| アイテムタイプ |
itemtype_ver1(1) |
| 公開日 |
2025-07-09 |
| タイトル |
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タイトル |
Blurring Self-touch Improves Sense of Body Ownership in Incongruence Between VR Avatar and Real User’s Body Part |
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言語 |
en |
| 著者 |
Hiramatsu, Kodai
Kubota, Tomonori
Sato, Satoshi
Ogawa, Kohei
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| アクセス権 |
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アクセス権 |
embargoed access |
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アクセス権URI |
http://purl.org/coar/access_right/c_f1cf |
| 権利 |
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|
権利情報 |
This version of the article has been accepted for publication, after peer review (when applicable) and is subject to Springer Nature’s AM terms of use, but is not the Version of Record and does not reflect post-acceptance improvements, or any corrections. The Version of Record is available online at: http://dx.doi.org/10.1007/978-3-031-93715-6_20 |
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言語 |
en |
| 内容記述 |
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内容記述タイプ |
Abstract |
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内容記述 |
As an application of Virtual Reality (VR) technology, VR programs have been proposed to simulate on-site experiences, such as practical training, in a virtual environment. To make users feel as if they are actually experiencing these activities in the virtual environment, it is important to design the program to increase the sense of body ownership and presence. However, in practical applications of such VR programs, little is known about the negative effects of using consumer-grade VR devices with limited tracking capabilities on body ownership and presence, and about methods to mitigate these effects. Limitations in tracking capabilities can cause discrepancies in the positional alignment of body parts between the user and their avatar, leading to incongruence between visual information and tactile feedback when users touch their own bodies. Developing methods to mitigate the effects of such inconsistent self-touch is essential for making VR programs accessible at the consumer level. The purpose of this study is to investigate the negative effects of incongruent self-touch on the sense of body ownership and presence and to develop a novel method to mitigate these effects by using visual effects to blur the areas where self-touch occurs. The results of the preliminary experiment suggest that VR devices with low tracking capabilities negatively effect the quality of the VR program experience, and the proposed method utilizing visual effects to mitigate this impact has shown potential effectiveness. |
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言語 |
en |
| 内容記述 |
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内容記述タイプ |
Other |
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内容記述 |
Chen, J.Y.C., Fragomeni, G. (eds) Virtual, Augmented and Mixed Reality. HCII 2025. Lecture Notes in Computer Science, vol 15790. Springer, Cham. |
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言語 |
en |
| 出版者 |
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出版者 |
Springer |
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言語 |
en |
| 言語 |
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|
言語 |
eng |
| 資源タイプ |
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資源タイプresource |
http://purl.org/coar/resource_type/c_3248 |
|
タイプ |
book part |
| 出版タイプ |
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|
出版タイプ |
AM |
|
出版タイプResource |
http://purl.org/coar/version/c_ab4af688f83e57aa |
| 関連情報 |
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関連タイプ |
isVersionOf |
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|
識別子タイプ |
DOI |
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関連識別子 |
https://doi.org/10.1007/978-3-031-93715-6_20 |
| 関連情報 |
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関連タイプ |
isPartOf |
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|
識別子タイプ |
ISBN |
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関連識別子 |
978-3-031-93714-9 |
| 書誌情報 |
en : Lecture Notes in Computer Science
巻 15790,
p. 325-335,
発行日 2025-05-31
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| ファイル公開日 |
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日付 |
2026-05-31 |
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日付タイプ |
Available |