The experience of embodiment is central to how we conceptualize, design, and evaluate VR systems. Previous research frequently relies on questionnaires to assess embodiment. Thus, qualitative aspects of this experience are rarely considered, as they cannot be evaluated by questionnaires. We use micro-phenomenological interviews to gather qualitative data on embodiment in VR across 20 participants. The interviews show that embodiment can be negatively affected by controllers and rendering, though goal-oriented interaction positively supports it. Participants’ perception of realism is more dynamic and tolerates more ambiguity than suggested in the literature. Participants describe the processes of entering and exiting VR as requiring both effort and adaption. Finally, participants perceive virtual objects and agents as influencing but separate from their experience. We discuss these findings in relation to typical embodiment research in HCI and suggest design implications for future VR applications.

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“A False Reality”? A Micro-phenomenology of Avatars in VR

  • Xinyue Hu,
  • Tor-Salve Dalsgaard,
  • Kasper Hornbæk

摘要

The experience of embodiment is central to how we conceptualize, design, and evaluate VR systems. Previous research frequently relies on questionnaires to assess embodiment. Thus, qualitative aspects of this experience are rarely considered, as they cannot be evaluated by questionnaires. We use micro-phenomenological interviews to gather qualitative data on embodiment in VR across 20 participants. The interviews show that embodiment can be negatively affected by controllers and rendering, though goal-oriented interaction positively supports it. Participants’ perception of realism is more dynamic and tolerates more ambiguity than suggested in the literature. Participants describe the processes of entering and exiting VR as requiring both effort and adaption. Finally, participants perceive virtual objects and agents as influencing but separate from their experience. We discuss these findings in relation to typical embodiment research in HCI and suggest design implications for future VR applications.