Bodiless Embodiment: A Descriptive Survey of Avatar Bodily Coherence in First-Wave Consumer VR Applications

Research output: Contribution to conferenceConference abstract for conferenceResearchpeer-review

Standard

Bodiless Embodiment: A Descriptive Survey of Avatar Bodily Coherence in First-Wave Consumer VR Applications. / Murphy, Dooley Joel.

2017. Abstract from IEEE Virtual Reality 2017, Los Angeles, United States.

Research output: Contribution to conferenceConference abstract for conferenceResearchpeer-review

Harvard

Murphy, DJ 2017, 'Bodiless Embodiment: A Descriptive Survey of Avatar Bodily Coherence in First-Wave Consumer VR Applications', IEEE Virtual Reality 2017, Los Angeles, United States, 20/03/2017 - 22/03/2017.

APA

Murphy, D. J. (2017). Bodiless Embodiment: A Descriptive Survey of Avatar Bodily Coherence in First-Wave Consumer VR Applications. Abstract from IEEE Virtual Reality 2017, Los Angeles, United States.

Vancouver

Murphy DJ. Bodiless Embodiment: A Descriptive Survey of Avatar Bodily Coherence in First-Wave Consumer VR Applications. 2017. Abstract from IEEE Virtual Reality 2017, Los Angeles, United States.

Author

Murphy, Dooley Joel. / Bodiless Embodiment: A Descriptive Survey of Avatar Bodily Coherence in First-Wave Consumer VR Applications. Abstract from IEEE Virtual Reality 2017, Los Angeles, United States.2 p.

Bibtex

@conference{bac2b71347eb4fc69e0e442c13fe7824,
title = "Bodiless Embodiment: A Descriptive Survey of Avatar Bodily Coherence in First-Wave Consumer VR Applications",
abstract = "This preliminary study surveys whether/which avatar body parts are visible in first-wave consumer virtual reality (VR) applications for the HTC Vive (n = 200). A simple coding schema for assessing avatar bodily coherence (ABC) is piloted and evaluated. Results provide a snapshot of ABC in popular high-end VR applications in Q3 2016. It is reported (Table 1) that 86.5% of sampled items feature fully invisible avatars, 9% depict hands only, and 4.5% feature a head, torso, or legs, but still with some degree of bodily incoherence. Findings suggest that users may experience a sense of ownership and/or agency over their virtual actions even in the absence of visible avatar body parts. This informs research questions and hypotheses for future experimental enquiry into how bodily representation may interplay with user cognition, perceived virtual embodiment (body ownership illusion and sense of agency), and spatial telepresence.",
author = "Murphy, {Dooley Joel}",
year = "2017",
language = "English",
note = "IEEE Virtual Reality 2017 ; Conference date: 20-03-2017 Through 22-03-2017",

}

RIS

TY - ABST

T1 - Bodiless Embodiment: A Descriptive Survey of Avatar Bodily Coherence in First-Wave Consumer VR Applications

AU - Murphy, Dooley Joel

PY - 2017

Y1 - 2017

N2 - This preliminary study surveys whether/which avatar body parts are visible in first-wave consumer virtual reality (VR) applications for the HTC Vive (n = 200). A simple coding schema for assessing avatar bodily coherence (ABC) is piloted and evaluated. Results provide a snapshot of ABC in popular high-end VR applications in Q3 2016. It is reported (Table 1) that 86.5% of sampled items feature fully invisible avatars, 9% depict hands only, and 4.5% feature a head, torso, or legs, but still with some degree of bodily incoherence. Findings suggest that users may experience a sense of ownership and/or agency over their virtual actions even in the absence of visible avatar body parts. This informs research questions and hypotheses for future experimental enquiry into how bodily representation may interplay with user cognition, perceived virtual embodiment (body ownership illusion and sense of agency), and spatial telepresence.

AB - This preliminary study surveys whether/which avatar body parts are visible in first-wave consumer virtual reality (VR) applications for the HTC Vive (n = 200). A simple coding schema for assessing avatar bodily coherence (ABC) is piloted and evaluated. Results provide a snapshot of ABC in popular high-end VR applications in Q3 2016. It is reported (Table 1) that 86.5% of sampled items feature fully invisible avatars, 9% depict hands only, and 4.5% feature a head, torso, or legs, but still with some degree of bodily incoherence. Findings suggest that users may experience a sense of ownership and/or agency over their virtual actions even in the absence of visible avatar body parts. This informs research questions and hypotheses for future experimental enquiry into how bodily representation may interplay with user cognition, perceived virtual embodiment (body ownership illusion and sense of agency), and spatial telepresence.

M3 - Conference abstract for conference

T2 - IEEE Virtual Reality 2017

Y2 - 20 March 2017 through 22 March 2017

ER -

ID: 173054016