TY - JOUR
T1 - Characterizing first and third person viewpoints and their alternation for embodied interaction in virtual reality
AU - Debarba, Henrique Galvan
AU - Bovet, Sidney
AU - Salomon, Roy
AU - Blanke, Olaf
AU - Herbelin, Bruno
AU - Boulic, Ronan
N1 - Funding Information:
This work has been supported by SNFS project “Immersive Embodied Interactions in Virtual Environments” N 200021_140910. Roy Salomon was supported by an Israeli Science foundation grant (ISF 1169/17).
Publisher Copyright:
© 2017 Galvan Debarba et al. This is an open access article distributed under the terms of the Creative Commons Attribution License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original author and source are credited.
PY - 2017/12
Y1 - 2017/12
N2 - Empirical research on the bodily self has shown that the body representation is malleable, and prone to manipulation when conflicting sensory stimuli are presented. Using Virtual Reality (VR) we assessed the effects of manipulating multisensory feedback (full body control and visuo-tactile congruence) and visual perspective (first and third person perspective) on the sense of embodying a virtual body that was exposed to a virtual threat. We also investigated how subjects behave when the possibility of alternating between first and third person perspective at will was presented. Our results support that illusory ownership of a virtual body can be achieved in both first and third person perspectives under congruent visuomotor-tactile condition. However, subjective body ownership and reaction to threat were generally stronger for first person perspective and alternating condition than for third person perspective. This suggests that the possibility of alternating perspective is compatible with a strong sense of embodiment, which is meaningful for the design of new embodied VR experiences.
AB - Empirical research on the bodily self has shown that the body representation is malleable, and prone to manipulation when conflicting sensory stimuli are presented. Using Virtual Reality (VR) we assessed the effects of manipulating multisensory feedback (full body control and visuo-tactile congruence) and visual perspective (first and third person perspective) on the sense of embodying a virtual body that was exposed to a virtual threat. We also investigated how subjects behave when the possibility of alternating between first and third person perspective at will was presented. Our results support that illusory ownership of a virtual body can be achieved in both first and third person perspectives under congruent visuomotor-tactile condition. However, subjective body ownership and reaction to threat were generally stronger for first person perspective and alternating condition than for third person perspective. This suggests that the possibility of alternating perspective is compatible with a strong sense of embodiment, which is meaningful for the design of new embodied VR experiences.
UR - http://www.scopus.com/inward/record.url?scp=85039558182&partnerID=8YFLogxK
U2 - 10.1371/journal.pone.0190109
DO - 10.1371/journal.pone.0190109
M3 - Journal article
C2 - 29281736
AN - SCOPUS:85039558182
SN - 1932-6203
VL - 12
JO - PLOS ONE
JF - PLOS ONE
IS - 12
M1 - e0190109
ER -