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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)
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)
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)
Presents a listing of the papers' reviewers from the 2017 IEEE Virtual Reality Conference (IEEE VR 2017).
Figure 1: Tracking data is mapped on virtual face's expressions in real-time, using FaceShift studio. We measure participants' feeling of ownership and engagement over the virtual face.