ArticleJMIR serious games2020
Controlling the Sense of Embodiment for Virtual Avatar Applications: Methods and Empirical Study.
Article in JMIR serious games, 2020. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 10 papers.
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Who cites it
10 citing papers in PubMed.
- Online Academic Cheating in Young Children and its Prevention.Open mind : discoveries in cognitive science · 2026Article
- User Experience of Virtual Human and Immersive Virtual Reality Role-Playing in Psychological Testing and Assessment: A Case Study of 'EmpathyVR'.Sensors (Basel, Switzerland) · 2025Article
- Does model type influence the effectiveness of combined action observation and motor imagery training for novices learning an Ankle Pick takedown?Frontiers in psychology · 2025Article
- Sense of embodiment with synchronized avatar during walking in mixed reality.Scientific reports · 2024Article
- Article
- Impact of Personalized Avatars and Motion Synchrony on Embodiment and Users' Subjective Experience: Empirical Study.JMIR serious games · 2022Article
- Effects of virtual body-representation on motor skill learning.Scientific reports · 2022Article
- Data Collection Framework for Context-Aware Virtual Reality Application Development in Unity: Case of Avatar Embodiment.Sensors (Basel, Switzerland) · 2022Article
- Extended Reality for Enhanced Telehealth During and Beyond COVID-19: Viewpoint.JMIR serious games · 2021Article
- The Untapped Potential of Virtual Reality in Rehabilitation of Balance and Gait in Neurological Disorders.Frontiers in virtual reality · 2021Article
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Authors and funding
4 authors.
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No grant is acknowledged in the PubMed record.
Abstract
backgroundThe sense of embodiment (SoE) is the feeling of one's own body, and research on the SoE extends from the rubber hand illusion to the full-body ownership illusion with a virtual avatar.
objectiveThe key to utilizing a virtual avatar is understanding and controlling the SoE, and it can be extended to several medical applications. In this study, we aimed to clarify these aspects by considering the following three subcomponents of SoE: sense of agency, ownership, and self-location.
methodsWe defined a human avatar (HA), point light avatar (PLA), and out-of-body point light avatar (OBPLA) and compared them in three user studies. In study 1, 28 participants were recruited and the three avatar conditions (HA, PLA, and OBPLA) were compared. In study 2, 29 new participants were recruited, and there were two avatar conditions (HA ad PLA) and two motion synchrony conditions (synchrony and asynchrony). In study 3, 29 other participants were recruited, and there were two avatar conditions (PLA and OBPLA) and two motion synchrony conditions (synchrony and asynchrony). Dependent measures included sense of agency, ownership, and self-location; emotional response; presence; and simulator sickness.
resultsThe findings of study 1 showed that the three avatar generation methodologies can control the sense of ownership and self-location in a stepwise manner while maintaining a high sense of agency. In studies 2 and 3, we found dependencies among the three subcomponents of SoE and observed that they affected users' subjective experiences.
conclusionsOur findings may have implications for boosting the effects of virtual avatar applications in medical areas, by understanding and controlling the SoE with a full-body illusion.
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