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Effects of Synchronized Leg Motion in Walk-in-Place Utilizing Deep Neural Networks for Enhanced Body Ownership and Sense of Presence in VR

Published: 01 November 2020 Publication History

Abstract

We investigate the effects of different ways of visualizing the virtual gait of the avatar in the context of Walk-in-Place (WIP) based navigation in a virtual environment (VE). In Study 1, participants navigated through a VE using the WIP method while inhabiting an avatar. We varied the visualization of the avatar’s leg motion while performing the WIP gesture: (1) Fixed Body: the legs stood still; (2) Pre-recorded Animation: the legs moved in a fixed predetermined pace (plausible but not in accordance to that of the user in general); (3) Synchronized Motion the legs moved according (synchronized) to those of the user. Our results indicated that the sense of presence and body ownership improved significantly when the leg motion was rendered synchronized to that of the user (Synchronized Motion). In addition, we developed a deep neural network (DNN) that predicted the users’ leg postures only with the head position tracking, eliminating the need for any external sensors. We carried out Study 2, to assess the effects of different gait visualizations, under two new factors: (1) virtual gait seen directly by the user looking down, or already visible by one’s shadow (i.e., no need to look down); and (2) playing a pre-recorded animation, or pre-recorded animation whose playback speed was adjusted to match with pace of the users’ actual leg motions as predicted by the DNN. The results of Study 2 showed that the virtual gait temporally synchronized with that of the user greatly improved the sense of body ownership, whether it was witnessed directly or indirectly with the shadow. However, the effect of virtual gait on presence was less marked when indirectly observed. We discuss our findings and the implications for representing the avatar locomotion in immersive virtual environments.

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Cited By

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  • (2024)Mapping Real World Locomotion Speed to the Virtual World in Large Field of View Virtual EnvironmentsProceedings of the 2024 ACM Symposium on Spatial User Interaction10.1145/3677386.3682077(1-12)Online publication date: 7-Oct-2024
  • (2024)Evaluating Plausible Preference of Body-Centric Locomotion using Subjective Matching in Virtual Reality2024 IEEE Conference Virtual Reality and 3D User Interfaces (VR)10.1109/VR58804.2024.00124(1054-1064)Online publication date: 16-Mar-2024
  • (2024)Sense of embodiment with synchronized avatar during walking in mixed realityScientific Reports10.1038/s41598-024-72095-714:1Online publication date: 11-Sep-2024
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cover image ACM Conferences
VRST '20: Proceedings of the 26th ACM Symposium on Virtual Reality Software and Technology
November 2020
429 pages
ISBN:9781450376198
DOI:10.1145/3385956
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Published: 01 November 2020

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Author Tags

  1. body ownership illusion
  2. deep neural network
  3. machine learning
  4. presence
  5. walk-in-place

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Cited By

View all
  • (2024)Mapping Real World Locomotion Speed to the Virtual World in Large Field of View Virtual EnvironmentsProceedings of the 2024 ACM Symposium on Spatial User Interaction10.1145/3677386.3682077(1-12)Online publication date: 7-Oct-2024
  • (2024)Evaluating Plausible Preference of Body-Centric Locomotion using Subjective Matching in Virtual Reality2024 IEEE Conference Virtual Reality and 3D User Interfaces (VR)10.1109/VR58804.2024.00124(1054-1064)Online publication date: 16-Mar-2024
  • (2024)Sense of embodiment with synchronized avatar during walking in mixed realityScientific Reports10.1038/s41598-024-72095-714:1Online publication date: 11-Sep-2024
  • (2023)A Systematic Review and Meta-analysis of the Effectiveness of Body Ownership Illusions in Virtual RealityACM Transactions on Computer-Human Interaction10.1145/359076730:5(1-42)Online publication date: 23-Sep-2023
  • (2023)When XR and AI Meet - A Scoping Review on Extended Reality and Artificial IntelligenceProceedings of the 2023 CHI Conference on Human Factors in Computing Systems10.1145/3544548.3581072(1-45)Online publication date: 19-Apr-2023
  • (2023)Combining Motion Matching and Orientation Prediction to Animate Avatars for Consumer‐Grade VR DevicesComputer Graphics Forum10.1111/cgf.1462841:8(107-118)Online publication date: 20-Mar-2023
  • (2023)Effects of Walking Together in a Co-Located Virtual Reality Game2023 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW)10.1109/VRW58643.2023.00063(257-262)Online publication date: Mar-2023
  • (2023)Real-Time Recognition of In-Place Body Actions and Head Gestures using Only a Head-Mounted Display2023 IEEE Conference Virtual Reality and 3D User Interfaces (VR)10.1109/VR55154.2023.00026(105-114)Online publication date: Mar-2023
  • (2023)Effects of Different Levels of Self-Representation on Spatial Awareness, Self-Presence and Spatial Presence During Virtual Locomotion2023 IEEE International Conference on Systems, Man, and Cybernetics (SMC)10.1109/SMC53992.2023.10394288(4128-4133)Online publication date: 1-Oct-2023
  • (2021)Classifying In-Place Gestures with End-to-End Point Cloud Learning2021 IEEE International Symposium on Mixed and Augmented Reality (ISMAR)10.1109/ISMAR52148.2021.00038(229-238)Online publication date: Oct-2021

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