Astral Body

A Virtual Reality Game for Body Ownership Investigation

Conference Paper (2024)
Author(s)

Yimin Zhou (Student TU Delft)

Merlijn Mac Gillavry (Student TU Delft)

Pengzhi Yang (Student TU Delft)

Zihao Xu (Student TU Delft)

Baitian Zhang (Student TU Delft)

Rafael Bidarra (TU Delft - Computer Graphics and Visualisation)

Research Group
Computer Graphics and Visualisation
Copyright
© 2024 Yimin Zhou, Merlijn Mac Gillavry, Pengzhi Yang, Zihao Xu, Baitian Zhang, Rafael Bidarra
DOI related publication
https://doi.org/10.1007/978-3-031-49065-1_5
More Info
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Publication Year
2024
Language
English
Copyright
© 2024 Yimin Zhou, Merlijn Mac Gillavry, Pengzhi Yang, Zihao Xu, Baitian Zhang, Rafael Bidarra
Research Group
Computer Graphics and Visualisation
Bibliographical Note
Green Open Access added to TU Delft Institutional Repository ‘You share, we take care!’ – Taverne project https://www.openaccess.nl/en/you-share-we-take-care Otherwise as indicated in the copyright section: the publisher is the copyright holder of this work and the author uses the Dutch legislation to make this work public. @en
Pages (from-to)
43-55
ISBN (print)
9783031490644
Reuse Rights

Other than for strictly personal use, it is not permitted to download, forward or distribute the text or part of it, without the consent of the author(s) and/or copyright holder(s), unless the work is under an open content license such as Creative Commons.

Abstract

As one of the most disruptive human-computer interaction techniques, Virtual Reality (VR) provides a novel way to examine human movements, e.g. when investigating Body Ownership (BO) in the field of cognitive sciences, especially when the visual output diverges from real-world actions. Previous research in BO uses questionnaires and brain imaging, where the former is a highly subjective metric, and the latter is very costly in time, money, and personnel. To answer the question How can a VR serious game help overcome current challenges of BO assessment?, we designed Astral Body, a VR game that helps cognitive science researchers assess people’s level of BO. In the game, players are asked to grab ‘flying collectibles’ coming from a portal in space. Researchers can inject different types and levels of asynchrony into the arms of the visualized avatar, thus affecting the players’ BO experience and perception. Players, in turn, can also report whenever they perceive possible mismatched avatar behavior. In addition, researchers can analyze player data, including looking for unconscious responses, e.g. small adjustments in physical movements to mitigate injected asynchrony. Preliminary results from playtesting and qualitative analysis of Astral Bodyindicate that a VR game can effectively help researchers investigate BO phenomena.

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