Elena Kokkinara

Learn More
We easily adapt to changes in the environment that involve cross-sensory discrepancies (e.g., between vision and proprioception). Adaptation can lead to changes in motor commands so that the experienced sensory consequences are appropriate for the new environment (e.g., we program a movement differently while wearing prisms that shift our visual space). In(More)
Previous studies have examined the experience of owning a virtual surrogate body or body part through specific combinations of cross-modal multisensory stimulation. Both visuomotor (VM) and visuotactile (VT) synchronous stimulation have been shown to be important for inducing a body ownership illusion, each tested separately or both in combination. In this(More)
Agency, the attribution of authorship to an action of our body, requires the intention to carry out the action, and subsequently a match between its predicted and actual sensory consequences. However, illusory agency can be generated through priming of the action together with perception of bodily action, even when there has been no actual corresponding(More)
Appearance and animation realism of virtual characters in games, movies or other VR applications has been shown to affect audiences levels of acceptance and engagement with these characters. However, when a virtual character is representing us in VR setup, the level of engagement might also depend on the levels of perceived ownership and sense of control(More)
Studies in the field of social psychology have shown evidence that the dimensions of human facial features can directly impact the perception of personality of that human. Traits such as aggressiveness, trustworthiness and dominance have been directly correlated with facial features. If the same correlations were true for virtual faces, this could be a(More)
The aim of this study was to investigate the effect of non-player character (NPC) appearance in games - specifically, how a character's appearance affects a player's performance, and their perception of the game. We ran an experiment where participants played a mobile game on a 9.7" tablet, the goal of which was to kill all of the enemy characters in the(More)