Self and Body Part Localization in Virtual Reality: Comparing a Headset and a Large-Screen Immersive Display

It is currently not fully understood where people precisely locate themselves in their bodies, particularly in virtual reality. To investigate this, we asked participants to point directly at themselves and to several of their body parts with a virtual pointer, in two virtual reality (VR) setups, a...

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Main Authors: Albert H. van der Veer, Matthew R. Longo, Adrian J. T. Alsmith, Hong Yu Wong, Betty J. Mohler
Format: Article
Language:English
Published: Frontiers Media S.A. 2019-05-01
Series:Frontiers in Robotics and AI
Subjects:
Online Access:https://www.frontiersin.org/article/10.3389/frobt.2019.00033/full
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author Albert H. van der Veer
Albert H. van der Veer
Matthew R. Longo
Adrian J. T. Alsmith
Hong Yu Wong
Hong Yu Wong
Betty J. Mohler
Betty J. Mohler
Betty J. Mohler
author_facet Albert H. van der Veer
Albert H. van der Veer
Matthew R. Longo
Adrian J. T. Alsmith
Hong Yu Wong
Hong Yu Wong
Betty J. Mohler
Betty J. Mohler
Betty J. Mohler
author_sort Albert H. van der Veer
collection DOAJ
description It is currently not fully understood where people precisely locate themselves in their bodies, particularly in virtual reality. To investigate this, we asked participants to point directly at themselves and to several of their body parts with a virtual pointer, in two virtual reality (VR) setups, a VR headset and a large-screen immersive display (LSID). There was a difference in distance error in pointing to body parts depending on VR setup. Participants pointed relatively accurately to many of their body parts (i.e., eyes, nose, chin, shoulders, and waist). However, in both VR setups when pointing to the feet and the knees they pointed too low, and for the top of the head too high (to larger extents in the VR headset). Taking these distortions into account, the locations found for pointing to self were considered in terms of perceived bodies, based on where the participants had pointed to their body parts in the two VR setups. Pointing to self in terms of the perceived body was mostly to the face, the upper followed by the lower, as well as some to the torso regions. There was no significant overall effect of VR condition for pointing to self in terms of the perceived body (but there was a significant effect of VR if only the physical body (as measured) was considered). In a paper-and-pencil task outside of VR, performed by pointing on a picture of a simple body outline (body template task), participants pointed most to the upper torso. Possible explanations for the differences between pointing to self in the VR setups and the body template task are discussed. The main finding of this study is that the VR setup influences where people point to their body parts, but not to themselves, when perceived and not physical body parts are considered.
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spelling doaj.art-b9a8be85f77f484694d3d6066bfa24da2022-12-22T01:08:59ZengFrontiers Media S.A.Frontiers in Robotics and AI2296-91442019-05-01610.3389/frobt.2019.00033429025Self and Body Part Localization in Virtual Reality: Comparing a Headset and a Large-Screen Immersive DisplayAlbert H. van der Veer0Albert H. van der Veer1Matthew R. Longo2Adrian J. T. Alsmith3Hong Yu Wong4Hong Yu Wong5Betty J. Mohler6Betty J. Mohler7Betty J. Mohler8Max Planck Institute for Biological Cybernetics, Tübingen, GermanyInternational Max Planck Research School for Cognitive and Systems Neuroscience, University of Tübingen, Tübingen, GermanyDepartment of Psychological Sciences, Birkbeck, University of London, London, United KingdomDEC, ENS, EHESS, CNRS, Institut Jean Nicod, PSL University, Paris, FranceWerner Reichardt Centre for Integrative Neuroscience, University of Tübingen, Tübingen, GermanyInstitute of Philosophy, Department of Philosophy and Media, University of Tübingen, Tübingen, GermanyMax Planck Institute for Biological Cybernetics, Tübingen, GermanyInstitute for Sport Science, Department of Human Sciences, Technical University of Darmstadt, Darmstadt, GermanyMax Planck Institute for Intelligent Systems, Tübingen, GermanyIt is currently not fully understood where people precisely locate themselves in their bodies, particularly in virtual reality. To investigate this, we asked participants to point directly at themselves and to several of their body parts with a virtual pointer, in two virtual reality (VR) setups, a VR headset and a large-screen immersive display (LSID). There was a difference in distance error in pointing to body parts depending on VR setup. Participants pointed relatively accurately to many of their body parts (i.e., eyes, nose, chin, shoulders, and waist). However, in both VR setups when pointing to the feet and the knees they pointed too low, and for the top of the head too high (to larger extents in the VR headset). Taking these distortions into account, the locations found for pointing to self were considered in terms of perceived bodies, based on where the participants had pointed to their body parts in the two VR setups. Pointing to self in terms of the perceived body was mostly to the face, the upper followed by the lower, as well as some to the torso regions. There was no significant overall effect of VR condition for pointing to self in terms of the perceived body (but there was a significant effect of VR if only the physical body (as measured) was considered). In a paper-and-pencil task outside of VR, performed by pointing on a picture of a simple body outline (body template task), participants pointed most to the upper torso. Possible explanations for the differences between pointing to self in the VR setups and the body template task are discussed. The main finding of this study is that the VR setup influences where people point to their body parts, but not to themselves, when perceived and not physical body parts are considered.https://www.frontiersin.org/article/10.3389/frobt.2019.00033/fullself-consciousnessVR headsetmultisensory cuesself-locationbodily selflarge-screen immersive display
spellingShingle Albert H. van der Veer
Albert H. van der Veer
Matthew R. Longo
Adrian J. T. Alsmith
Hong Yu Wong
Hong Yu Wong
Betty J. Mohler
Betty J. Mohler
Betty J. Mohler
Self and Body Part Localization in Virtual Reality: Comparing a Headset and a Large-Screen Immersive Display
Frontiers in Robotics and AI
self-consciousness
VR headset
multisensory cues
self-location
bodily self
large-screen immersive display
title Self and Body Part Localization in Virtual Reality: Comparing a Headset and a Large-Screen Immersive Display
title_full Self and Body Part Localization in Virtual Reality: Comparing a Headset and a Large-Screen Immersive Display
title_fullStr Self and Body Part Localization in Virtual Reality: Comparing a Headset and a Large-Screen Immersive Display
title_full_unstemmed Self and Body Part Localization in Virtual Reality: Comparing a Headset and a Large-Screen Immersive Display
title_short Self and Body Part Localization in Virtual Reality: Comparing a Headset and a Large-Screen Immersive Display
title_sort self and body part localization in virtual reality comparing a headset and a large screen immersive display
topic self-consciousness
VR headset
multisensory cues
self-location
bodily self
large-screen immersive display
url https://www.frontiersin.org/article/10.3389/frobt.2019.00033/full
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