virtual Reality and 3D User Interfaces
000268760 773__ $$t[Proceedings of IEEE VR 2019]
000268760 8564_ $$uhttps://infoscience.epfl.ch/record/268760/files/IEEEVR2019_Conference_Paper_9pages_preprint.pdf$$s3988380
000268760 8560_ $$falessandra.bianchi@epfl.ch
000268760 909C0 $$zGrolimund, Raphael$$xU12345$$pIIG$$mronan.boulic@epfl.ch$$0252470
000268760 909CO $$ooai:infoscience.epfl.ch:268760$$pIC$$pconf
000268760 960__ $$aronan.boulic@epfl.ch
000268760 961__ $$aalessandra.bianchi@epfl.ch
000268760 973__ $$aEPFL$$rREVIEWED
000268760 980__ $$aCONF
000268760 981__ $$aoverwrite