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Quantitative and Qualitative Exploration of the Effect of a Wearable Item on Non-Organic Virtual Limb Embodiment and User Behavior in Immersive Environments

Article dans une revue avec comité de lecture
Auteur
ccGORISSE, Geoffrey
211916 Laboratoire Angevin de Mécanique, Procédés et InnovAtion [LAMPA]
BROUSSE, Audrey
211916 Laboratoire Angevin de Mécanique, Procédés et InnovAtion [LAMPA]
ccRICHIR, Simon
211916 Laboratoire Angevin de Mécanique, Procédés et InnovAtion [LAMPA]
ccCHRISTMANN, Olivier
211916 Laboratoire Angevin de Mécanique, Procédés et InnovAtion [LAMPA]

URI
http://hdl.handle.net/10985/24284
DOI
10.1162/pres_a_00389
Date
2021-12-01
Journal
PRESENCE: Virtual and Augmented Reality

Résumé

This experiment was designed to investigate the potential contribution to the sense of embodiment of a wristband worn by the participants in both real and virtual environments. In addition, two virtual limb models were compared following a mixed between-within subjects design: an organic hand and a non-organic prosthesis matching the proposed task. Quantitative results revealed no significant effect of the wristband, while post-experiment semistructured interviews revealed that the wristband fostered the identification with the virtual limbs for several participants, but that it might be conditioned by interindividual differences. Ownership scores were significantly higher with the virtual hand. However, participants experienced a very high sense of agency with both conditions despite the lack of finger tracking when controlling the prosthesis. Agency was positively correlated with participants' perceived change in their body schema when embodying the prosthesis. Subjective and objective measures demonstrated that participants were less hesitant and that more collisions were recorded at higher speeds against potentially threatening objects with the non-organic prosthesis.

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  • Laboratoire Angevin de Mécanique, Procédés et InnovAtion (LAMPA)

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  • I am a Genius! Influence of Virtually Embodying Leonardo da Vinci on Creative Performance 
    Article dans une revue avec comité de lecture
    ccGORISSE, Geoffrey; WELLENREITER, Simon; ccFLEURY, Sylvain; L´ECUYER, Anatole; ccRICHIR, Simon; ccCHRISTMANN, Olivier (Institute of Electrical and Electronics Engineers, 2023-10-02)
    Virtual reality (VR) provides users with the ability to substitute their physical appearance by embodying virtual characters (avatars) using head-mounted displays and motion-capture technologies. Previous research demonstrated ...
  • Integrability and Reliability of Smart Wearables in Virtual Reality Experiences: A Subjective Review 
    Communication avec acte
    HOUZANGBE, Samory; ccCHRISTMANN, Olivier; ccGORISSE, Geoffrey; ccRICHIR, Simon (ACM, New York, NY, USA, 2018)
    Virtual Reality (VR) is now an affordable technology that is starting to penetrate the mass market. While cardboard is the most distributed system, it lacks interaction to provide really engaging experiences. Providing low ...
  • From Robot to Virtual Doppelganger: Impact of Visual Fidelity of Avatars Controlled in Third-Person Perspective on Embodiment and Behavior in Immersive Virtual Environments 
    Article dans une revue avec comité de lecture
    ccGORISSE, Geoffrey; ccCHRISTMANN, Olivier; ccHOUZANGBE, Samory; ccRICHIR, Simon (Frontiers Media S.A, 2019)
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    Communication avec acte
    HOUZANGBE, Samory; ccCHRISTMANN, Olivier; ccGORISSE, Geoffrey; ccRICHIR, Simon (ACM, New York, NY, USA, 2018)
    Virtual Reality (VR) is now an affordable technology that is starting to penetrate the mass market. Providing accessible solutions to enhance VR experiences is crucial. In this paper, we consider a wearable solution as a ...
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    Article dans une revue avec comité de lecture
    ccGORISSE, Geoffrey; ccCHRISTMANN, Olivier; ccRICHIR, Simon (Interfaces numériques, 2018)
    Les sentiments de présence et d’incarnation sont deux dimensions centrales de l’expérience utilisateur en environnement virtuel immersif. Suite à une revue de littérature portant sur ces deux concepts, nous en proposons ...

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