The Self-Avatar Follower Effect in Virtual Reality

Mar Gonzalez-Franco, Brian Cohn, Eyal Ofek, Dalila Burin, Antonella Maselli

Research output: Chapter in Book/Report/Conference proceedingConference contribution

4 Citations (Scopus)

Abstract

When embodying a virtual avatar in immersive VR applications where body tracking is enabled, users typically are and feel in control the avatar movements. However, there are situations in which the technology could be tweaked to flip this relationship so that an embodied avatar could affect the user's motor behavior without users noticing it. This has been shown in action retargeting applications and motor contagion experiments. Here we discuss a different way in which an embodied avatar could implicitly drive users movements: the self-avatar follower effect. We review previous evidences and present new experimental results showing how, whenever the virtual body does not overlay with their physical body, users tend to unconsciously follow their avatar, filling the gap if the system allows for it. We discuss this effect in the context of the relevant neuroscientific literature, and propose a theoretical account of the follower effect at the intersection of motor control and inference theories.

Original languageEnglish
Title of host publicationProceedings - 2020 IEEE Conference on Virtual Reality and 3D User Interfaces, VR 2020
PublisherInstitute of Electrical and Electronics Engineers Inc.
Pages18-25
Number of pages8
ISBN (Electronic)9781728156088
DOIs
Publication statusPublished - 2020 Mar
Event27th IEEE Conference on Virtual Reality and 3D User Interfaces, VR 2020 - Atlanta, United States
Duration: 2020 Mar 222020 Mar 26

Publication series

NameProceedings - 2020 IEEE Conference on Virtual Reality and 3D User Interfaces, VR 2020

Conference

Conference27th IEEE Conference on Virtual Reality and 3D User Interfaces, VR 2020
CountryUnited States
CityAtlanta
Period20/3/2220/3/26

Keywords

  • Embodiment
  • Human-centered computing
  • Motor control
  • Perception
  • Virtual reality

ASJC Scopus subject areas

  • Computer Graphics and Computer-Aided Design
  • Computer Science Applications
  • Human-Computer Interaction
  • Media Technology

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