Immersive Design XR
  • Immersive Design XR
  • Learning Goals Immersive Design XR
  • Basic assignments (lesson 1-2)
    • Basic introductory workshop
    • Basic assignment Concept & Identity
    • Basic assignment User Experience Design
    • Basic assignment Interaction Techniques
  • Expert assignments (lesson 3-8)
    • ANALYSIS operating space (lesson 3)
    • CREATE: space through Light & Sound (lesson 4)
    • TEST: introduction VR-methods (lesson 5)
    • TEST: testscripts & questionnaires (lesson 6)
    • EVALUATE: heuristic evaluation & personal plan IED (lesson 7)
  • Concept & Identity
    • C&I: storytelling
    • C&I: virtual identity
    • C&I: body ownership
    • C&I: emotions & sentiment
  • User Experience Design
    • UX: general design principles & patterns
    • UX: space (II) social space
    • UX: space (I) active sensing
    • UX: human factors (I) cognition
    • UX: human factors (II) sensory perception
    • UX: human factors (III): ergonomics
  • Interaction Techniques
    • IT: navigation
    • IT: wayfinding
    • IT: system control
    • IT: selection & manipulation
    • IT: feedback, feedforward & force feedback
  • Testing in XR
    • Testing (I): immersion, presence & agency
    • Testing (II): methods for testing
    • Testing (III): questionnaires
  • Related Materials
    • Narrative Theory
    • Social Space theory
    • Social Space experts
    • Embodied Reality: being bodily
    • Movement & Animation
    • Avatar Creation Tools
    • Audio & Sound
    • Hardware Technology
    • Prototyping Controllers
    • 3D Data Visualisation
    • Mobile AR/MR
  • Getting Started
    • Getting Started - History Reality Caravan
    • Getting Started - Founding Brothers & Sisters
    • Getting Started - Advice for Designers VR by Jaron Lanier
    • Getting Started - Play! Games in STEAM
    • Getting started - Platforms & Engines
    • Getting Started: controllers & environments
  • Organisational
    • MIT License
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On this page
  • Body Ownership
  • Extended or add-on body parts: body ownership, agency and threat
  • Observing Your Own Body Walking Away
  1. Concept & Identity

C&I: body ownership

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Last updated 6 years ago

Body Ownership

Rubber Hand Illusion

If appropriate tracking and mapping is performed, then the user may experience an illusion of virtual body ownership, the experience that an artificial body is in face one's own physical body. The Rubber Hand illusion is a well-known illusion, which has been researched significantly.

Extended or add-on body parts: body ownership, agency and threat

  • A first person perspective is central to the experience of ownership of the virtual body.

  • Visual proprioceptive cues can elicit the illusion when the user views a virtual body that spatially overlaps with the real body from a first person perspective.

  • When spatial overlap or realism of virtual body is limited, multi sensory cues are necessary in order to elicit the illusion.

Below you can find the variables, try it out for your own experience.

Ownership variables

  • mybody: I felt as if the body I saw in the game might be my body.

  • tailpartofbody: I felt as if the tail was a part of the body I saw in the game.

  • realtail: At times during the game, I imagined that I had a real tail.

  • taillikearmslegs: I considered the tail to be as much of a part of the body as the arms and legs were.

Agency variables

  • mymovements: Not considering the tail, the movements of the body I saw in the game seemed to be my movements.

  • tailcontrol: I could easily move the tail to where I wanted.

  • notailcontrol: The tail seemed to be moving from around on its own.

  • learnedtail: I learned how to control the tail more accurately as the game went on.

  • tailnatural: There were times in the game that moving the tail came naturally to me.

Threat variables

  • anxiousbody: I felt anxious when the body was on fire.

  • extinguishbody: I tried to avoid or extinguish the flames in some way when the body was on fire.

  • harmedbody: I had the feeling that I might be harmed when the body was on fire.

  • anxioustail: I felt anxious when the tail was on fire.

  • extinguishtail: I tried to avoid or extinguish the flames in some way when the tail was on fire.

  • harmedtail: I had the feeling that I might be harmed when the tail was on fire.

Other papers

Observing Your Own Body Walking Away

article 1:

Ownership may be even experienced over non-human virtual bodies and over additional limbs (such as virtual tail, see Ann Lasko-Harvill's 90s work and ). It may influence one's perspective, attitudes and actions. There are some guidelines for creating Body Ownership that need to be followed:

This video shows the translation of a real world environment into a virtual point cloud (by using two Kinect sensors) and viewed through an Oculus Rift VR headset. The red and white point clouds shown in the video distinguish the two Kinect sensors.

Body Illusion: the rubber hand in virtual reality
Human Tails: Ownership and Control of Extended Humanoid Avatars
(source Virtual Reality and the Senses)
“Wow! I Have Six Fingers!”: Would You Accept Structural Changes of Your Hand in VR?
Body Transfer in Virtual Reality. How modifying the body in virtual reality can help in clinical treatment
Swapping Your Body becomes a Virtual Reality
Shaping Virtual Identites documentary by Jacob Kok
Virtual doppelgangers: Psychological effects of avatars who ignore their owners.
VR research: How do we normally experience ourselves, our bodies, and other people by Lynda Joy, Khora VR
Björk: Figurative Masks and Self-Performances
Jesse Fox shows how Avatars can change the way we exercise and eat, or the way we view women.
Let the Avatar Brighten Your Smile: Effects of Enhancing Facial Expressions in Virtual Environments.
An out-of-body VR Experience using Kinect and Oculus
Example: The Rubber Hand Illusion